Thursday, March 10, 2011

Dream Fragment: Batman

Last night, a very strange fragment of a dream burbled up from my subconscious. I'm not going to do anything with it, but it struck me as having possibilities for an alternate reality superhero roleplaying campaign.

The dream was very brief, nothing more than one long visual image, but it posed this question: "What if, instead of Gotham City, Batman haunted the nights of Baghdad?" I dreamed the Caped Crusader was perched atop a highway traffic sign, dismantling an IED with a Bat device. By extension, one could easily imagine him hunting down insurgents or taking on corruption in the new government. In the dream, it was Dark Knight-style Batman, but one could simply replace Bruce Wayne with a native Iraqi and conjure up some new Bat-costume to cloak him in.

For all I know, as I don't follow the exploits of Batman outside of the occasional movie (which made the dream all the much stranger), DC Comics has already explored this idea. If not, please feel free to use it yourself. If the writers at DC want to take a crack at it, a small story credit is all I ask!

Tuesday, March 8, 2011

An Evaluation of Watchfires & Thrones: Year One

Please forgive the cross-posting as this article appears on both Archive of the Rotten Moon and The Society of Torch, Pole and Rope. It appears on the former since it concerns the Watchfires & Thrones campaign and has been repeated on the latter as it deals with old school roleplaying campaigns in general and may be instructive to those thinking of starting or at the beginning of a classic D&D game.

This Sunday marked the one-year anniversary of our Labyrinth Lord campaign. In the past twelve months, we’ve met thirty-nine times for a rough total of 150+ hours of gaming. The original intent was to have a game schedule of three weeks on/one week off, making for forty meetings a year. As you can see, we came very close to hitting that mark.

The Hard Numbers and Mechanics of the Campaign

When the campaign began, each player created two characters to help them survive the very lethal first two levels of campaigning. Many of those characters have come and gone, and with the exception of one player, no one has an original PC left on their roster. The largest experience point total for a single character is 14,848; the lowest is 2,500. We’ve had two players leave the group due to real life issues and a third player who had to take two extended leaves of absence for the same reason. Of the original three players from the first session, two remain active.

Player character deaths were rife in the early months of the campaign, but stabilized as the survivors advanced in level, a change was made to the critical hit house rule, and the players themselves learned from the mistakes of the past. There have been a total of twenty-two PC deaths (two of which were later raised from the dead) and three NPC deaths (including two dogs). The most PCs lost by a single player is nine.

The campaign itself has spanned two worlds: the original pulp sword & sorcery venue largely centered in and around the city of Rhuun and my traditional D&D campaign world of R’Nis. Between those two worlds the party has explored a dead sorcerer’s tomb, a temple dedicated to the Black Goat, a megadungeon that was built by aliens, Stonehell Dungeon, the ruined cellars of a wizard, a series of insect-infested caves, a ruined monastery holding the blood of a goddess, and (tentatively) a crumbling temple inhabited by hobgoblins. They’ve also participated in a street fair gone amok and defended a frontier homestead against an army of goblin raiders. Although many of the adventures have been homebrewed, other material has come from “The Ruined Monastery” by James Maliszewski, Night’s Dark Terror by Jim Bambra, Graeme Morris, and Phil Gallagher, The Horror on the Hill by Douglas Niles, Temple of the Ghoul by H. John Martin, The Veiled Society by David “Zeb” Cook, and “The Pits of Bendal Dolum” by Doug Lyons.

There have been many rule selections and changes over the past year, and some have worked better than others. The campaign began using the Original Edition Characters rules for Labyrinth Lord, but changed to straight Labyrinth Lord minus thieves after two sessions, mostly due to the fact that I wanted to have monsters with variable damage dice. Character generation was 3d6 in order and two rolls allowed for starting hit points. Once the PCs left the pulp campaign world, Advanced Edition Companion rules were added to the game and starting attributes changed to 4d6 arranged where desired. Thieves also became available to players at that time. Critical hits were initially handled as a “20” results in double damage. This rule changed around the middle of the campaign to a roll of “20” meaning full damage. This resulted in less PC casualties. Clerics cannot cast spells at 1st level and must wait until reaching 2nd level to access their first daily prayer.

My intention was to run an open sandbox campaign where the players could choose what adventure seeds to pursue against a backdrop of a vibrant, constantly changing, living world. The plan was that the PCs would build their fame and fortune and eventually acquire or build a stronghold of their own. This endgame would effectively bring this portion of the campaign to a close.

Evaluation of the Campaign and its Progress

In my eyes, the Watchfires & Thrones campaign has been a successful one. I approached the game with an equal mixture of excitement and trepidation. This was to be my first time in the referee’s chair for more than session or two in almost a decade. I was confident with my decision to use Labyrinth Lord as the ruleset, but simply knowing the rules cold is by no means a guarantee of success. There are too many X factors that can scuttle a campaign before it hits its stride and I was out of practice in how to handle them. To my relief, the rust came off quickly and I’ve been able to handle most of the in and out of game issues with aplomb.

It is the rare campaign that is 100% successful, however, and Watchfires & Thrones is no exception. Looking back on the past year, I can see several missteps that I wish I had avoided and paths I should have taken. These might not have always been noticeable to my players, but they were glaringly apparent to me.

My first mistake was succumbing to gamer A.D.D. on the cusp of the campaign’s start date. Although I had been preparing to run things in my longtime campaign world of R’Nis, I decided at the last minute to switch gears and do a more hardcore pulp swords & sorcery setting instead. This meant that I effectively put myself back to square one in regards to prep work, which would continue to haunt me during the early sessions. I felt that the setting never really came to life for the players as I myself had no clear understanding of the campaign world outside of a handful of idle thoughts stung together on the flimsiest of frameworks. I was constantly trying to do work on the campaign world and was barely a step ahead of the players at any given time, which if you’re trying to use your roleplaying game as a recreational escape is not the best route to take.

That constant scramble led to my making the decision to transport the entire party to my regular campaign world via a magical portal. This allowed me to keep the campaign moving with the established characters while giving me access to all the work I had already done. But there were unforeseen, long-lasting ramifications to that decision.

The swapping of campaign worlds also occurred not long after the release of Advanced Edition Companion for Labyrinth Lord. Since the world of R’Nis had been forged in my days of playing AD&D and its inhabitants skewed in the direction of those rules, I threw open the floodgates of character generation for all subsequent PCs starting play in the new world. This meant that formerly verboten classes like thief, assassin, monk, and others were now playable. It also affected the manner in which attributes were rolled. Rather than using the 3d6 in a row method, I allowed “roll 4d6, drop one and arrange.”

While this decision didn’t result in a gross unbalancing of the game, I personally feel that it didn’t add anything to the campaign either. I had been concerned that the campaign was missing something by reducing the probability of someone rolling scores good enough to play a ranger or paladin and I wanted to allow those classes to be played. But after representatives of those classes entered the game, I discovered that they really don’t bring all that much to the table and, like I discovered with thieves, a campaign can roll merrily along without their presence. After having seen both methods of character generation in play to compare and contrast, I’ve come to the conclusion that 3d6 in order is the superior method for classic style play and I will likely be sticking to that system of character creation from now on. I’ll also be limiting other material from AEC in future games as well, preferring to rely on homebrewed materials that make the campaign world more uniquely my own over “stock fantasy D&D.”

My other major issue was my failure to take the desires of the players into account when working on the campaign. I should have questioned the players more often and earlier to better determine what they wanted out of the campaign. The problem, to my eyes anyway, was that I had anticipated running this wide-open sandbox world, one where the players would be free to chose from any number of adventure seeds. I did a lot of preparation to allow for this once we swapped worlds, only to discover that the group was pretty enamored with Stonehell and would happily continue delving there until they reached name level, uncovered all its secrets, or the campaign collapsed—depending on which came first. As the old line states: “Don’t bring a knife to a gunfight…and don’t bring the whole sandbox when the guys just want to play in a hole in the ground.” It’s not a game-breaking issue by any means, but it does mean that I could have used my energies in a more productive manner by concentrating on my campaign tent-pole instead of the surrounding, never-to-be-visited locales.

There were (and remain) a few minor quibbles and reevaluations, but since this campaign was intended to get me back up to fighting weight, referee-wise, I’ve looked at these as lessons rather than problems. Amongst them are whether I will have future starting players roll up two characters and run them off and on. There are benefits to this, especially at starting level, but the dividing of experience amongst multiple characters makes for a slower level progression, which in turn limits me in regards to what fun monsters and magic I can throw at the party. I may allow a player to run multiple PCs in the future, but this would be by player choice rather than campaign design.

Somewhat connected to this issue is the use of training to advance in level, resulting in a time and money cost. I’m currently using training in my game, but I’ve come to the conclusion that this is baggage from AD&D that doesn’t have a place in original or basic D&D and their retro-clones. I’ve got a simpler system in mind, one that allows for more player choice when it comes to advancement, and I think my next and subsequent campaigns will do away with training completely if this other system works as intended.

One final problem bears mentioning as it is something every referee who runs a game long enough encounters: burnout. A few weeks ago, I was feeling this to great effect. My energy levels were running low and there was even one session that I really didn’t feel like having because I was at the end of my creative tether. I thought the campaign might be overdue for a temporary sabbatical as I recouped and regained my energy. However, I’ve continued to push through these feelings and it seems that I’m getting back into the groove of the game. The last two sessions have done wonders for my attitude, and although other real-life concerns remain to plague me and I have a tendency to want to do anything but sit inside and play once spring arrives, I’m hopeful that by continuing to work through the slack times the campaign will continue until it reaches its natural ending. My advice to other struggling referees: Keep pushing until you break on through the wall. It’s worth it.

Despite all these concerns, which may be more apparent to myself than my players, the Watchfires & Thrones campaign has been a great source of fun for the guys who come to the table each week. Some have stated on more than one occasion that this campaign is simply the best one they’ve ever played in. I’m prone to be modest in the face of such praise, but so long as everyone else is having a good time and keeps coming back for more, I’ll accept those compliments as intended.

Monday, March 7, 2011

Dragontales: “The Wizards Are Dying”

The first story in Dragontales is “The Wizards Are Dying” by John L. Jenkins and illustrated by James Holloway. The story tells of an adventuring group brought together by chance who embark on a quest to defeat a lich that is killing the practitioners of magic. Running thirteen pages in length, it is the second-longest story in the anthology.

A casual search of the web fails to turn up more works of fiction by John L. Jenkins, and Dragontales is his sole gaming-related credit according to the Acaceum, making it likely that Mr. Jenkins was a hobbyist gamer who could turn a phrase well enough to catch the eye of editor Kim Mohan and not a professional author or game designer. Whatever the case, the story does demonstrate that Jenkins had both decent writing chops and an understanding of D&D.

“The Wizards Are Dying” is unabashedly game fiction. Nowadays, in the wake of the glut created by TSR, WotC, and every other game publisher with a brand to sell, game fiction is treacherous ground. Some folks love it; others despise it, but there’s no escaping it. Back in 1980, however, game fiction was the exception rather than the rule. Outside of the pages of Dragon magazine and other professional or amateur gaming periodicals, there wasn’t much of a market for the stuff. Andre Norton had started the ball rolling with Quag Keep back in 1978, but it would be another six years before the TSR game fiction machine churned out the first official D&D fantasy novel.

With that thought in mind, you might be better equipped to understand just how mind-blowing “The Wizards Are Dying” was to my young mind. I was reading a story that used all the elements of D&D that I had come to know over the last year in action. It was like experiencing an adventure come to life in a much more vivid form than the “Example of Play” from the Basic rulebook and the DMG could produce. There was a cleric that healed wounds, a dwarf with an enchanted axe, an elven wizard who threw fireballs, and a bevy of liches, trolls, and even manticores to do battle with. I was in roleplaying rapture!

At the time, “The Wizards Are Dying” was one of my top three favorite stories in the anthology. Now, however, it has slipped a bit in ranking, mostly from my having read better examples of gaming fiction. But this is the fault of the reader, not the writer, and I’m still impressed with the job Jenkins does considering there weren’t many examples of this type of story to draw upon back in 1980. And although the story itself may have lost a little luster over the years, in rereading it I still see the influence that it had upon me and how it shaped my preferences for both gaming and fantasy fiction.

The first half of the story involves assembling the party and getting them apprised of the situation they face. Because of this, we see a lot of what we gamers would call “party downtime”: the adventurers stop for a meal in an inn (where the party naturally forms); they lounge in the inn room and discuss the task ahead; they go seeking a scholar to help them learn of what they face; even the journey to the adventuring site via caravan is covered. I’m probably in the minority, but I always find these parts of a fantasy yarn especially interesting. It is during these quiet moments that we learn the most about our protagonists, and when especially well-written, I often consider them to be superior scenes to the fire and thunder action that occurs later on. For example, my favorite scenes in “Ill Met in Lankhmar” are those which occur after the robbery that brings Fafhrd and Mouser together: the walk back to Mouser’s abode and the meeting and revel that the foursome share upon arrival. These quiet moments, filled with the mundane details of life, shine all the brighter when compared to the foreign extravagances that happen once the plot begins it unfold in earnest. Looking back on the “Wizards Are Dying,” it is entirely possible that this tale helped shaped this love of mine.

As for its influence on gaming and campaign building, the story added a few things to my repertoire. Jenkins sets the tale against a standard fantasy backdrop (and one can only wonder if it was based on his home campaign), but there are a some interesting nuances that may have crept into my developing design proclivities. The Crystal Hills, a place where much of the last half of the tale occurs, may have influenced the encounter with Song of Night Screams in Stonehell Dungeon for example. And it remains an evocative enough locale that I had to make certain it wasn’t something lifted from the World of Greyhawk, making it a creation of Gary Gygax.

One cannot talk about the story without mentioning the illustrations that accompany it. “The Wizards Are Dying” features several pieces by TSR artist and illustration workhorse, Jim Holloway. I’m uncertain of when Holloway got his start with TSR, but I must assume that he was at the start of his career when he did these. This is not to say that they are poorly rendered; anyone familiar with Mr. Holloway’s work will recognize his style immediately upon glimpsing them. The pieces do have a certain “roughness” that is absent in his later work, though, and those who usually claim to find Holloway’s work “ too cartoonish” may find these rawer pieces more to their liking. The only quibble I have with them is that the gnome featured in the tale is depicted as a halfling, but that may simply be a miscommunication between writer, editor, artist, or all three.

“The Wizards Are Dying” is not going to win any awards for writing, but it does accomplish what one supposes it intended to: Tell an entertaining tale firmly grounded in the D&D setting. It provides enough pleasure and comfortable diversion that forgiving its flaws is easy enough. Those whose roots are older and run back deeper into the hobby’s past will undoubtedly get more enjoyment from the story than those who grew up on the more recent products of the game fiction machine.

As now, as promised, something inspired or stolen from "The Wizards Are Dying” for your own fantasy campaign:

Faendril’s Fireproof Cloak: This red but otherwise nondescript article of clothing possesses two abilities. First, it is immune to damage from normal flames and provides the wearer with a +1 bonus to all saves vs. magical fire. Secondly, it has the power to cloak a flame source from sight, effectively “turning off” the fire for a time. To do this, the cloak must be placed over or in front of the fire source. A campfire with the cloak draped over it would cease to produce light as would a torch placed within the folds of the garment, making it perfect for the adventurer who needs to hide his light source without permanently extinguishing it. So long as the flame source is covered in this manner, it produces no visible light or heat, but continues to burn fuel at its normal rate.

(For those of you who need them)
Experience Point Value: 500
Gold Piece Value: 3,000

Friday, March 4, 2011

E.G.G. 1938 – 2008

Now he has departed from this strange world a little ahead of me. That signifies nothing. For us believing physicists the distinction between past, present, and future is only a stubbornly persistent illusion

-Albert Einstein.
Thank you, Gary, for the many, many strange worlds and the gift of persistent illusions.

Thursday, March 3, 2011

Save on Stonehell Dungeon and Other OSR Stuff

If you haven't already taken advantage of the Game Master's Day Sale over at RPGNow or DriveThruRPG to save you a few bucks and you'd like to complete your collection of books written by me, Lulu is also offering a sale through March 7th. Enter the code GIANT305 at checkout to save 20% off the cover price of Stonehell Dungeon or any other Old School goodies available through them.

Tales of Dragons and the Shaping of Perceptions and Expectations

In the nearly three-years that I’ve been following and participating in this thing of ours, I have read hundreds if not thousands of blog and forum posts written by people who wanted to muse upon the hobby and the sources that birthed and shaped it. These discussions invariably lead to what gaming products form the core of fantasy roleplaying by virtue of establishing the tropes and atmosphere that we now take for granted almost forty years later.

These posts typically contain the usual suspects list of sources: For fiction, it the great Appendix N and the authors and works listed therein; for game products the titles “Keep on the Borderlands,” “Tomb of Horrors,” “Against the Giants,” “Arduin,” “Wilderlands,” and other appear again and again for good reason. But perceptions and expectations are formed by unique, personal experience, shaped by forces as varied as those affected by them. It is perhaps due to this that I have yet to see anyone speak of the book that had more effect on my nascent understanding and expectations of the game than any other. It is time to put that to rights.

It was Christmas of 1981. My interest in fantasy role-playing was formed the previous holiday season while visiting relatives and I was given a copy of the Moldvay Basic set earlier in that year. As I opened my presents, I found a slim parcel mixed amongst them. It was the right shape and size for an adventure module (something I had undoubtedly asked for), but when I opened it I discovered something else awaiting me. I was now the owner of a special issue of Dragon magazine entitled Dragontales.

This anthology of stories was the first (and to my knowledge, only) collection of fantasy fiction produced under a separate cover by Dragon Publishing. Released in August of 1980 under the editorship of Kim Mohan, the book features ten fantasy short stories written by a collection of authors ranging from the renowned to the unknown—some are even quite surprising.

In the months and years to come, I would pour over this anthology again and again, reading and rereading each story within until I knew them by heart. They covered quite a gamut of style so it was difficult to grow bored with them. Some were pulp sword and sorcery; others, trippy fantasy whose roots grew out of the psychedelic landscape of the previous two decades.

Remember that this was 1981, a time before TSR began churning out game fiction by the truckload and the fantasy genre in general was not as glutted as it stands today. My exposure was swords & sorcery fantasy had so far been limited to the Bass-Rankin productions of The Hobbit and Return of the King and whatever my local library had on its shelves—which was not a lot. To me, Dragontales was a fantastical feast that not only whetted my parched thirst for fantasy but also used the races, classes, monsters, and terms that I had been reading about for the last year in my rulebooks. It was a dream come true.

Somewhere along the line I lost my copy of the book. It was probably discarded after I read the thing to pieces and could recount the tales within by memory. As time went on, the stories began to grow dim and my interests moved on to other things. The market was now flooded with fantasy and straight-out game fiction, so the novelty of these stories was no longer there. It is not surprising that Dragon never produced a second anthology of tales.

Just a few years ago, not long after I started this blog, I discovered that a friend owned a copy of Dragontales and I asked to borrow it so that I could reacquaint myself with its stories and authors once again. I requested this with more than a little trepidation. Would the stories stand up to my memories of them after all these years or would a more mature palette find them lacking and result in another fond childhood reminiscence sullied by an ill-advised revisit to the halcyon days of the early 1980s? To my delight, I found that the stories not only retained their ability to entertain but in some cases were actually improved by a greater understanding of both the genre and its authors.

Looking back on those stories again also made me realize how much they helped shape my attitudes and expectations about D&D. With the exception of Leiber’s Fahfrd and Mouser stories (which I didn’t read until college), no other single source had more of an impact on my fantasy campaigns than these ten stories. Reading them again was not only a passport back to my own youth, but also to a different time in fantasy fiction and the gaming business. It was a rougher, wilder time back then, not sleek and slick as the pages of a splatbook like they are now. Dragontales reflects that time, a snapshot of a place impossible to return to.

This past weekend I asked my friend if I could borrow the book to take that journey once again. In the weeks to come I will be doing a post on each of the tales included in the anthology, talking about how they influenced me and returning the favor by using the stories as inspiration (or outright burglary) for new game material. I’ve started to read the first story today and I can already feel the mixture of nostalgia, expectation, and sheer entertainment rising up within me. In fact, I had to break my resolution regarding the purchase of books this year and order my very own copy of Dragontales to replace the one I lost long again. Until it shows up though, I have the borrowed version to peruse. If you’d like to come along for the trip and are missing a copy of your own, both Noble Knight and Amazon have some for sale. Place your order now or dig out your own copy and meet me back here next week when we take a look at “The Wizards Are Dying” by John L. Jenkins.

Wednesday, March 2, 2011

Miscellaneous is the Largest Category

Here’s a few bits and pieces that I wanted to touch upon before I forget. Look for real posts tomorrow and the weeks to come.

1) RPGNow and DriveThruRPG are having a Game Master’s Day Sale from now until next week (somewhere around Tuesday or Wednesday). Enjoy 25% off or more from a slew of publishers including old school favorites like Brave Halfling Publishing, Fat Dragon Games, GM Games, Goblinoid Games, Goodman Games, Rogue Games, and more (apologies to those I missed). If you haven’t picked up a PDF copy of say The Dungeon Alphabet (let’s get it to a Popular Electrum Pick, people!) or Realms of Crawling Chaos for that shiny new iPad, now is the time to do so. It’s also the perfect opportunity to buy something nice for your own poor, beleaguered game master who puts up with your antics week after week with no thought of himself…

2) Obfuscate and Deny: Remember that thing I said about starting the Stonehell sequel as soon as I finish my current manuscript? Well, forget it. Another gig stepped in to take its place in the queue. The good news is that it’s not only a funky fresh opportunity, but it’s something that any old school gamer would be a fool to not be a part of. The turnaround time is short so there will still be plenty of time for me to finish Stonehell before year’s end (crossed fingers knocking wood).

3) Local Gamers Take Note: To anyone in the tri-state area looking for something to do on the weekend of April 15-17, turn your browsers to the homepage of ICON-30, Long Island’s biggest science fiction convention. This year’s gaming guest of honor is Mr. Frank Mentzer.

4) All the finalists’ entries for the Three Castles Award have been sent to their doom the judges for adjudication. Quote one unnamed judge: "The package arrived today, in good condition. Since there were no gold coins hidden inside, I doubt any of them will win... In fact, I was astonished by the excellent quality and professional appearance! I was afraid I would be judging amateurish entries hand-written on legal pads (well, maybe not that bad). What a great group of products for the first award. I hope all five get good recognition from this. Looking forward to judging them." I knew I forgot to put something in my parcel…