Showing posts with label gold. Show all posts
Showing posts with label gold. Show all posts

Thursday, June 9, 2022

Gold as Experience

As characters meet monsters in mortal combat and defeat them, and when they obtain various forms of treasure (money, gems, jewelry, magical items, etc.), they gain "experience". This adds to their experience point total, gradually moving them upwards through the levels.

Dungeons & Dragons, Volume 1, p. 18 (1974)

The importance of finding treasure to a character's level advancement is a foundational feature of the Gygaxian presentation of D&D. In fact, after the publication of Greyhawk in 1975, which introduced a new – and less rewarding – method for calculating the XP of defeating monsters, finding treasure only rose became more importance. In AD&D, which uses a roughly similar system, Gygax explains that the system is intended to be an abstraction rather than reflective the in-game activities by which a character might "actually" advance in the skills and abilities of his chosen class.

I have never had any significant problems with this set-up. I accepted it without question when I was first introduced to D&D more than forty years ago and have made good use of it in multiple campaigns in the years since (including in my D&D-derived Empire of the Petal Throne campaign). I largely agree with Gygax that it's a perfectly workable compromise for a game whose rules don't (generally) possess a high degree of detail (see the one-minute combat round as another example of this in action).

However – you knew there'd be a "however" – I've been thinking lately about the need for experience and advancement systems for roleplaying games. In doing so, I began to think about the idea of using gold and other monetary treasure in a slightly different way. In Chaosium's RuneQuest, characters can improve both characteristics and skills through training. This training takes two things: time and money. A character who lacks either cannot make use of this method of improvement and must instead rely on the much more unpredictable method of experience rolls after the successful use of a skill in an adventure. It's worth noting, too, that even spells are acquired by "buying" them, usually from a cult.

Beginning characters often lack sufficient funds to buy all the training and spells they desire. That's why the cults and guilds of RuneQuest sometimes extend credit to neophytes, enabling them to take on a debt in exchange for training. This not only makes beginning characters a little more prepared for the adventuring life than they would otherwise be, but it establishes a connection between the character and the cult. In this way, beginning characters are immediately connected to the setting, one the referee can then use in the course of the campaign. It's an inspired idea to my mind and one I think more games should look to for inspiration.

This brings me back to the use of gold as a measure of experience in Dungeons & Dragons. As I've been thinking about this matter, I find myself wanting something akin to RuneQuest. Instead of a character simply improving all of his class-based abilities as soon as his experience total reaches a certain threshold, wouldn't it be more interesting – I won't say "realistic" – if instead he could use his gold to buy training that improved his abilities piecemeal. For example, he could employ a weapons master to increase his combat skills or acquire access to new spells at the sorcerer's guild and so on. Even mechanics like hit points and saving throws could be acquired through training of some sort or another. 

Now, I realize that AD&D at least already possesses training rules and that, to some extent, they exist to explain the purpose of the large sums of money needed to gain new levels. However, like so much in D&D and its descendants, they're very abstract, more abstract, I would argue, than many similar systems in the game. Mind you, I speak from some degree of ignorance, since I cannot recall ever having made use of these rules, nor did I ever know anyone who had, until relatively recently. It's quite possible that AD&D's rules work very well and achieve the kind of in-setting connection I increasingly see as vital to a campaign's long term success.

One thing the AD&D training rules do seem to do is take time. Much like those in RuneQuest, a character will spend weeks of in-game time training the new abilities he's acquired upon gaining a level. That's something I very much appreciate. Between my House of Worms campaign and the Pendragon campaign in which I'm currently playing, I am more convinced than ever that a long campaign should encompass years or in-game time, with characters and events growing and changing in the process. This is an area where RPGs excel and it ought to be embraced. 

Friday, July 23, 2021

Random Roll: DMG, p. 90

On page 90 of the AD&D Dungeon Masters Guide, there's a brief section that sheds much light on how Gary Gygax viewed the game's economic system. He begins:

There is no question that the prices and costs of the game are based on inflationary economy, one where a sudden influx of silver and gold has driven everything well beyond its normal value.

This is a widespread interpretation of AD&D's equipment prices, so it's fascinating to see that Gygax outright confirms this in this passage. He even gives the rationale behind this approach.

The reasoning behind this is simple. An active campaign will almost certainly bring a steady flow of wealth into the base area, as adventurers come from successful trips into dungeon and wilderness. 

This is an important section, because it suggests that the activities of the player characters are not exceptional. The exploration – and looting – of dungeons is, if not commonplace, not unusual and, therefore, has lasting economic consequences. It also suggests to me that the game's economic assumptions are more akin to, say, 16th or 17th century Spain than the earlier medieval period. Gygax seems to have anticipated criticisms of this approach.

If the economy of the area is one which more accurately reflects that of medieval England, let us say, where coppers and silver coins are usual and a gold piece remarkable, such an influx of new money, even in copper and silver, would cause an inflationary spiral. This would necessitate adjusting costs accordingly and then upping dungeon treasures somewhat to keep pace. If a near-maximum is assumed, then the economics of the area can remain relatively constant, and the DM will have to adjust costs only for things in demand or short supply – weapons, oil, holy water, mean-at-arms, whatever.

In the early days of the Old School Renaissance, a regular subject was the "gold piece economy" of Dungeons & Dragons and how "unrealistic" it was. Many a blog post was written on the subject and a fad of substituting silver pieces for gold pieces in one's campaign arose. Games such as Lamentations of the Flame Princess even incorporated it into their rules. I don't feel strongly about this subject, but, unless my – and Gygax's – understanding of economics is mistaken, the matters he raises in the preceding paragraph strike me as reasons not to abandon gold pieces as the standard coinage in AD&D.

The economic systems of areas beyond the more active campaign areas can be viably based on lesser wealth only until the stream of loot begins to pour outwards into them. While it is possible to reduce treasure in these areas to some extent so as to prolong the period of lower costs, what kind of a dragon hoard, for example, doesn't have gold and gems? It is simply more heroic for players to have their characters swaggering around with pouches full of gems and tossing out gold pieces than it is for them to have coppers.

Gygax here says two notable things. The first is his usage of the adjective "heroic," which he will soon elaborate upon. The second is his assertion that he expects player characters in AD&D to have "pouches full of gems" and lots of gold coins. The latter is especially notable, for it gives us some insight into how he saw the "world" of Dungeons & Dragons.

Heroic fantasy is made of fortunes and king's ransoms in loot gained most cleverly and bravely and lost in a twinkling by various means – thievery, gambling, debauchery, gift-giving, bribes, and so forth. The "reality" AD&D seeks to create through role playing is that of the mythical heroes such as Conan, Fafhrd and the Gray Mouser, Kothar, Elric, and their ilk. When treasure is spoken of, it is more stirring when participants know it to be TREASURE!

We can see here that "heroic" in the previous section was in reference to the genre of "heroic fantasy," what I usually call "pulp fantasy." His references to the protagonists of such tales is telling and a further buttress of my longstanding contention that Dungeons & Dragons is ill suited to epic or high fantasy of the sort exemplified by The Lord of the Rings or even Dragonlance. With one agrees with that thesis or not, one should also take note of the means Gygax enumerates by which loot may be "lost in a twinkling." We see here is that even AD&D's economic assumptions support the idea that player characters are meant to be rascals and rogues.

You may, of course, adjust any prices and costs as you see fit for your own milieu. Be careful to observe the effects of such changes on both play balance and player involvement. If any adverse effects are noted, it is better to return to the true and true. It is fantastic and of heroic proportions so to match its game vehicle.

This is typically Gygaxian in its approach: feel free to change whatever you like but don't surprised if your changes make the game worse. Take note, too, that he reiterates that the game is "fantastic and of heroic proportions." This is another instance where Gygax shows his hand somewhat, revealing his own preferences and vision for the game. Agree or disagree with that vision, there can be little question that it exists and draws strongly on a very particular strain of fantasy literature, one he calls "heroic fantasy" and that I call "pulp fantasy."

Tuesday, May 4, 2021

Different Worlds: Issue #13

Issue #13 of Different Worlds (August 1981) opens with an article entitled "The Land of Faerie" by Scott R. Turner. It's an odd piece, in that it contains no game statistics whatsoever. Instead, it's an overview of a variety of  myths and legends about fairies – mostly from the British Isles – strung together as a semi-coherent whole. There's even a bestiary of sorts, which provides brief descriptions of many fairy creatures. Articles like these baffle me somewhat. They're usually too short to present information that most players of fantasy RPGs don't already know. Likewise, the lack of game-specific information limits their utility.

Strangely enough, Iain Delaney's "The Travellers' Aid Society" follows a similar pattern, being both very short and almost entirely lacking in game statistics. Rather, what Delaney offers is a limited and particular interpretation of the iconic organization from GDW's Traveller game. Even more so than "The Land of Faerie," it's too short to present anything a Traveller fan didn't already know, as well as lacking in game rules that might otherwise make it useful.

 The oddly titled "Role-Playing in the Land of Xanth" by Leonard Kanterman is, for the most part, a book review of first three volumes of Piers Anthony's series of fantasy novels. The review also provides cursory suggestions on how to use Xanth as a setting for a RPG campaign. At the risk of repeating myself, I found the article mostly useless, owing to its short length and lack of game rules. but I suppose it's possible that it might serve as an introduction to the setting to the uninitiated (assuming one considers that a good thing).

Jane Woodward's "The Cult of Erlin the Harper" is a gateway cult for RuneQuest. It's a very welcome counterpoint to the previous three articles, in that it contains a great deal of game-specific information that's useful even in RQ campaigns set on Glorantha. There are not only new music-based rune spells but also details of musical instruments and how they can used in the game. Steven Marsh's "Samurai Swords" follows a similar path, offering lots of details on the schools of Japanese sword-making and the weapons they made. Rather than simply being historical in nature, the article also provides rules for each type of sword, including possible magical powers associated with the weapons. It's more detailed than I expect most people need, but I couldn't help but appreciate the detail nonetheless.

John T. Sapienza reviews "Samurai Figures," focusing on those available from Ral Partha, Archive, and Stan Johansen. The accompanying photographs are quite nice. Lee Gold's Land of the Rising Sun and Dave Hargrave's Arduin Adventure are both reviewed positively, though with a few caveats in the case of the Arduin Adventure. Larry DiTillio's "Sword of Hollywood" looks at two movies, one I've heard of and one I have not. The first is Dragonslayer, which DiTillio liked a great deal. The second is The Archer: Fugitive from the Empire, which he also liked – indeed, he liked it well enough that he wants it to become a weekly television series. Gigi D'Arn's column talks a fair bit about a supposed scramble by various publishers to secure the righs to Conan the Barbarian-related game products, as well as hints of trouble at SPI. 

All in all, issue #13 is something of a disappointment to me. My guess is that the shift from bimonthly to monthly left Chaosium with less quality material to choose from for each issue and it shows. I hope that, as 1981 wears on, things will improve.

Tuesday, March 16, 2021

Different Worlds: Issue #6

Different Worlds #6 is the December 1979/January 1980 issue and features cover artwork by Rick Becker. It begins with a brief editorial by Tadashi Ehara lamenting how hard it is to get writers to turn things in on time – or at all! – which leads him to extend an invitation to readers to submit their own articles. Speaking as both the producer of a fanzine, for which I've struggled to find submissions, and as a writer, for whom punctuality is not my great strength, I have sympathy for Ehara's frustrations. It will be interesting to see if future issues of Different Worlds feature a broader range of writers than the first six.

Leonard H. Kanterman, author of Starships & Spacemen, reviews Gangster!, a "cops and mobsters" RPG from FGU. Being a Gangbusters devotee myself, I actually know very little about other games of the genre, so this was a useful article to me. Brian Wagner's "Super Rules for SUPERHERO: 44" is a collection of rules expansions for Superhero: 2044, the first superhero roleplaying game ever published. "Finding Level in RuneQuest" by Rudy Kraft presents a system for converting characters between Dungeons & Dragons and RuneQuest. The purpose of this is to facilitate the adoption for the RQ rules by referees running D&D campaigns, allowing beloved player characters to continue to adventure under the new rules. I can't speak to their actual utility, but it's an intriguing article nonetheless (and an early example of a genre of article that continues to this day).

"How to Make Monsters Interesting" by Lee Gold is a good but short article on the matter of restoring "newness" and "surprise" to monster encounters, a perennial topic in RPG circles. Gold counsels, among other things, variability in monster abilities so that not every troll or ghost possesses the exact same powers, thereby throwing players' expectations into question. Meanwhile, John T. Sapienza offers a lengthy 10-page D&D variant called "Vardy Combat System, Part I." The system Sapienza presents here looks very similar to the combat system in RuneQuest and other Basic Role-Playing games, right down to being percentile rather than D20-based (though Part II, to be presented next issue, apparently includes a more traditional D20 approach). On first glance, the system looks decent enough and, even while including more detail about things like shields and weapons expertise, it retains most of the contours of D&D combat (like armor class). I'll have to look at it more carefully to decide my final feelings on the matter.

"The World of Crane" by George V. Schubel is an overview of the play-by-mail game The Tribes of Crane, whose advertisements I used to see in the pages of Dragon. I can't say the article told me a great deal more about the game or its setting, but I enjoyed reading it, if only for the peak it offered me of an aspect of the hobby of which I have limited experience. Lewis Pulsiphr's "Insanity Table" is a percentile table intended for use with D&D, on those occasions when a curse or other effect results in a character's going insane. Greg Costikyan's "The Cult of Gestetner" is a tongue-in-cheek cult for use with RuneQuest that should get a chuckle out of anyone who's ever been involved in old school printing or publishing. 

Gigi D'Arn's column contains a number of fascinating tidbits and then-current rumors. For example, she mentions that Chaosium will be producing a H.P. Lovecraft RPG entitled Dark Worlds, to be designed by Kurt Lortz. Then there's this section about Gary Gygax and TSR:

Lots to talk about there! Mention is also made of SPI's upcoming fantasy RPG, Dragonflayer, which is presumably an early title for DragonQuest, and Lou Zocchi's attempts to purchase TSR's remaining stock of Empire of the Petal Throne. It should come as little surprise that Gigi's columns are favorites of mine. Leaving aside their frequent wit and sarcasm, they provide useful historical information about early games, companies, and designers that might otherwise be forgotten. Anyone interested in the history of the hobby should appreciate their value. 

Tuesday, February 9, 2021

Different Worlds: Issue #1

Different Worlds premiered in February 1979 with Tadashi Ehara as its editor, a position he held for the entirety of the magazine's run. Ehara states, in his inaugural editorial, that Chaosium wanted to produce "a magazine to cover all aspects of role-playing, from Dungeons and Dragons to Bunnies and Burrows, from Traveller to En Garde! Even SPI's Commando." Thus, Different Worlds was intended to cover the entirety of the hobby rather than focusing on a specific game or even group of games. In this, Different Worlds was no different than Dragon, White Dwarf, or Imagine, though I have little doubt that its origins on the west coast of the United States colored its content in ways both subtle and obvious.

The issue kicks off with Charlie Krank's "Beginner's Brew," the subtitle of which is "What is all this stuff?" Krank then explains what an RPG is and what its various elements (referee, players, dice, etc.) are and how they all relate to one another. The article is basic, as one might expect, but what interests me most is that such an article was deemed necessary at all. Yes, it was written in early 1979, barely five years after the invention of the hobby, but how many readers of Different Worlds wouldn't know what a roleplaying game was? Of course, Imagine regularly included such articles, too; perhaps it was simply considered a requirement at the time, much like examples of play in RPG rulebooks.

Next up is the first part of Mike Gunderloy's D&D variant, "Specialty Mages." Specialty mages, as opposed to "True Mages," (i.e. OD&D magic-users) are somewhat more robust (d6 hit dice) and have a wider range of weapons (swords and spear) but have a narrower, more focused list of available spells. The first part focuses on the Mages of Earth, providing lists for spell levels 1–10 – yes, 10. This is not explained, simply presented as if it were a fact, which I suspect reflects early house rules of an additional level above 9. I myself remember encountering such things in the early '80s, which suggests it was a widespread notion. I'm curious to see what Gunderloy might do in the second part of the article.

"My Life and Role-Playing" is a collection of articles of varying lengths by notable game designers and writers of the period, in which they talk about their early experiences with the hobby – how they discovered it, what led to their creating a game of their own, etc. – and, in several cases, give us insight into their home campaigns. The range of writers is indeed vast, consisting of (among many others) Ken St. Andre, Marc Miller, Greg Costikyan, Dennis Sustare, Lee Gold, and Dave Hargrave. I could devote a post or more to each of these articles, since nearly all of them contain historical tidbits that were otherwise unknown to me. For example, Marc Miller not only mentions his unpublished fantasy RPG, Companions of the Road but also Frank Chadwick's If I Were King … (which might be an earlier version of Liege Lord). Equally interesting is reading about Dave Hargrave's disappointment with OD&D and how it fueled his desire to come up with his own design. It's terrific stuff and I'm so very glad I read it.

Ed Simbalist, one of the creators of Chivalry & Sorcery and Space Opera, presents "Archaeron," his home fantasy campaign setting, along with a hand drawn map of its main area. What's most appealing about the article is not so much its content, which, if I am honest, isn't all that remarkable, but Simbalist's own comments on why he designed the setting in the way he did. I adore articles of this sort and wish more game designers – or indeed just gamers – would do something like this. Greg Stafford provides "The Cult of Geo," a new cult for use with RuneQuest, the first bit of content in the issue specifically geared toward a Chaosium game. 

Steve Lortz's "What is a Role-Playing Game?" is an odd article, not quite in the same genre of Charlie Krank's earlier piece from the same issue. Rather than being a discussion of RPGs from the perspective of a neophyte, it is rather an examination "rule organization," with a focus on things like time, scale, and sequences, among related topics. He demonstrates his point of view more fully by outlining the rules structure of an imaginary game, Cannibals and Castaways, in which the player characters attempt to survive on a desert island inhabited by cannibals. There's even an example of play, followed by yet more analysis of RPG rules, this time with an eye on "move structure in RPGs," "move" here being a synonym for "action." As I said, it's an odd article and I must confess I found it tedious and generally uninteresting to me (but my disinterest in rules discussion is legendary). The issue concludes with an article by P.E.I. Bonewits and Larry Press to support Authentic Thaumaturgy

My overall impression of Different Worlds is immensely positive after only a single issue. Unlike Imagine, which seemed to take a while to find its footing, it's pretty clear that Different Worlds already has a good sense of what it's about. Since I only ever read a single issue of the magazine back in the day and one fairly late in its run – I can't recall the issue number but I will remember it when I get to re-reading it – this is all new to me. I anticipate that there will be many moments of discovery and pleasure along the way; I cannot wait to read more.

Saturday, April 18, 2009

An Interview with Lee Gold

As someone who entered the hobby as part of its second generation, I find myself deeply fascinated by that first generation of gamers, my elders in the hobby. I knew and interacted with some of these people as a kid, meeting them in hobby stores or through one of my friends' fathers, who were wargamers. It was from them that I first learned of the legendary APA, Alarums and Excursions, in whose pages appeared many of the writers and ideas that would eventually infuence the hobby profoundly.

A&E is one of the few unbroken connections between the present day and the dawn of the hobby, in part due to its indefatigable publisher, Lee Gold, whose labors have ensured its regular monthly release, with only two exceptions in the entirety of its 34-year existence. Lee graciously consented to answer a few questions about her involvement in the hobby and in A&E, which I reproduce here with my thanks.

1. How did you first become involved in the roleplaying games hobby?

Our friends, Owen & Hilda Hannifen, came down from San Francisco to visit us, with a copy of the Original D&D rules. My husband and I were fascinated, and they lent us a photocopy of the rules, on seeing us write a check to TSR to order our own copy, so we wouldn't have to wait till the rules arrived (in a brown box) from TSR.

2. Alarums and Excursions began in 1975 and now has published over 400 issues. Can you provide some background on A&E's origins?

Alarums and Excursions #403 was the April, 2009 issue. #404 will be the May, 2009 issue. Deadline is typically the 21st of the month, at 5 PM Los Angeles time (so in the summer it's Daylight Savings Time). See here for further details.

Back in 1974 or 1975, a number of us were discussing D&D and other RPGs in APA-L, the weekly APA collated each Thursday night at the Los Angeles Science Fantasy Society, a science fiction fan club. Bruce Pelz, a LASFSian and APA-Ler, who wasn't a roleplayer, was bored by all this and asked us to start our own APA.

It seemed like a good idea so I did, offering to print contributors' zines for them.

We started with gamers I knew: some in Los Angeles, some like the Hannifens in the San Francisco area, some like former-LA dweller Mark Swanson in the Boston area. And we spread by word of mouth.

In August of 1975, my husband and I went off to Japan for four months when his employer transferred him there, and we returned in mid-December to find that Jack Harness (who I'd asked to edit A&E while I was gone) had only brought out three issues in those four months. On the other hand, he'd gotten more subscribers, a good thing.

I set a firm deadline for January 1976, and got A&E reliably running again. Since then the only time we've missed a month was in 2006 when I knew I had major surgery scheduled, and announced well in advance that we'd be skipping the July 21st deadline.

3. Are there any articles from A&E that have stuck with you after all these years as being ground-breaking or significant? That is, are there any articles you consider classics?

A&E is a collection of zines (each zine being a short amateur magazine, aka "fanzines" or "zine"), not "articles." A zine may include essays, comments on previous issues, poems or songs, a writeup of a gameplaying session, artwork, and just about anything imaginable. I remember zines from Dave Hargrave giving tidbits of the Arduin Grimoires, Steve Perrin's "Perrin Conventions" (which were the start of the system that later grew into Runequest), Ed Simbalist's and Wilf Backhaus's discussion of C&S, John T. Sapienza, Jr.'s discussion of various game systems, and other professional and semi-professional writers. I remember Mark Swanson's "character traits," a way of individuating characters with minor bonuses and minuses. I remember Wes Ives' essay on how to integrate player characters into a major wargamed battle (which later got republished in the C&S Sourcebooks). I remember a number of people (including myself) getting tapped to write games professionally because RPG publishers read their A&Ezines. I remember writing "You Bash the Balrog" (to the tune of "Waltzing Matilda." There have been a lot of wonderful contributions in A&E over the years.

4. In the early days of the hobby, APAs like A&E played a role very similar to that played by the Internet today. Has the rise of online sites, forums, and blogs had any effect, positive or negative, on A&E in recent years?

Probably these sites (and also mailing lists and newsgroups) have affected A&E, but I'm not sure what all the effects are. Probably some effects are positive and some are negative.

I think because A&E only comes out once a month, people take a bit more care writing their zines than they do for an online site, which will let them easily write in to correct or amplify their original statements only a few hours or a day or a week later, instead of having to wait another month.

I think the greatest negative effects on A&E in modern times are the soaring cost of paper and of postage. I introduced the emailed electronic subscription some years back, when the postal service discontinued the Printed Matter rate to the non-US, and have since made it also available to those living in the US. About a third of the subscribers now take A&E electronically, rather than on printed paper. The emailed issue is only $2 total -- or free to anyone who contributed to that issue or the previous issue, but contributors pay $1.75/page contributed.

5. It's sometimes been said that the roleplaying scene on the West Coast was much different than that in the Midwest, where the hobby began. Do you think this is true and, if so, what would you say were the key differences between the scenes?

I've played in LA, San Francisco and Boston, but never in the Midwest, so I can't compare Midwest Style to the styles I know. I do know that A&Eers weren't content with the D&D rules as written. Most of them dropped Vancian magic (use a spell once and lose it) for a spell point system which would let you throw the same spell again and again.

Players typically had one or two PCs each, but never drone followers, so though there might be a formal "party leader" (sometimes a lieutenant in charge of strategy, plus a sergeant in charge of tactics), there wasn't one "party caller" as shown in Original D&D's sample adventure.

We delighted in the flexibility of Original D&D: making up not just our own worlds but our own creatures and character classes, our own weapons and armor and spells. Bards showed up in an early issue of A&E, for instance. So did hoop snakes and larls and many other creatures from myth, legend, science fiction and fantasy.

A&E still is a community with a lot of new ideas -- and discussion of previous months' new ideas. There are currently contributors from across the US, plus England and Ireland. In the past, we've also had contributors from Canada (one of whom still contributes but moved to Maryland), Australia, Scandinavia, Italy and France.

6. Do you still roleplay? If so, what games do you currently enjoy?

I run a roleplaying game once a month, juggling a number of different campaigns. My gaming style is fairly freeform, but sometimes I resort to using my Lands of Adventure rules. I write up the month's adventures in A&E. My husband Barry is one of the players. The players include old friends, plus one old friend's teenaged daughter is also a member of the player group.