Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Monday, March 26, 2012

Adventure Idea -- The Hunger Games


My daughter has been begging my wife and I to read Suzanne Collins' The Hunger Games for a long time now. She was excited about the movie coming out and was disappointed that I wouldn't be in town to see it with her opening weekend. To make up for my absence, I borrowed her copy of the book for my business trip and promised to read it.



I finished tonight and found it an enjoyable read; however, this isn't a review. From the get go, I was reminded of a Dungeons & Dragons session I ran when I was in the seventh or eighth grade that had a strikingly similar set up.



I was twelve when I first started out as a dungeon master, and I quickly earned a reputation for killing characters. It was a badge of honor for me at the time. I strove to come up with novel ways of pitting my players characters against great odds. I didn't kill them all, but most. To this day, I've never actually killed a player, just their characters.



In the session I ran, I had my five players start out as convicted prisoners that were sentenced to death. Their captors gave them one chance at life. They were set loose in the dungeon via magic portals. The dungeon belonged to a powerful wizard. They were told that only one of them was allowed to make it out alive, but that person would not only earn his freedom, he would also be allowed to keep whatever he recovered in the dungeon. Of course the dungeon was stocked full of nasty monsters and even nastier traps. I had decided that whichever character made it to the end of the dungeon would be faced by the wizard and a small army of minions. The wizard would demand whatever valuables the character had recovered. If he cooperated, he would be allowed to live and leave naked. Yeah, I was not a nice DM, and I'm not sure why anyone ever wanted to play with me, young bastard that I was.



The five of them were not alone. I set loose ten NPC's with them, each of which had the same deal as they. All of the fifteen were set loose at different points in the dungeon. As I remember it, one of them was quickly attacked by a group of three NPC's that had decided to join forces. Witnessing this, the remaining four decided to gang together and started NPC hunting. This lasted for a bit, until one of them, a thief, back stabbed a fellow player character.



At that point, all hell broke loose. In the end, none of them survived as I cheated. One of the NPCs was actually a devil polymorphed into the form of a human. When he was encountered, well, it didn't end well for the remaining two players that met up with him.



In retrospect, it was a juvenile concept, but sometimes juvenile is good, dirty fun.

Friday, March 23, 2012

A Game of Thrones, Yearning for Birthright


About a week ago, my wife and I power watched season one of A Game of Thrones on Blue Ray. My animosity towards George R.R. Martin aside, I enjoyed the season and found it refreshingly tighter then the books.



However, this is not a review. AGoT has been reviewed to death. Watching the series made me yearn to once again play Birthright.



For those not familiar, Birthright was a setting published by TSR in 1995. In the setting, characters were rulers of domains (this was possible even at 1st level!). There was much political backstabbing (at least in my campaigns) and of course war always loomed.



I really got into Birthright at the time. It is the only setting published by TSR that I ever used in my campaigns and I used it for several years. One of the attractions for me was that the characters each had a bloodline that was derived from a dead god. There was a war of the gods many years ago in which all the old gods perished and new gods rose in their place. However, not all of the old gods power was transferred to the new. A fraction of it (a lot in godhood terms) was transferred to their followers. Some followers had only trace bloodlines, while others had great bloodlines. It was possible to increase ones bloodline by killing another blooded character, giving the game a very Highlander appeal.



The game was originally designed for 2nd edition AD&D, and this was the system I usually ran it with; however, I once played a GURPS (3rd ed.) version of the game, and a dedicated online fan base put out a 3rd edition D&D version that I used for a year or so as well.



I have, to the best of my knowledge, every expansion ever published for the setting. I haven't had an urge to play it in years. For the past ten years, my game of choice has been Warhammer Fantasy Roleplay, and when I do play D&D, it is an old-school version. I've played with both the BECMI Cyclopedia rules and Basic Fantasy Roleplaying Game.



But damn! Watching Game sure makes me want to pull the Birthright material out of storage and maybe convert it to Basic Fantasy Roleplay, or for kicks, use it with 2nd ed. AD&D (although my 2nd edition games were mostly 1st edition games with a few good ideas from 2nd ed. thrown in for flavor).

Tuesday, March 20, 2012

Dungeons & Dragons, Edition Too Much

I haven't read much about the looming newest edition of Dungeons & Dragons. I stuck with the game up through 3rd, but decided to get off the bus with the announcement of 3.5. My reason? Too many editions.

Consider, the game was created in 1974. That game, now commonly referred to as Original Dungeons & Dragons (OD&D), did go under revision with the publication of the J. Eric Holmes edition in 1977. That same edition did get minor revisions (but not new editions) with the subsequent Tom Moldvay 1981 edition and the Frank Mentzer 1983 edition.

The largest edition change came with the publication of Advanced Dungeons & Dragons, with the publication of the Player's Handbook, Dungeon Masters Guide and the Monster Manual between the years of 1977 and 1979.

So as can be seen, there was change early in the hobby. Within five years of original conception, the game underwent three revisions and one edition change.

However, the next edition change was not seen until 1989, with the publication of Advanced Dungeons & Dragons second edition. AD&D1, was given 10 years shelf life before being canned. AD&D2 reigned for eleven years before D&D3 was published in 2000.

But since then, new editions crop up too often. 3rd edition was quickly canned and replaced with 3.5 in 2003. That was my warning sign that it was time to get off the bus.

And I am glad I did. Five years after asking its players to ditch the rule books they had bought only a three short years earlier, Wizards of the Coast published 4th edition in 2008. Now in 2012, they are play testing their latest edition (which their marketing guys are smartly calling D&D Next).

A new edition every approximate five years? No thank you sir. That is Edition Too Much. I will stay off the bus.

Sunday, March 18, 2012

Class as Caste in Classic Dungeons and Dragons

I've read this series of posts by Greywulf before on why he feels the Dungeons and Dragons Rules Cyclopedia is the most awesome version of the game ever published (this being an opinion I share); however, ever since re-reading them yesterday, I have been putting much thought into his concept of "Class as Caste" and how it might be used to add flavor to a campaign setting.

If you haven't read Greywulf's posts, please do so. But for my purposes, I will quote what has been causing my gaming gears to turn lately (the italics for emphasis are mine own):

In the Rules Cyclopedia we have Fighter, Thief, Magic-User and Cleric – all of whom are Human – and the demihuman “classes” of Elf, Dwarf and Halfling. In our campaigns we say that humans undergo a Casting ceremony while still a child (at birth or later, depending on religion and culture), and their path in life is revealed. The D&D human Classes are the character’s Caste, and wars have been fought over a child being Casted a Thief to a long line of noble Fighters. The other races have no such ceremony – an Elf is just an Elf – and are bemused by human’s pre-occupation with pidgeonholing each other. In many cultures, ordinary folks can’t afford the Casting ceremony (unless a kindly Cleric offers it for free), and end up as castless Commoners, shopkeepers, etc.

For me, the class as caste concept is an intriguing basis for a campaign. What kind of world is it that has "Thief" as a viable social caste? I think, if I were to adopt something along these lines into one of my games, there would be guilds associated with each caste that a character could join, and probably should unless he wants to be an outsider in his own caste.

In most cases, this makes a lot of sense. Many campaigns have Thieves Guilds, and having a Wizards Guild and a Warriors Guild is not uncommon. In some cases, the guilds would not be called or considered as such. For instance, Clerics would belong to a Cult, Temple or Church and Wizards might belong to Universities or Colleges with each college of magic having its own branch. Again, this is nothing new to most gamers. I can think of several game worlds off the top of my head that have organizations such as these in place for players to have their characters join.

In the case of some zero-level NPC's, they may not belong to a guild and are in fact caste-less. Farmers and barmaids for instance might not have a caste; however, I believe in a society that places so much emphasis upon a caste system, there would be guilds set up for even the zero-level NPCs. I can envision several guilds being in place for farmers, slavers, merchants, prostitutes and town watchmen, just to name a few. Aristocrats would belong to a line of families, that again like Clerics and Wizards "guilds" may in fact not be called as such, but would work much the same way.

In such a caste driven society, the importance of belonging to something is paramount to identity. For example: "I am Graven of the Warriors Guild", "I am Celina of the Comforters Guild" (Comforter being a polite term for prostitute), "I am Benjamin of the Agriculture Guild", etc. etc.. A further identifier could be what level the character is.

Once upon a time, when I was a pre-teen gamer, my group got into a heated argument about levels. Some of us believed that what level a character is was meant to be background noise; in other words, a simple rule mechanic illustrating how powerful any given person is. Others of us believed, and I was in this camp, that since name levels were provided for each level (and here I am referring to first edition AD&D) that each character was aware of what level he is. For clarity, I will post those levels from the AD&D first edition Player's Handbook for those that don't know what I am referring to (and I include only the four "basic" human classes offered in Classic D&D):

Cleric
1: Acolyte
2: Adept
3: Priest
4: Curate
5: Perfect
6: Canon
7: Lama
8: Patriarch
9: High Priest
10: High Priest (10th level)
11: High Priest (11th level)

Fighter
1: Veteran
2: Warrior
3: Swordsman
4: Hero
5: Swashbuckler
6: Myrmidon
7: Champion
8: Superhero
9: Lord
10: Lord (10th Level)
11: Lord (11th Level)

Magic-User
1: Prestidigitator
2: Evoker
3: Conjurer
4: Theurgist
5: Thaumaturgist
6: Magicician
7: Enchanter
8: Warlock
9: Sorcerer
10: Necromancer
11: Wizard
12: Wizard (12th level)
13: Wizard (13th level)
14: Wizard (14th level)
15: Wizard (15th level)
16: Wizard (16th level)
17: Wizard (17th level)
18: Wizard (18th level or Arch-Mage)

Thieves
1: Rogue
2: Footpad
3: Cutpurse
4: Robber
5: Burglar
6: Filcher
7: Sharper
8: Magsman
9: Thief
10: Master Thief
11: Master Thief (11th level)
12: Master Thief (12th level)

I like this concept coupled with Class as Caste. Thus now one might introduce himself as "I am The Footpad Collin of the Thieves Guild" or "I am Magrill, Hero of the Warriors Guild". From these two examples, we know that Collin is a second level thief and that Magrill is a fourth level fighter, or at least that is what they claim to be. There would be no stopping someone from lying about their caste, but I think such a crime would be a serious one in a society that takes caste so seriously; however, buying one's way higher into a guild would most likely be an acceptable practice. Therefore, if Magrill has not paid his dues, while he may mechanically be fourth level, as far as the Guild is concerned, he might still be considered "Magrill, Veteran of the Warriors Guild"; thus, the dungeon master has a good way of eating up some of that extra gold that his players have lying around. If a player wants to be able to use his new name level, he must pay to do so. 100 gold pieces per level sounds reasonable. Of course, a social power hungry player that wants to quickly climb the social ladder could easily buy a name higher then that which he should actually be.

The system must be played with, in my mind "The Arch-Bishop Draven of the Cult of Entropy" sounds better then "Draven, Arch-Bishop of the Cult of Entropy", but others may disagree. Also, it is a stretch to say that every 10th level magic-user is a Necromancer, but what if it's not? Meaning, what if to advance through each level, a magic-user must concentrate his studies on a different branch of magic for each level? Thus every 10th level magic-user is a necromancer. That is a thought that may be worth plumbing itself for ideas.


Friday, January 13, 2012

Long Break, but I'm back

Not only have I not been blogging, I have even slipped from reading blogs. It's odd how a few days break turns into months.

Now I hear rumblings of a D&D 5 that is a possible return to old-school. Very interesting. I am in anticipation of what WotC will bring out this time.

In the mean time, I am slowly getting back to this blog, but first I need to catch up on the blogosphere and I look forward to doing so.

I am happy to say that I am gaming again. I've been doing numerous board games (Mrs. Santa was very generous this year); and as of yesterday, I have joined a Legends game (Runequest II). I have never played Runequest before, so this will be entertaining for me.

Tuesday, November 1, 2011

My Own Sword and Sorcery Game: Part 4, Re-thinking, Re-tooling

First off, I'm embarrassed to point out that some how I got my acronym for my game wrong. I was Hell bent on calling it SAGA, for Sword and Sorcery Game Algorithm. DUH. That acronym would be SASGA. Say it with me now, "SAS-GA". Not too much of ring to it is there? So for now, I'm going with MOSS-G (My Own Sword and Sorcery Game), but I'm considering simply My S&S Game. It's not very catching, but I don't care. This isn't something I'm selling, it's just for me. Maybe, if I can do so legally, I'd give it away for free, but I have no plans of making sales.

I'm also rethinking classes. Initially, I did not want to have a spell-caster class, but now I am weebling on that issue. I'm trying to keep a strict Sword & Sorcery flavor to the game, but there really is no reason why I can't allow players to be spell-casters and maintain the S&S feel for the game that I want; however, I don't believe magic as presented in standard D&D would work.

In order for magic to work, it must be dangerous with dire consequences for failure. The trade off for that must be that IF it does work, then the results should be just as spectacular as those of failure. I need to develop a system in which it is usable, but is a last resort. Players should shudder every time they roll the dice.

I'm still firm on no Clerics. The priest as it is represented in D&D is not in my vision.

Friday, October 21, 2011

My Own Sword and Sorcery Game: Part 2, Influences

I'm still in the note-taking process of mashing together my own role playing game, but it is fun just thinking about it.

Step one of this process is declaring "what" my game is going to be about. In three words: Sword and Sorcery.

The definition of Sword and Sorcery I prefer is by Philip Martin in his work The Writer's Guide to Fantasy Literature: From Dragon's Lair to Hero's Quest.

"Sword and Sorcery [is characterized]...by a strong bias towards fast-paced, action rich tales set within a quasi-mythical or fantastical framework. Unlike high or epic fantasy, the stakes tend to be personal, the danger confined to the moment of telling" (Martin 35).

I also like Karl Edward Wagner's definition: "[Sword and Sorcery is]...a fascinating synthesis of horror, adventure and imagination...displayed to best effect in a universe in-which magic works and an individual may kill according to his personal code". I like KEW's definition for it puts "horror" first. This is important for I feel that the proper father of Sword and Sorcery is Robert E. Howard.

The roots of Sword and Sorcery, just as those of Epic/High Fantasy, stem from the great epics (Gilgamesh, Beowulf, etc.) and the much later Lord Dunsany story, "The Fortress Unvanquishable Save for Sacnoth"; however, it was Howard's 1929 Kull story, "The Shadow Kingdom" which solidified what Sword and Sorcery would become, even if the phrase Sword and Sorcery would not be coined until 30 years later by Fritz Leiber. Howard, of course, was heavily influenced by his contemporary, H.P. Lovecraft, and horror, and/or a sense of dread, was often a large factor in the Sword and Sorcery writings of Howard, and those of Clark Ashton Smith.

Thus I've begun my project by deciding upon my own early Appendix N. I'm sure the list will change as I go along.

Another early decision I'm trying to arrive at is a good working title. The best I've come up with so far is: Sword and Sorcery Game Algorithm, or SAGA. It is a mouth full, and the use of the word "Algorithm" is forced as an synonym for "System", but works as an acronym in the spirit of Fudge and GURPS, and it serves as a tribute to both the North sagas and the 1960's Swordsmen and Sorcerer's Guild of America, whose membership included Lin Carter, Fritz Leiber and Jack Vance, just to name three.

My second option is MOSS-Game, My Own Sword and Sorcery-Game.

Advice, votes and suggestions are welcome.

Wednesday, October 19, 2011

My Own Sword and Sorcery Game

In a recent post, I spoke of my wish to design my own version of D&D; however, not for general consumption, but only for my own use. I now realize that what I really want is my own Sword and Sorcery game.

I make this distinction because while a quick look at the Appendix N (from the AD&D Dungeon Master's Guide) will show that D&D is strongly rooted in the traditional roots of Sword and Sorcery (i.e. Robert E. Howard, Fritz Lieber), it also tries to be rooted in the genre of High Fantasy (J.R.R Tolkien being the most obvious example listed in Appendix N). In fact, I believe this is D&D's greatest appeal; however, it is also it's greatest limitation.

While it is cool that players can "make their own game" by simply omitting aspects of the game they do not wish to include; I suspect that the willingness to do so is more apt to be found amongst those that enjoy the OSR. Furthermore, I believe, and this is merely opinion, I believe that with the publication of AD&D, TSR began moving its fan base away from the idea of "it's your game, do what you want", and more towards, "this is the official way you should play". This is, as I said opinion only, but consider the old house organ magazine of Dragon back in the day and the regular feature "Sage Advice" in which any questions of "what's the official rule here?" were answered. I don't mean to be repetitive, but there was a definite drive towards making things "official".

It is damn hard to be "official" and all encompassing with a game like D&D, for it involves the tropes of Sword and Sorcery, High Fantasy and at times even a splash of Historical Fantasy and Sword and Planet. I believe as the game progressed towards the late 80's there was a drive to be more High Fantasy then anything else.

All of this is fine, but it's not the game I want. So fine, I'm a firm believer in the OSR (even if I don't solidly play in the OSR sandbox), so I am free to do what I want. Don't like the Cleric class? Nix it. Don't want Players running magic-users? Don't let them. Don't want hordes of cannon fodder monsters running around? Fine, then throw out the Monster Manual and make your own creepy-crawlers. All of those decisions are easy.

It is even easy enough to make crunchy rules decisions. Don't like alignment? Don't use it. Think Wisdom is a silly attribute? Don't use it. etc. etc. etc..

It comes to a point though when you have to ask yourself: am I still playing D&D? It's okay if the answer is no. My answer is No. I find it liberating. I am now free to do whatever I want.

In another recent post, I listed my ten favorite rpg products.
Now that I am free to do whatever I want, why not combine all of the elements I like from those products and make my own game? The first non game changing rule I would make is my game will be grounded in Sword and Sorcery, minus all the high fantasy. It will be markedly low fantasy. I'm simply going to mash together everything I like and make it work.

This will be fun. Now if I only actually had time to game. *Sigh*

Sunday, October 16, 2011

My Own Dungeons & Dragons

Gaming is keeping me awake tonight. Not the actual playing of a game; unfortunately, but the wishing that I were and more to the point, the idea of what my personal D&D game would be like.

One thing I appreciate about the OSR and the OGL is the opportunity that both grant fans to design and use their very own personal "perfect" version of the world's most popular role playing game.

I'm not planning on pushing forward yet another clone. There is nothing wrong with the substantial number of clones out there that are available to fans; however, I don't feel the need to offer up what would be my personal "perfect" game.

The "what" that game would be is keeping me awake. First, I would pair down the races to one: human. I think having so many, and in some case too many race options eliminates the weirdness of the alien or the other.

Second, I would restrict the classes available to Fighter and Thief. Magic-user would be a class reserved for NPC's, most often the villains. This would give it more of a traditional sword & sorcery flavor. Magic would be less common, and when encountered, it would most often be feared. Magic items would always be suspect.

Clerics have just never jived with me as a class. I'm not down playing the importance of religion in the game, but too often clerics are just a convenient traveling medic/turner of undead. Some clerical magic I would keep, but I would convert it as magic-user spells.

Having only two class options, I would adapt the concept of Character Kits from 2nd edition AD&D. I would use a simple skill system that allows each character to be different.

Third, I would not have a monster manual. Monsters would not be as common as they are in the typical D&D game and when they were encountered, they would be truly monstrous. I would not have too many repeat appearances of monsters. I would strive to make each monster unique. Alien. Other.

I have many more specific rules changes, but those are for another time. Now, I'm off to sleep.

Thursday, October 13, 2011

Random Encounter #1: The Door to Hell

With this post I am attempting to make this blog live up to its namesake of Random Encounters. With this series of posts, I will present persons/places/things that can randomly be inserted into games. This, being the first, I've decided to go with an encounter inspired by a natural phenomenon from the "real" world that has always intrigued me: The Door to Hell located in Turkmenistan.

The Door to Hell in Turkmenistan was created three decades ago initially by a mining accident that released dangerous gases. Thinking that those gases would burn off in a matter of days, fire was set to them. It has been burning for 35 years.

It would be interesting if as part of the back-story of the crater, it too had been burning for a similar number of years. With this in mind, the players could seek out old-timers that were there when it started burning. The genesis of the flame could be mundane or mysterious as the Dungeon Master sees fit.


The Door to Hell is a location based encounter. It is easily placed randomly, or as a planned location in a desert environment.

It is possible, and may be more effective, if the characters have heard rumors of it.

As the picture shows, it is a gaping maw of fire. It began burning years ago. There are various reasons: perhaps a craft of alien origins wrecked and ignited it, or it may have been caused by a magical mishap, it could be a direct opening to the elemental plane of fire, or, as its namesake suggests, it could very well be the Door to Hell.

Adventure Seeds:
The ideas below are just adventure seeds, the doorway could be used as local color as well.

As a low-level encounter, it is doubtful that the characters would have the means to directly enter the doorway, so adventures at this level would have it as background noise; however, having knowledge of its location, the characters could return when they have means sufficient to explore it further.

The characters could come across it and find a cult of desert dwelling clerics that firmly believe the crater to be either a door to Hell or a portal to the elemental plane of fire. The cultist could be right.

This cult has kidnapped some victims from a nearby oasis, and plans on sacrificing them by tossing them into the pit. Thus, this could be a simple "rescue the prisoners" encounter; however, what happens if the players are not successful in their rescue? Perhaps there is a an astronomical convergence and if the cultists are successful, then something "bad" will be released. The "bad" could be an elemental that is not happy about being on the prime material plane, or it could be a demon or devil that the players are not powerful enough to deal with. The being may or may not be controlled by the cultists.

As a mid-level adventure, the characters could have been sent by a higher level magic-user that wants something from the door that will enable him to make a powerful item.

The item could be a ruby that is deep within the crater that would be valuable for making the elemental item the mage has in mind.

The players could be granted temporary or, items with limited charges, or expendable items - such as potions- that will allow them to enter the doorway. Of course, there are bound to be denizens, elemental or nefarious in nature, that call the Doorway home.

Perhaps the doorway is nothing more than a mundane crater that continually flames from the gases that have been put to torch. It may still have attracted creatures from the elemental plane of fire that now claim it as home. It may have been set fire for a reason. Perhaps it is a doorway that leads to a "Lost World" in the spirit of Edgar Rice Burroughs Pellucidar. An advanced elder race calls this Hollow Earth home and set the crater to flame three decades ago when their Utopian realm was threatened with discovery by a band of adventurers. They are not happy to be "re-discovered". While their realm is Utopian for them, it is not for the race of primitive humans (or elves, or dwarves, or halflings) that they keep enslaved.

As a higher level adventure, it could be much the same as the mid-level adventure, but now the characters may all ready have magics of their own that allow them to enter the doorway.

It could be a level of a mega-elemental dungeon. There are other levels dedicated to each element and there are sub-levels dedicated to various lesser elements. As a level of a mega-dungeon, it could be a door way to the first of the Nine-Hells that just happens to connect directly with the Prime Material Plane. It may also be a smaller dungeon as the lair of an ancient Red Dragon that is as much Elemental as it is dragon. It may also be the home of an exiled Demi-God of Fire. The demi-god might also be a member of an elder race from beyond the stars that crashed here three decades ago and is yearning to return home.

Saturday, March 12, 2011

Re-Imagining the Iconic D&D Monster: the Kobold

Here's my short jump onto the James Maliszewski band wagon.

Kobolds in my D&D campaigns were created as the result of a magical mishap. No one remembers the specifics, but at least two were made: one male, one female.

I rarely use them as encounter fodder; instead, they serve as a poor man's henchmen, most often in the form of slavery. They can be bought cheaply, and will eat just about anything and seem to have "cast-iron" stomachs. Thus they are often fed rotten foods and spoiled meats. They don't seem to mind.

The good thing about kobolds is that they make for cheap slave labor. Their nature leans towards followership to the point that it is odd to find a kobold with an idea of his/her own. They do not however make perfect slaves as their loyalty only lasts until someone else comes along to bully them into betraying whomever they were serving. They also have the attention span of the average gold fish. Most often they are used for menial labor that doesn't take much thought. They are remarkable in one aspect. Despite their seemingly inane stupidity, they learn simple tasks quickly and never seem to forget how to do something. So while it is doubtful that a kobold would be able to master the craftsmanship to become a leather worker, if shown how to properly cure and clean a hide a kobold put to task doing so would do so with no supervision. A typical kobold is able to master one task. So continuing the same example, while the Master Leather worker may have a kobold slave he has trained to cure hides, he would be pushing it to expect that same kobold to learn how to tan, or for that matter, sweep the floor.

While kobolds are sometimes used in combat as canon fodder, it really isn't their best use, as kobolds are cowardly by nature. Most kobolds live amongst others. In every human centric city, kobolds are found. Typically, they do not live in a "wild" state. Occasionally roaming packs of kobolds are found, these are usually the result of their masters having met a short end, but they are easily defeated, or captured. The greatest threat kobolds offer is that they have short pregnancy periods, and mature quickly. A typical female kobold can spawn two litters averaging three pups each, twice a year. Pups reach maturity in two years. For this reason, kobolds are often eunuchs. Those that are not too often cause a population problem that must be dealt with by the city watch, or a band of adventurers looking to make some easy coin.

Saturday, December 18, 2010

Appendix N: John Bellairs "The Face in The Frost"

Moving on from the "A's" to the "B's" listed on the DMG's Appendix N, I had the pleasure of reading John Bellairs' The Face in the Frost.

Originally published in 1969, Bellairs has stated that he was inspired to write a book staring a wizard after reading Tolkien's The Lord of the Rings. Having a wizard as a protagonist, or in the case of Bellairs two wizards, is where most of the similarities end; both works are without a doubt grounded in High Fantasy.

Bellairs is better known for his Young Adult works. Initially, The Face in the Frost was billed as such; however, be that as it may, this is a novel easily enjoyed by any reader who loves fantasy, regardless of age.

I first became aware of this novel after having read Lin Carter's non-fiction book about fantasy, Imaginary Worlds: The Art of Fantasy. In his book, Carter discusses The Face in the Frost as the third of three works published since The Lord of the Rings, that in Carters own words: I have read three absolutely first class fantasy novels published since The Lord of the Rings first appeared in print in this country (the United States) during the mid 1950s. And only three.... The first two Carter wrote of were Peter S. Beagle's The Last Unicorn, and Joy Chant's Red Moon and Black Mountain; Katherine Kurtz and Ursula K. LeGuin get honorable mentions. John Bellairs' The Face in the Frost gets the nod from Carter as being worthy of being placed upon the book shelf alongside The Lord of the Rings.

I bring this forward as I would like to emphasize once more my love for Lin Carter as an editor and fellow fanatic of great literature. By many critics accounts, he had glaring faults as a writer, and if stories are true perhaps as a person as well, but as a lover of Fantasy/Sword & Sorcery fiction, Carter did much for the genre and his fellow fans with his editorship of The Ballentine Adult Fantasy Series, which I've spoken of before.

It's a mystery to me as to why some works made Gygax's Appendix N while others did not. For instance, John Bellairs' The Face in the Frost does, but neither Peter S. Beagle nor Katherine Kurtz do. My suspicions lean towards a theory that Dungeons & Dragons grew from Gary Gygax's love of pulp fiction, not the fantasy literature that exploded upon the scene after the publication of Tolkien. I believe this for Gygax names EC Comics and fantasy/horror/science fiction movies as inspiration as well. Gygax was known fan of Hammer Horror Films, which were pulpy in tone as were EC Comics.

It is again the old odd argument of D&D's inspirational material. The outsider looks into the gaming circle and sees the usual assortment of gamers seemingly reliving a Tolkien fetish as they hack their way through dungeons in the guise of elves, dwarves and halflings (hobbits). The fans of the game, or at least many, know that they are actually playing out their fantasies of yes kin akin to the kindred of Tolkien, but more in the vein of Robert E. Howard's Conan stories and nightmare tales from H.P. Lovecraft. Some, perhaps even Gygax himself, are angered at the simplification of The Lord of the Rings = Dungeons & Dragons and vice versa.

It is mystery. If Tolkien had not published his masterpiece, there would have been no boom of interest in the 1950s/60s/70s in the genre of fantasy. This resurgence of interest lead to a fan named Lin Carter who took the reigns of editing at Ballentine and reintroduced, and in some cases introduced for the first time, fantasy readers to such greats as William Morris, Lord Dunsany, Katherine Kurtz and John Bellairs. It should not be forgotten that Lin Carter as the men-tee of L. Sprague de Camp had a hand in reintroducing fantasy lovers to Howard's creations as well; although the manner in which it was done angers Howard purists to this day.

What I'm driving at is simply that Gary Gygax, having stated himself that he was ...an avid reader of all science fiction and fantasy literature since 1950...most likely was exposed to many great works by being a fan of the Ballentine Adult Fantasy series. For instance by reading the Ballentine paperbacks he could have been exposed to H.P. Lovecraft. Lovecraft was one of the authors re-introduced by Carter to the public in the Ballentine Adult Fantasy series. Most likely, with his age being taken into account, his exposure to Bellairs was the Adult Fantasy series.

Also, it is possible that Gygax never read the pure versions of Howard's Conan yarns. Gnomic Press published them prior to the altered versions that de Camp pushed onto the public, but the de Camp versions, along with Marvel Comics, were the stories that most readers in Gygax's age group would have been exposed to. After all, Gary Gygax was born two years after Howard's death, and wouldn't have come into his formative reading years until four years prior to the cancellation of Weird Tales.

The popularity of the character of Conan led to the formation of the sub-genre of Sword & Sorcery. I believe, and I have no proof there of, that Gygax's leisure reading was more geared towards Sword & Sorcery rather then the High Fantasy inspired by Tolkien. Many of the works included in the Ballantine series were more geared towards High Fantasy. So while Gygax certainly read some, perhaps many or even all of the titles in Carter's Adult fantasy series, he would have paid attention to other works more in the vein of Howard's Conan tales. I specifically point out the Conan tales, as Gygax specifically named them in Appendix N.

I find myself curious as to why, if H.P. Lovecraft got the nod in Appendix N, why not Clark Ashton Smith? Perhaps the answer to that lies in the proper full title of Appendix N, Inspirational and Educational Reading. The italics on "Educational" are mine. Perhaps I can only answer many of my own questions by reading the appendix in entirety with the goal of educating myself about Dungeons & Dragons.

I did not intend such a long ponderous entry, but it is interesting to see how reading Appendix N gets my gears turning about the origins of the game. Gary Gygax aptly named Appendix N. It can inspire great gaming and educate the reader about Gygax's creation.

Back to the work at hand, I really can not state more then has been stated elsewhere. The Face in the Frost is a joy to read and it reads quickly. The fact that Prospero studies his spells from a spell book prior to casting, has been pointed out as a possible influence upon D&D. I would also like to point out that there is a scene which may have been the introduction for the spell magic mouth as well.

In Carter's Imaginary Worlds, a prequel to The Face in the Frost is talked about and was to be published in a volume of literature aimed at young fantasy readers titles Young Magicians. That book never saw print, and the manuscript for Bellairs story is assumed lost. He did begin work on a sequel titled The Dolphin Cross. It was never finished, but the 150 pages of it which were written are available in print.

My copy is a used Ace printing (1981) that I found in a local used book store. I have seen multiple copies available. There is a current edition in print as well. As always, I encourage you shop locally and support your favorite non-corporate owned book store. Hopefully one that serves coffee not bought from Starbucks and has a lazy cat rolled up in a cozy corner.

Happy Reading. Good Gaming.


Wednesday, December 15, 2010

Review: The Phoenix Barony

I was turned onto David Bezio's The Phoenix Barony by James Smith of The Underdark Gazette fame. He pimped it for the November 28th 2010 edition.

I would like to say whole-heartedly, Thank You Mr. Smith for tipping me off to this and thank you Mr. Bezio for writing it. tPB is exactly what I have been looking for. I wrote previously that my Darkling Ways campaign had come to an abrupt end. Much of the reason for that was, as much as I enjoy the concept of creating my own game world, the actual work involved requires much more effort then I am willing to put forward.

What I needed was a bare-bones world to place my adventures in. I wanted something generic. Now there are many "generic" worlds out there, but most of the more popular ones such as The Known World (or Mystara, if you must, but ONLY if you must), Greyhawk, Blackmoor etc.; however, a well known generic world comes pre-packaged with player expectations formed from years of supplements, be those professional or amateur.

I wanted, needed, a setting that was generic, but with no pre-expectations. Again, I could have gone to any number of sources available on the web, and many of them are well done. The problem with most is I have found very few that are well done for me personally.

The Phoenix Barony is a short work, about 30 some pages. The artwork is tasteful and suited to the subject at hand. I found few typos, if any. There are bits of flavor fiction through-out that are well done and add atmosphere.

I own the PDF of The Phoenix Barony which I picked up from Lulu here. There is also a paperback edition available here, that after having read and mucked around in tPB with my players a bit, I am keen on buying it for myself as a Christmas gift.

From the publishers blurb:

The Phoenix Barony™ is a high fantasy adventure setting for the Labyrinth Lord™ RPG or any Basic/Expert Fantasy Role Playing Game. It is a concise lighthearted setting covering an area 100 x 100 miles. In this book you will find details on the world the Phoenix Barony is set in, descriptions of all the major locations in the Barony, history, Religion, organizations, and NPCs that make the setting unique. If that isn’t enough you will also find the details of a smaller adventure area within the Phoenix Barony, hints of further adventures that take place there, and a complete 1st level adventure to get you started.(OSRIC friendly)

That is an apt description of what you get "out-of-the-box". It feels like a "high fantasy adventure setting" very akin to what a generic 0ld-school D&D campaign typically feels like. If you're looking for dark and moody with low-magic, look elsewhere. In the author's own words:

"(The Phoenix Barony's)...only real "unique" quality is that it doesn't try to be. This setting is hopelessly traditional vanilla flavored high fantasy...Still, it is my hope in sharing that it is just thing that some people have been searching for.

Mr. Bezio explains in his introduction that this has been a labor of love for him for 26 years. "I began role playing in 1981 with a basic version of the world's most popular role playing game. Through several years and several editions the setting you hold in your hands gradually developed". I assume from that statement that his world was used with Basic D&D, Advanced Dungeons & Dragons, possibly first and second edition (hence the "OSIRIC friendly" comment from the blurb), as well as possibly 3rd edition. Reading through it, it seems obvious that this is a setting that grew organically. What makes it work for me, where other borrowed home-brew worlds have not, is he has kept it generic for 26 years. I'm sure there are details not included in his document that make his own personal Phoenix Barony unique then say mine, but he has made, I suspect, some wise editorial decisions in not including too many of those.

The Phoenix Barony is written with the intent of using Labyrinth Lord™ RPG. Mr. Bezio also states "or any Basic/Expert Fantasy Role playing game". I don't know if he ever intended Tunnels & Trolls™ to be included in that list, but I took him at his word and T&T 5th edition is my rules set of choice for my personal tPB game. My group and I are two sessions in and it is working wonderfully. I see this as more proof that Mr. Bezio has done a wonderful job of keeping his setting uniquely generic.

As promised in the blurb, you the reader are given details of an area 100 x 100 miles. These details are just enough to give you what you need, without overburdening you with superfluous details. A history is given that sets up the major bad-guy, Geltrod the Vermin Lord, and gives enough detail on the political situation to spark a DM's imagination. The same level of detail is given to religion, organizations and non-player characters. There are side-bars throughout that give more information for many of these topics. Mr. Bezio does all of this with a mere 20 pages.

From there the focus is narrowed to an immediate adventure area. In this section are three population areas along with three different wooded areas, lakes and rivers, roads and mountains. All of these are staples of such classic campaign kick-off modules such as Keep on the Borderlands. There is also a section titled "Places of Interest" which describe possible adventuring locals (some of which Mr. Bezio promises to publish adventures for).

The Village of Humble is given a thorough treatment as a default town to base adventures around or in (again a future adventure Vermin of Humble is promised). This section is well done. There is a map that is more then sufficient and all the shops that an adventure will need in his early career are included, along with the NPC's which run them.

Lastly, included is a short adventure meant as an introduction to the realm called The Lost Daughter. I am currently in the midst of running this for my players and will give more details on it at a later date. I will mention that The Lost Daughter is available separate as a free PDF, and it is generic enough to slide into just about any campaign.

All of what I have stated is praise, so I feel I must point out some faults. One glaring thing missing to me is a table of contents. That is forgivable, but it would have made page flipping easier; however, in all fairness, this is a short document. I will survive without a table of contents. I have read complaints in other reviews of some of the names being too generic or cheesy. I disagree, but there is an easy fix: change them if you don't like them. My main complaint, is hopefully not a complaint at all. Mr Bezio speaks of four adventures that will give more detail to the immediate adventure area. These are: Vermin of Humble, The Legend of Jub-Jub Lake, Dragon Head Peak and The Lost Keep. Of these, as of my writing this, only The Legend of Jub-Jub Lake is thus far available. It is my highest hope that Mr. Bezio will provide the other three adventures as promised and soon. I personally would love to see Vermin of Humble ASAP!

In summary, David Bezio has done a wonderful job of presenting a campaign world that is generic, yet doesn't feel generic. There is just enough meat on these bones to allow a DM such as myself to jump right in.


Another Dead Campaign, but Gaming, Finally!

Due to a very much too long lapse in playing, my groups Darkling Ways campaign has come to an abrupt end. I promised myself I wasn't going to let this happen; however, my lifestyle, which includes too much travel at times, is not conducive for a long term campaign. In the future, I am aiming lower. I would be happy with a campaign more in the 12 to 15 session range. As that is about the number of times I get to game in a 52 week calendar year.

The campaign was not a dud. It was entertaining. I was happy with the rules system we as a group settled upon, Basic Fantasy Roleplaying Game. BFRPG is a good mix of Old-School with a dash of d20 thrown in. This works well for me, as I do prefer an old-school style of play; however, I appreciate things such as ascending AC for what they are: "easier".

I attempted to leave my game world setting generic and develop it as I went along. This worked to a degree. I think I would have done better starting with a "pre-packaged" generic world, such as The Known World, or Greyhawk; however, both of those with later supplemental material became loaded down with pre-expectations. Without having a bare-bones setting to work off of, I found myself floundering, as I am not good at maps and the big details. I do great with the small details, meaning, I can create an NPC on the spot complete with name, personality and quirks, but ask me "what's on the other side of those hills?", and I'm stumped.

A new campaign has risen from the old. Not from the ashes. I started over. We are two sessions in. This time out of the gate, I decided to use Tunnels & Trolls 5th Edition. My choice of T&T comes not from a lack of love for BFRPG, I like the later, and will most likely keep it as my go to system for D&D. T&T is fun.

I've used it little over the years. It is one of those games that sit upon my shelf and gets talked about, but very little play-time. I had been thumbing through my T&T 5 box set in between bouts of "Dungeon Master Block", by which I mean I was trying to think of a way to re-energize my excitement level for my Darkling Ways game and failing. I simply fell out of love with the old campaign and started jonesing to run some Tunnels & Trolls.

My choice of 5th vs 7/7.5 is simple. I own 5th and do not own any edition after that. AND, I'm happy with 5th, warts, bumps, silly-spell names and all. I added a couple of later edition house rules to my 5th edition and presto! Game on!

As for world settings, I was going to start a new campaign in my Darkling Ways world, but T&T just didn't feel right. Not wanting to repeat my previous mistake, I did some research and came across The Phoenix Barony. Thus far, I am more then happy with tPB, and will talk more at length about it in the future. I will say this now, it is an excellent bare-bones setting, with no pre-expectations from myself or my players. I kinda wish I had started my BFRPG in tPB.

We are two sessions into the new game, which is shaping up to be a "mega"-dungeon delving campaign. I put the "mega" in parenthesis, as it is not an unending dungeon. Thus far I have 5 levels planned with a possible 6. When it is explored, the campaign is over.

As always, I enter with high hopes, but this time with limitations.

Monday, December 13, 2010

Appendix N: Poul Anderson's "Three Hearts and Three Lions

Originally appearing as a 1953 novella in Fantasy & Science Fiction, Three Hearts and Three Lions would later be published as a novel in 1961. I have not read the original novella, nor am I certain as to its availability outside of a possibly expensive on-line auction; I would however, be keen to the idea.

This was actually the first of Anderson's three novels listed on Appendix N that I read. I'm not sure why I didn't write about it first, accept that I just wasn't sure exactly "what" to say about it.

I'm still not. Is it a good book? Most definitely. I read most of it on a short two hour flight, and stayed up late that very same night to finish it. It's not often I find a novel any more that is enough of a page turner to entice me to miss sleep. I like my sleep.

I wonder how much it differs from the '53 novella. While the novel is strongly in the vein of traditional fantasy, there is a definite lack of Tolkienisque influence. This isn't surprising, as the original novella appeared before tLotR and the '61 novel appeared five years before Tolkien's masterpiece was wide read in it's Ace and/or Ballentine paperback edition. I'm on record as being a fan of any work of fantasy that manages to tell a good and original story outside of imitating Tolkien. Three Hearts and Three Lions does just that.

It's influences upon Dungeons & Dragons are obvious. Anderson divides his fantasy world, that of the Holy Roman Empire on one side and Faerie on the other, into two classifications: Law and Chaos. It is easy to see that D&D's alignment system was most likely adapted from this novel. The class of Paladin may also have come from Anderson's portrayal of his main character, Holger, as well. The AD&D description of a Troll is almost word per word from Three Hearts and Three Lions.

As far as availability goes, I easily tracked down a copy at a local used book store. A quick search on Amazon turned up many copies available as well. As always though, I encourage the patronage of your local non-big-box stores.

I put off writing about this novel as I felt I should say more then "loved it", but honestly, I can't think of any thing new that hasn't all ready been said. Highly recommended.

Sunday, December 5, 2010

Appendix N: Poul Anderson's "The High Crusade"


Having read "The Broken Sword" previous to this novel, I found it an odd juxtaposition to the former. First, the tone here is much lighter. Anderson does not attempt to take his story seriously, but at the same time, he is a serious enough writer that the reader is able to take the novel seriously. Secondly, while "The Broken Sword" fits nicely into the nitch of Sword & Sorcery, or possibly just Fantasy, "The High Crusade" fits imperfectly in both Fantasy and Science Fiction.





Originally serialized in Astounding Magazine in the year 1960, The High Crusade opens with a starship landing in England during the 14th Century. The English overtake the aliens, hi-jack it and end up light years away from home in a star-spanning empire ruled by the Wersgorix, a blue-faced alien race that rules several other races through having the most advanced technology.





The story that follows is that of Sir Roger Baron de Tourneville and his exploits in which, well, not wanting to give too much away, I'll say "God Favors the English". As mentioned earlier, the tone of Crusade is much lighter then that of The Broken Sword. There are many humorous moments in this short novel, along with short spats of high adventure. The narrator is one Brother Parvus a Franciscan Monk who explains his Christian name thusly:





"...I am of low size, and ill-favored, though fortunate to have the trust of children"


Brother Parvus gives a sometimes first hand account, and when necessary, recounts details he was not present to witness. As a narrator, he works wonderfully as I never found the story jarring. Along with humor and adventure is twisted in a tale of love lost, love betrayed, love regained, the classic "Boy meets girl, boy loses girl, boy gets girl back".



The edition I have was published by Baen publishing in 2010, as a 50th Anniversary edition. It includes an Introduction by Astrid Anderson Bear, the daughter of Poul Anderson and the wife of Greg Bear. There are also five Appreciations of the novel, one each from: Diana L. Paxson, Eric Flint, Greg Bear, David Drake and Robert Silverberg. Included after the novel proper is a short story written by Anderson and in the same universe as The High Crusade titled "Quest".



"Quest"first appeared in Ares in 1983. It is set, appropriately enough, 30 years after the events of The High Crusade and tells the short tale of Sir Eric in his quest for the Holy Grail. The high moment of this story for me was a "singing sword" (a technological construct of the famous relic) that has the wrong tape inserted into it before battle. As Sir Eric rushes to confront a dragon the sword sings:



Oh, give me a haunch of ruddy beef,



And nut-brown ale in my pot,



Then a lusty wench with a sturdy arse



To bounce upon my cot--





It is a short tale, but everybit as enjoyable as its predecessor.


I pondered upon why Gary Gygax included this novel in his Appendix N. There are two possibilites, the first is in Mr. Gygax's own words:



for the hours of reading enjoyment, I heartly recommend the works of these fine authors to you.



That may be reason enough, for The High Crusade is without a doubt a story that can and most likely will be enjoyed by gamers of all different lots; however, what is the direct impact of this novel upon Dungeons & Dragons?


I thought long upon this, and remembered a section in the 1st edition Dungeon Masters Guide in which Gygax spoke of keeping campaigns fresh and alive. He spoke briefly of having realms similiar to the lost island of King Kong, and The Isle of Dread does that well, or perhaps realms similiar to Jack Vance's Dying Earth. He then presented alternative rules for converting AD&D characters to Boot Hill and Gamma World.


In my younger gaming days, this is something that me and my friends took literally. We had six-shooters, shot guns and mutants making frequent appearances in our games. With the acquistion of Expedition to the Barrier Peaks, robots and ray-guns gained heavy circulation.


Perhaps Poul Anderson's The High Crusade served as Gary Gygax's inspiration for this simple idea. Eric Flint, in his Appreciation sites Anderson's tale as heavily influencing his own genre twisting tales. Even if it were only a subliminal influence on Gygax's idea, it serves as an excellent example of what Swords & Ray-Guns could be.




Friday, November 26, 2010

Appendix N: Poul Anderson's "The Broken Sword"




Published in 1954, the same year as Tolkien's The Fellowship of the Ring saw publication, it is tempting to compare Anderson's novel to the Ring Trilogy. Both works are influenced by Norse mythology, shades of the Poetic Edda are obvious in The Broken Sword; however, while Tolkien took Norse Mythology and molded it to fit his vision of Middleearth, Poul Anderson took a more literal approach with The Broken Sword. Perhaps a weakness of Sword is that it reads as if written by a writer trying too hard to emulate a story form he obviously holds in high regard.

There were moments while reading passages of the novel that I found myself doing an inward eye roll. That aside, it is a delightful read and is without a doubt a true classic of Sword and Sorcery literature. I am careful to not say Fantasy in the generic sense. While it is a novel that would fall under the large banner of Fantasy in the genre sense, I would consider it more in the vein of Sword and Sorcery. Not quite in the vein of the works of Robert E. Howard or Fritz Lieber, but more similar to that of Lord Dunsany or even William Morris.

I only make this distinction as Poul Anderson does not attempt to create his own world here; while Tolkien took his Norse influences and created his own world clearly outside of the boundaries of reality, Anderson's tale takes place in a fictionalized England during the period of Viking incursions. Populace superstitions of the realm of Faerie are real and can be sensed from time to time upon the margins of society. Anderson's Faerie realm is perhaps a dimension which shares our own. As are the realm of Jottenheim and the Norse Gods.

Anderson's elves are not Tolkien's elves. They are, in Dungeons & Dragons terminology, Chaotic. The affairs of mankind not only do not interest them, they are perhaps beneath them. Here is perhaps the first influence which can be seen upon the development of Dungeons & Dragons. Comparing this novel to Anderson's novel Three Hearts and Three Lions, in which a definite alignment system is developed by Anderson, the rudimentary beginnings of on alignment system may be viewed in The Broken Sword, although it is not clearly as drawn out. Perhaps also an early influence upon what would become the standard Troll in D&D is here as well:

...arms like tree boughs that hung to their knees...Their skin was green and cold and slippery...few of them had hair...eyes set far into bone-ridged sockets, were like skulls.
The realm of Fae as presented by Anderson in his novel is in tune with that of Lord Dunsany's The King of Elfland's Daughter or the many works of William Morris. In my own personal vision of Dungeons & Dragons, this vision of the realm of Faerie would have more heavily influenced the game.
I've read that Anderson was inspired by H. Rider Haggard's The Saga of Eric Brighteyes, but having not read it myself I can not speak to that. I have also read that the broken sword of Anderson's novel inspired Michael Moorecock to create Stormbringer the famous sword of his Elric stories. Having read those, I can see the influence.
My copy of The Broken Sword came from a local used book store. A quick search of Abe Books coughed up several copies ranging from .69 to 20 plus dollars. It should be noted that an earlier version of the novel appeared in 1954. The work was rediscovered by Lin Carter and printed as the twenty-fourth volume of his Ballentine Adult Fantasy Series in 1971. My copy is a fourth printing from Del Rey this is the same as the version printed by Lin Carter, but missing his introduction. Anderson says this:
...without changing the story, I did allow myself a number of textual emendations...I did not rewrite end to end...I have trimmed away a lot of adjectives and wordbrush, corrected certain errors and inconsistencies, and substituted one Person (in one brief though important scene) for another who didn't really belong there.
Also in Anderson's forward, he openly admits that this novel could not be written by the same author who would later write Three Hearts and Three Lions:
This young, in many ways naive lad who bore my name could, all unwittingly, give readers a wrong impression of my work and me.
As I stated earlier, this is not Poul Anderson's strongest work, but time spent reading it is time well spent for lovers of Fantasy and/or Dungeons & Dragons.
As a note for the purists out there, an edition by Gollancz was published in 2002 titled The Broken Sword (Fantasy Masterworks). I have not seen this edition, but from what I understand it is exactly as the story appeared in 1954 prior to the 1971 Ballentine edition. For myself, I enjoyed the novel enough that I am seeking out the Gollancz copy so I may compare the two; however, the Gollancz edition is no longer in print either. Amazon lists new copies from $48.67 and used versions (some in hardcover) from $5.62.
I encourage you buy local and buy often.