Friday, May 31, 2024
REVIEW: Basic Roleplaying Universal Game Engine
Thursday, May 4, 2023
How Common Were Long Campaigns?
A topic that I think is worthy of further discussion is the extent to which the contemporary "old school" RPG scene is characterized by varying degrees of hyper-correction to the real and imagined excesses of the subsequent (post-1990 or thereabouts) hobby. For the moment, I want to focus on one area where this hyper-correction might exist: long campaigns. I say "might," because I honestly don't know the extent to which lengthy, multi-year campaigns were all that commonplace in the past, even among the founders of the hobby. Certainly, if you read things like the AD&D Dungeon Masters Guide, such campaigns were clearly the ideal, at least in some quarters, but what about the reality? Just how common were long campaigns of the sort that I've been extolling for the last few years on this blog?
By most accounts, the earliest version of what would come to be called the Blackmoor campaign appeared sometime in late 1970 or early 1971. Over the course of the next four to five years, Dave Arneson continued to referee adventures set in Blackmoor, with a rotating roster of players (and characters), though there seems to have been a significant amount of continuity during that time period. Gary Gygax's Greyhawk campaign began sometime in 1972 and continued to be played, off and on, throughout the remainder of the decade, again with a rotating roster of players. Then there's Greg Stafford's Dragon Pass campaign and Steve Perrin's one in Prax, not to mention whatever Marc Miller and the GDW crew were doing in the Spinward Marches.
How many of the foregoing were "long" campaigns in the way we've been talking about them lately? Much depends, I suppose, on how you define both terms. For myself, a "campaign" is a continuous series of adventures/sessions in a fictional setting with a regular, if not necessarily static, set of players. I'm sure people could quibble with almost every aspect of my definition, especially since many of the foundational campaigns of the hobby might not qualify under its terms. Likewise, my definition, for all its specificity, is silent on questions as basic as whether a campaign with multiple referees – like the Greyhawk campaign that was eventually co-refereed by Rob Kuntz – is one campaign or two. Then, there's the Ship of Theseus question of how many of the elements of a campaign's beginning must persist over time for it to qualify as the "same" campaign, to say nothing of what constitutes "long." Is length determined by the calendar, the number of sessions, or the time spent playing?
I think these are all important questions, even if we can't easily agree on the answers. Simply asking them is, in my opinion, a good way to fumble toward a better understanding of this hobby, its parameters, and its history. For example, M.A.R. Barker's Thursday night Tékumel campaign would seem to be a paradigmatic example of a long campaign, lasting as it did, with many of the same players, from the late '70s into the 21st century. Though there are no doubt other examples of similarly long-running campaigns, the "Thursday Night Group" is quite likely the highest profile one of which I know. Its longevity and degree of continuity surpasses that of anything Arneson, Gygax, Stafford, or any of the other founders have the hobby ever achieved. That's no small accomplishment, but is it in any way representative of what a long campaign is or should be?
There's also the question of what RPG players in the wider world beyond were doing. How many of them were involved in long campaigns? Depending on how you want to look at it, I was part of either the second or third wave of roleplayers, entering the hobby at the very end of 1979 and beginning serious play of RPGs in early 1980. My friends and I were young – I would have been 10 years old at the time – and, while we knew older, more experienced gamers and were influenced by them, we mostly forged our own paths. For the most part, that path did not include long campaigns. Instead, we flitted from game to game, playing D&D intensely for a month or two, then doing the same with Gamma World or Traveller or Call of Cthulhu, before returning to D&D or whatever other game caught or fancy at the time.
I doubt we were alone in this sort of behavior and I suspect that, as the RPG industry grew, producing ever more games, our behavior was much more widespread than sticking with one game devotedly for years on end. That's not to say we never played a single game for long stretches of time and to the exclusion of others – we did – but these were exceptions rather than the rule, at least until I attended college. Indeed, it was only with adulthood that I succeeded in refereeing a multi-year campaign with the same players and their characters. All the long campaigns I can recall have occurred after I was in my 20s and I sometimes wonder if the level of attentiveness necessary to maintain campaigns of this sort is only possible after a certain age.
So, how common were long campaigns in the past? I wish I knew, if only because I think it's important to understand the history of the hobby as it was rather than as we wish it were.
Monday, October 24, 2022
The Least Important Attribute
I was recently poring over a number of different RPGs to see how they defined and handled ability scores. One of the games I examined was Chaosium's 1981 game, Stormbringer, written by Ken St. Andre and Steve Perrin. Section 2.1.7 of its rulebook says the following about the attribute of Charisma:
This is a measure of leadership, charm, and of personality. It is not necessarily a measure of physical beauty, although it may be used as such from time to time. CHA helps your character in dealings with other player and non-player characters. In reality, it is the least important attribute. (italics mine)
Charisma (or its equivalent) is regularly deemed a "dump stat" in many RPGs, but I think this is the first time the text of a game explicitly makes this claim. The irony is that, while Charisma isn't as broadly useful as many other attributes in Stormbringer, it nevertheless plays a role in demon summoning and binding – significant activities in the world of the Young Kingdoms. Still, I find this section of the rulebook fascinating, since it would seem to be a rare instance of the designers speaking directly to the reader about the relative utility of some aspect of the game's rules.
Saturday, August 14, 2021
RIP Steve Perrin (1946–2021)
As some of you have no doubt heard, Steve Perrin, one of designers of RuneQuest (and, through it, Basic Role-Playing and all the other RPGs based on it), has died at the age of 75. I don't know that I can do him a better tribute than that posted on the Chaosium blog yesterday, so I'm simply going to quote from it:
He is one of our Great Old Ones. An innovative genius who helped pave the way for us to exist today, delighting gamers while they sit around a table, in person or online, exploring stories and adventures together, weaving new tales of derring-do. RuneQuest and Superworld were his children, and his imprint on so many of our other games is indelibly present.
Many of us grew up playing his games. He was the uncle we admired, envied, and listened to for his wise counsel. In the last few years, as a new edition of RuneQuest was born he was there, his wisdom and experience reminding us of the simple, pure, and wondrous origins of the magic of roleplaying. How can you say thank you for that?
My late father regularly used to say, "No one is getting any younger." I find myself thinking of that more and more lately, not just as I grow older but as so many of the people I knew and looked up to as a younger person pass beyond the veil. Steve Perrin will be missed by those who knew and loved him, whether personally or through the games he created or inspired others to create. All things considered, that's not a bad legacy.
Monday, July 12, 2021
The First Appendix N
Tuesday, July 6, 2021
Different Worlds: Issue #22
The first article presents a "gateway" cult for RQ by Michael Kolb, entitled "Cult of Dionysus." As you'd expect, it details the cult of the Greek god for use with the game. I found the article interesting, because, unlike many previous articles presenting new cults, this one includes no new spells or rules. Instead, it shows how to use the existing RQ spells and rules to model an interpretation of the cult of Dionysus. Whether you agree with Kolb's presentation or not, I think there's something very positive about his approach of not using rules as the way to expand the scope of a game.
"Advice from Rurik" by Steve Perrin is a question-and-answer column for RuneQuest. Named after the sample character in the RQ2 rulebook, the column deals with both rules and the setting of Glorantha. "RuneFix1" by Greg Stafford presents a series of changes to the RuneQuest rules "adopted in the Chaosium house campaign." Amusingly, one of the largest changes concerns the acquisition of languages. I can't speak to the utility of any of the changes, but I am always happy to see evidence of RPGs actually being played by the people whose names appear in its byline.
"Terraforming Part One" by Doug Houseman is a Traveller "source article" that discusses the topic of planetary engineering and includes game statistics and deckplans for a pair of starships. "Hela's House of Dark Delights" by Ken St. Andre is a solo adventure for Tunnels & Trolls. As someone with a growing interest in solo RPG adventure design, I found this useful. "Eight New Weapons for RuneQuest" by Paul Cardwell Jr. does what its title suggests. Most of the weapons detailed are "exotic" ones like atlatls, boomerangs, and caltrops.
This issue's reviews positively covers Worlds of Wonder, 76 Patrons, and Uragyad'n of the Seven Pillars (the last two for Traveller). It also negatively reviews C&S Sourcebook II and The Dungeon of King Lout, the latter of which I've never heard. Reviewer Dave Nalle sums up his feelings in the following way:
This product is ridiculously overpriced, almost contentless, and an affront to my pride as a gamer. There is no reason why anyone would buy this. You can design your own random and unrealistic dungeon (if you want) in the same time it would take you to prepare The Dungeon of King Lout and you would save $5.95.
Ouch!
John T. Sapienza continues to look at cardboard miniatures, this time focusing on Steve Jackson's Cardboard Heroes products. Larry DiTillio's "The Sword of Hollywood" returns, with some brief gossip about then-upcoming movies, like Revenge of the Jedi [sic]. Meanwhile, John Nubbin reviews Conan the Barbarian at length – and he doesn't think very much of it. Nubbin is critical of nearly everything, starting with its story (which "makes no sense"), but expanding to include the editing, acting, even its soundtrack (which he calls "awkward"). I have many problems with the film myself, but, even so, I think Nubbin's review is often needlessly nitpicky and mean-spirited.
The issue concludes, as most issues do, with Gigi D'Arn's column. This time, she continues her coverage of TSR's purchase of SPI and its subsequent actions, such as the canceling of all SPI game events at Origins. In retrospect, it's not at all surprising how badly things ultimately turned out for SPI and its many excellent games. What a waste! Gigi also relates a darkly amusing story of something she overheard in a game shop: "That's the D&D role-playing game. It's based on Mattel's D&D electronic game."
I really enjoyed this issue and look forward to reading the next issue – though I should note now that I seem to have misplaced part of my collection of these issues, including issue #23. I'll keep digging around in my "files" to find the missing issues, but it's possible I might not be successful before next week, in which case I'll think of some way to continue this series.
Tuesday, June 29, 2021
Different Worlds: Issue #21
I realize that technology, education, and shoes have caged me, kept me from a realm too often considered mere fantasy, a world through which I might perceive medieval literature, and all literature, and my entire life from a new and visual standpoint, a beautiful and fantastic world of pure reality.
I really don't know what to make of this article, so I won't even try.
Ken St. Andre's "The Elric Saga: See Battle Near Melniboné" is a solo adventure for use with Stormbringer. It's a fun little scenario based on events from the works of Michael Moorcock. "Creating Jolanti" by Michael Malony and Greg Stafford is a RuneQuest piece describing the constructed race known as the Jolanti. "Making a Magic Staff" by Gerald M. Schmitt is a D&D variant that offers rules and guidelines for making the ubiquitous wizard's staff much more mechanically useful. As is often the case with the articles of Different Worlds, it's not something I'd make use of myself, but I nonetheless appreciate variants of this sort.
This month's reviews highlight Waspwinter and Legend of the Sky Raiders, both for Traveller. The latter is rightly lauded, while the former is not. Also reviewed are Journey to the Center of the Circle (which I do not know) and Descent into the Depths of the Earth. John T. Sapienza's "An Expanded Cleric vs. Undead System" seeks to alter the turning system in order to better take into account the disparity between a cleric's level and that of the undead he's attempting to turn. Gigi D'Arn comments on how hard it is to write a monthly column, with which I can sympathize. Nevertheless, she comments upon the fall-out of the end of SPI, starting with its acquisition by TSR and the establishment of Victory Games. There's also mention of TSR's purchase of Amazing stories and a needlework company, as well as the (unrealized) rumor that Chaosium had obtained the rights to produce a game based on Fritz Leiber's Fafhrd and the Gray Mouser stories.
I continue to enjoy reading Different Worlds and am curious to see where the magazine goes as the 1980s wear on.
Saturday, May 15, 2021
What's the Point of Ability Scores? (A Brief Interlude)
Before returning to my examination of ability scores in D&D and AD&D, I thought it would be instructive to take a look briefly at how the second edition of Chaosium's RuneQuest handles abilities (or "characteristics," as it terms them). Bear in mind that this edition was released in 1979, five years after the release of OD&D, but roughly contemporaneously with the completion of Advanced Dungeon & Dragons.
Unlike D&D, RQ has seven characteristics: Strength, Constitution, Size, Intelligence, Power, and Dexterity, and Charisma, whose scores are determined by the player rolling 3d6 in order. Each of the characteristics provides bonuses or penalties to tasks or skills in which a character engages. For example, defense rolls are influenced by a character's scores in Size, Intelligence, Power, and Dexterity.
Wednesday, April 28, 2021
Retrospective: Thieves' World
The boxed set, first published in 1981, consisted of three books and a collection of maps depicting the city of Sanctuary. The first book, Players' Guide to Sanctuary, serves as an introduction to not just the whole set but also its setting. Kicking off the book are two essays by contributors to the literary anthology, starting with Asprin's "Full Circle," which was simultaneously published in issue #12 of Different Worlds. Following it is "Thud and Blunder," Poul Anderson's essay skewering the excesses of sword-and-sorcery literature and a call to produce better entries in the genre. Rounding out the first book are discussions of the city, its inhabitants, history, and gods, as well as an extensive glossary of names and terms unique to Sanctuary.
The Game Master's Guide to Sanctuary presents a variety of articles on how to use the boxed set in one's campaign. These articles discuss bribery and graft, law and order, and the gods (in greater detail). More immediately useful are the extensive encounter tables, each tied to one of the city's districts. Each district gets its own article, including a map that describes the most important locales. In some cases, there are also maps of individual buildings. Wrapping up this book is a map of the city's sewers.
Personalities of Sanctuary is the third and perhaps most interesting book in the set. Each of its chapters describes the most important inhabitants of Sanctuary in terms of a different roleplaying game's rules – Advanced Dungeons & Dragons (by Lawrence Schick), Adventures in Fantasy (by Dave Arneson and Richard Snider), Chivalry & Sorcery (by Wes Ives), DragonQuest (by Eric Goldberg), Dungeons & Dragons (by Steve Marsh), The Fantasy Trip (by Rudy Kraft), RuneQuest (by Steve Perrin), Tunnels & Trolls (by Ken St. Andre), and Traveller (by Marc Miller). The last one is notable, as Miller offers three different ways to integrate Thieves' World into Traveller's science fiction setting. The most interesting of these options is one that postulates that Sanctuary is a computer simulation created for entertainment – a kind of MMORPG for the citizens of the Third Imperium. Concluding the third book is a collection of scenario ideas.
There are three large maps included in Thieves' World: one depicting the whole city, another the Maze district, and the last one the underground areas of the same district. The maps are lovely, as is typical for Chaosium products from this era.
Thieves' World is an impressive boxed set and I deeply regret that I long ago got rid of mine in a moment of stupidity. I absolutely adore the idea of fantasy cities, particularly those of a shady, crime-ridden sort like Lankhmar or Sanctuary. That said, I can't deny that the set nevertheless has flaws, chief among them being the amount of space devoted to describing all the characters in so many different RPG systems. I'd much rather that the book had provided statistics for only two or three rules sets – D&D, RQ, and T&T maybe? – and then used the freed space to flesh out the city further or expand the scenario ideas instead. Of course, I'd have been even happier if this product had been a complete Thieves' World fantasy roleplaying game using Basic Role-Playing, but I can't really complain in the end. If only I'd kept my copy …
Tuesday, March 30, 2021
Different Worlds: Issue #8
John T. Sapienza has written D&D variant article called "Sleep vs. Mixed Parties." Sapienza's concern is that, as written, the sleep spell is difficult to adjudicate against enemies with mixed hit dice. Consequently, he proposes rewriting the spell to be both clearer and somewhat less powerful, while also leaving the door open to higher-level versions of the spell. I don't have much to say about Sapienza's specific point, but I will say that I generally appreciate seeing articles like this, since they reflect a culture of play and reveal the idiosyncrasies of individual referees. To my mind, this is where roleplaying lives and it ought to be applauded.
"Alien and Starships & Spacemen" by Leonard Kanterman is a both a review of the 1979 science fiction film, Alien, and a scenario inspired by it for use with the aforementioned RPG. It's fine for what it is, though it's very grim for a game inspired by the original series of Star Trek. John T. Sapienza re-appears with another article, "Talent Tables," intended as a follow-up to his "Developing a Character's Appearance" piece in issue #5. This article is in a similar vein, providing a D1000 table that confers minor (+1 or +2) bonuses in a wide variety of situations to characters. For my tastes, it's a lot of unnecessary work for very little mechanical benefit, but, again, I think articles like this arose out of the play of individual campaigns and, for that reason alone, I have a certain affection for them nonetheless. Sapienza also penned a review of four RPG products from a company called Bearhug Game Accessories. The products are a series of counters for keeping track of equipment and treasure – an idea I've seen in other contexts and that definitely has something to recommend it.
Lewis Pulsipher's "Defining the Campaign: Game Master Styles" is an overview of the kinds of decisions a referee must make in describing his campaign, such its degrees of believability, risk, reward, the extent to which the referee is truly impartial, and so on. Pulsipher does a good job, I think, of outlining many of the big questions. Simon Magister's "Composite Bows" is a historical article about the development and use of these weapons and interesting if you're into this kind of thing. There's a review of Heritage's Dungeon Dwellers line of miniatures by – guess who? – John T. Sapienza. I didn't own many of this line, but I enjoy retrospectives on old school minis like this; they're a terrific blast of nostalgia.
Anders Swenson provides a very positive review of the D&D module The Keep on the Borderlands. Ron Weaver's "Zelan the Beast" is a Gloranthan cult for RuneQuest. Dave Arneson and Steve Perrin review the two volumes of Walter William's Tradition of Victory Age of Fighting Sale wargame and RPG. Perrin also reviews Advanced Melee and Wizard by Steve Jackson, both of which he highly praises. Lee Gold, meanwhile, describes "How I Designed Land of the Rising Sun," her RPG of feudal Japan. This is a fine article, since Gold talks not just about how she designed the game's rules but also the process of research, writing, and rewriting that led to the game's final form – very fascinating stuff! "Alignment on Trial" by David R. Dunham is exactly what you'd expect: another entry in the hoary genre of why alignment is too simple/limited/inadequate/just plain dumb. To be fair to Dunham, his perspective is more nuanced than that, though it does at times have the air of a teenager reading philosophy for the first time and suddenly thinking he's thought things no other human has ever thought.
The issue ends with Gigi D'Arn's column, filled, as ever, with terrific tidbits from gaming's past. For example, it notes that the three volumes of Dave Hargrave's Arduin series have sold 40,000 copies! Not bad. There's also a reference to TSR's ending of its exclusive distribution arrangement with Games Workshop, no doubt a prelude to the establishment of TSR UK. Apropos recent discussions, Gigi notes that the name of SPI's then-upcoming fantasy RPG had run into a trademark snag with Martian Metals, which is not what I was expecting to read. There's also mention that school board of Heber City, Utah has "chucked D&D" (whatever that means in this case) because "townspeople found it un-Christian, communistic, liable to leave players open to Satanic influence, etc." I've said before that I never personally experienced much pushback against RPGs because of their supposed Satanism, but it was apparently a very real thing in some places and this is evidence of that, I guess.
In any case, Different Worlds is clearly growing more confident and interesting. I very much enjoyed this issue and will be curious to see where the magazine goes in future issues.
Tuesday, March 23, 2021
Different Worlds: Issue #7
"Ten Days in the Arena of Khazan" by Ken St. Andre is a seven-page outline of a campaign for use with Tunnels & Trolls. More than that, though, it's an overview of a portion of the game's setting of Trollworld, with lots of interesting tidbits about its history and peoples. I really enjoyed this article, because it gave me some insight into what it's like to play in St. Andre's home campaign, a topic that never ceases to interest me.
I find it hard to disagree with Richard L. Snider's effusive review of Cults of Prax, one of the truly great RPG supplements of all time. He rightly deems it "the best extant cosmology designed for use with any FRP" – which was probably true in 1980 and, even today, it stands head and shoulders above most other treatments of similar topics. "Gloranthan Birthday Tables" by Morgan O. Woodward III is a series of random tables to determine when a Gloranthan character is born, with special attention given to those during Sacred Time (and the special abilities that might come from such an auspicious birth).
Part two of the "Vardy Combat System" by John T. Sapienza appears in this issue. A variant combat system for use with Dungeons & Dragons, this article provides expanded rules and tables for handling parries, shields, hit points, and more. What I appreciate about the system is that it strives to be genuinely compatible with D&D's existing combat system rather than simply replacing it. The article even offers a further option that uses D20 rolls rather than percentile ones, for even further compatibility. As I said previously, I have not tested this system and have no idea how well it works in practice, but, from reading it, I think it might be worthy testing out in play.
"Foundchild Cult" by Sandy Petersen is a cult for use with RuneQuest and its setting of Glorantha. Meanwhile. Steve Perrin reviews In the Labyrinth by Steve Jackson. Perrin thinks very highly of the game, his main complaint being that, like Tunnels & Trolls before it, allows characteristics to increase as a character gains experience, something that he thinks inevitably leads to an "incredibly strong, lightning fast, cosmically intelligent character who seems to have stepped directly from the pages of Marvel or DC Comics." I think that's a fair criticism and one of the reasons I prefer the more grounded approach taken by many older RPGs.
James M. Ward offers "Power Groups and Player Characters in RPGs," in which he talks specifically about the importance of factions in a campaign. He then provides examples from his home Metamorphosis Alpha campaign, showing how the characters became involved with them and how this involvement affected the development of the campaign. It's a solid, though short, article, covering a topic that is increasingly near and dear to my heart. "Two from Grenadier" by John T. Sapienza is a lengthy, five-page article that reviews in detail two AD&D boxed sets from Grenadier Models, Woodland Adventurers and Tomb of Spells. His review is quite positive overall and a nice bit of nostalgia for me, since I once owned both of the boxed sets in question.
"System Snobbery" by Larry DiTillio is an early entry in the now well-worn genre of "there are no bad RPGs, just bad GMs" articles. It's fine for what it is; its main interest to me was DiTillio's recounting of his experience with various GMs over the years. Gigi D'Arn's gossip column this month mentions the departure of Tim Kask from the editorship of Dragon and eludes to "dubious circumstances." There's further mention of a D&D movie, as well as a reference to something called the "AD&D Companion," a collection of variants for use with D&D and AD&D. I suspect this is either simply untrue or a garbled rumor of something like the Best of Dragon anthology, the first of which did appear in 1980. Concluding the issue is "Oriental Weapons for RuneQuest" by Sean Summers, with additional material by Steve Perrin. It's pretty much what you'd expect for this type of article, a staple of the '70s and '80s, when all things Asian were the rage in RPG circles.
Tuesday, February 23, 2021
Different Worlds: Issue #3
Arneson's contribution is both long and filled with details, most of which are probably well known nowadays. He states early on that "Blackmoor was not the first RPG that I was in. Not by a long shot." He then goes on to relate tales from earlier campaigns, such as the Napoleonic one set in the town of Brownstein [sic] and his adventures stirring up trouble in South America, two events discussed at greater length in the Secrets of Blackmoor film. The rest of the article is filled with biographical details, insights into Arneson's personal perspective on RPGs as an activity, and additional bits of history. Steve Perrin's article is similar, though the details differ, of course. Of particular interest to me is Perrin's reminiscences about the foundation of the Society of Creative Anachronism in 1966 and his involvement in it – involvement, I might add, that played a role in his development of both the Perrin Conventions for OD&D and the rules behind RuneQuest.
"Research and Rules" is a short article by Steve Marsh, offering five steps for the creation of good RPG rules: Define the Thing to be Written About, Define the User/Situation, Get Acquainted with the Material, Simulate the Rules in Your Present Situation, and Understand the Whys. The article is brief, so none of these steps gets much attention, leaving the end result less satisfying than it might have been. Mike Ginderloy's "Specialty Mages" variant for Dungeons & Dragons gets a third part, this time presenting lightning, crystal, acid, and wind mages.
"Role-Playing: How to Do It (An Immodest Proposal)" is a lengthy article by Clint Bigglestone, in which he offers his thoughts on both playing and GMing, with an emphasis on the former. Bigglestone is very interested in the creation of plausible characters based on all the factors that describe him, from his physical and mental game stats to cultural background. He also reminds readers that a RPG is a game and one should never lose sight of that fact, no matter how attached one becomes to a character. Dennis Sustare's "Druid's Valley" is an overview of his Bunnies & Burrows campaign setting. I found it incredibly fascinating, because he not only details the setting and its characters but also talks about events from his campaign and his reasoning as a referee. I love this kind of stuff and continue to find these articles some of the best material in Different Worlds.
"The Three Feathered Rivals Cult" by Ray Turney is, of course, a new cult for use with RuneQuest. "A Letter from Gigi" includes numerous bits of then-current gaming gossip, such as the ongoing lawsuit between Arneson and Gygax. Speaking of Gygax, the column comments on the advertisement from White Dwarf featuring Elise Gygax. Also mentioned is the appearance of "yet another article on pole arms" in the pages of Dragon. Apparently people were making fun of Gary's obsession even back in the day. "Different Views" is a collection of letters from readers, one of whom, John T. Sapienza, provides the issue's last article, "A New Cleric Cure System." A variant for D&D, Sapienza effectively rewrites the cleric class, turning it into more of a flexible healer class than a warrior-priest with some healing ability. I'm not sure I like it, but it's an intriguing take on the subject.
Issue #3 of Different Worlds is another good one, particularly in those articles were writers and designers of the hobby let us peak in on their own gaming. That's a topic of which I never tire and hope that future issues will bring more of this. Though I do appreciate rules options and variants, those can be found anywhere. What Different Worlds offers that I've rarely seen elsewhere is a glimpse of what it was like to play in the early days of the hobby and that is worth a great deal to me.
Tuesday, February 16, 2021
Different Worlds: Issue #2
Steve Lortz reviews a game I've never heard of, Legacy, written by David A. Feldt. If Lortz's review is to be believed, Legacy is "a signal work in the expansion of role-play," but it's difficult to tell precisely what the game is about. It appears to be a game about the Neolithic era, but the review says little more. A quick search online reveals that Legacy is quite infamous for its convoluted and unclear rules, something even Lortz alludes to in his otherwise positive review.
The second part of Mike Gunderloy's "Specialty Mages" is a meaty one indeed, covering six pages and providing details on mages of light, darkness, fire, and ice. While none of this is material I'd personally use in any of my own games, it's nevertheless fascinating to see early D&D variants, particularly those that appeared in publications outside of TSR's orbit. Elaine Normandy and John T. Sapienza Jr have written "Character Name Tables," which are just that: random tables for generating the names of humans, elves, dwarves, and hobbits, as seen in Tolkien's The Lord of the Rings. The next installment of "My Life in Role-Playing" includes articles by both Steve Jackson and David A. Feldt, writer of the aforementioned Legacy. Jackson's piece is very fascinating and includes some interesting anecdotes about his The Fantasy Trip campaign, as well as his thoughts on roleplaying, that I'll share in an upcoming post. Feldt's article article is fascinating too but only because it's so bizarre. In it, he presents a probably tongue in cheek future history in which it's revealed that reality is itself a roleplaying game of sorts overseen by the Game Overall Director. I'm still confused.
"Starships & Spacemen Expansion Kit" by Leonard Kanterman is a collection of new rules and options for his 1977 Star Trek-inspired RPG. "Lord of the Dice" is a humorous set of one-page roleplaying game rules by Greg Costikyan. I share the developer's notes here, since they give you a good sense of the thing's overall flavor.
"Arduin, Bloody Arduin" is Dave Hargrave's overview of his famous game and campaign setting. Accompanies by a hand-drawn map, it's a good article for anyone interested in the setting and Hargrave's own philosophy of gaming. Like the previous installment of this series in issue #1, I enjoyed this one a lot and look forward to seeing more designers talk about their home campaigns.
Steve Perrin writes about "The Cacodemon Cult" for RuneQuest and Steve Lortz appears again with "Dramatic Structure of RPGs." I must confess to finding the article, which begins by comparing RPGs to movies, quite tedious. It's precisely the kind of unnecessarily abstract philosophizing about gaming that sets my teeth on edge. Much more enjoyable is the very first column by the pseudonym Gigi D'Arn, the roleplaying hobby's famed gossip columnist. I could – and probably should – write an entire post about this first installment, because it's filled with lots of amusement, not to mention genuine gossip, such as
So far as I know, the identity of Gigi has never been revealed, though I believe the most common theory is that she was not a single person but rather a house name used by editor Tadashi Ehara and anyone else who submitted bits to the published piece. From the vantage point of 2021, though, it's fun to read columns like this, if only to get a sense of what the hobby was like at the end of the 1970s – small but growing and still very clubbish. This is right before I started gaming and, though I never participated in its directly, being just a little too young, echoes of it could still be heard. I'd be lying if I didn't say I miss those days.
Wednesday, January 6, 2021
Retrospective: Basic Role-Playing
wherein the players construct characters who live out their lives in a specially made game game-world. The characters need not be anything like the people who play. Indeed, it is often more rewarding and enjoyable to create characters entirely unlike themselves. For instance, the most popular sorts are warriors and magicians – how many knights and wizards do you know in this world?
I like this passage a great deal both for what it says and how it says it. Basic Role-Playing is written in a very engaging style that is clear without being vapid, to the point that it includes a number of genuinely insightful philosophical digressions, such as this one on "life and death," which I reproduce in full, because of how delightful it is.
Danger is a common part of role-playing. There is satisfaction in non-dangerous occupations, and players are urged to have some non-combative characters if time allows. But the sharpest spice is the performance of characters in life-or-death situations. Dying is the one experience we cannot know more than once, and few of us are interested in hurrying-up our chance for the knowledge. Role-playing gives us surrogate danger without the risk.
Even so, you will experience real emotion when your characters gain victories, and undergo real agony when they die. Players and their characters have a very intimate relation, and the longer a player runs his character well, the more likely there will be a sense of loss when death comes and resurrection is not possible. This can be traumatic if you are too close to the characters at hand. For this reason, people are advised to never play themselves in a game. Always maintain a proper mental attitude towards the game, and remember that it is only imagination, no matter how real it seems during play.
Possibility of loss makes success rewarding. Commit your characters to battle and play without restraint.
There's so much good stuff in these three short paragraphs that I could write an entire post discussing it (and perhaps I will), but I share it here to illustrate the balance, good sense, and even wisdom present in this short staple-bound booklet.
I first encountered Basic Role-Playing in 1981, when I bought the first edition of Call of Cthulhu. The boxed set included a copy of BRP, to which the game's rulebook frequently referred when it came to describing certain rules. Though this was unwieldy, to be sure, it did afford me the opportunity to spend more time with the text of Basic Role-Playing itself. The text presents an easy-to-understand and use percentile-based system for handling combat and skill use, along with probably my favorite experience rules for any RPG. The skill list is small and focused primarily on physical actions and combat is relatively fast and potentially deadly. It's a terrifically compact but sharp set of rules – little wonder then that it's been used in and imitated by so many roleplaying games over the last forty years.
I have only good things to say about BRP; it's a true classic of the hobby, right up there with OD&D, Tunnels & Trolls, Empire of the Petal Throne, and Traveller, as examples of brilliant early rules sets. Correction: I can think of one criticism and that's that the original 16-page version of the game is no longer available. I know that Chaosium has, in the years since, produced a much lengthier version of the game and I'm sure it's fine, but, for me, those additional pages are just gilding the lily. They can't hold a candle to the 1980 version I read all those years ago. It's still one of the best things Chaosium has ever released – a sterling example of old school rules economy to which few can compare.
Monday, June 4, 2012
My Latest Acquisition
Fortune sometimes smiles on me, though, as it did recently. I was, at long last, able to obtain a terrifically well-preserved 1987 Games Workshop printing of Chaosium's Stormbringer RPG for a song.
For those of you too young to know this, back in the '70s and '80s Games Workshop often produced amazing hardcover editions of American RPGs for the UK market. Besides being hardcovers, they often incorporated supplemental material along with the rulebook, creating a unique "complete" edition that gave you everything you needed under one cover. This Stormbringer volume, for example, also includes The Stormbringer Companion, too, along with full color art plates.
It's easy to forget that, early on, Games Workshop acted as a mail order service for British gamers who wanted to get hold of the latest releases from North America. Later, they produced UK editions of popular games, such as this one and a Call of Cthulhu third edition I also possess. I still consider some of these editions to be the best ever made for their respective games, which is why I like to snag copies of them when I can do so at a reasonable price. This copy of Stormbringer, as you can see from the photo, is in superb condition. It's binding is still strong and the pages are clean. The only flaws are some slight whitening along the spine and the careful removal of four perforated character sheets at the back.
I was incredibly lucky to get hold of this one. I think I'll need to find some way to run it this summer, if only as a one-shot or short campaign.
Wednesday, September 14, 2011
Retrospective: Big Rubble
The "Common Knowledge for Players" book is the shortest of Big Rubble's integral volumes and provides players with basic details of Old Pavis and the surrounding area. One of its longer sections is devoted to the cult of Yelorna the Starbringer, which is influential in the region. Amusingly, there are several Lunar Empire-issued government forms included in this book, such as the "Freelance Adventurer Registration Form." I adore little props like this, both because they're simply fun, but also because they provide a practical primer in the Lunar mindset, which is vital when adventuring in Prax. The "Guide for the Gamemaster" is longer and devotes most of its pages to describing the Big Rubble itself. The book highlights the most important areas of the ruins and their likely inhabitants, as well as discussing how to get in and out of the ruins. Of equal utility are the encounter tables and pre-statted collections of NPCs, such as Lunar patrols and Chaos gangs. Special encounters with unique NPCs are likewise provided.
As I noted above, it's the scenario book that is the heart and soul of Big Rubble, offering nine different adventures for use by the GM. These adventures vary greatly in length and scope, with some being quite extensive (and a bit railroad-y), while others are barely more than short encounters in a specific locale. All include stats for NPCs and, where appropriate, maps. Reading through them again, I found myself struck by a couple of things, the first being just how much more space is required in a RuneQuest adventure for stat blocks than is the case in a D&D adventure. Indeed, there are often entire pages consisting of nothing but stat blocks. The second thing that struck me is the level of detail provided for many encounters, far more than I am comfortable with these days. It's not for nothing that RQ adventures have the reputation for demanding much from the referee.
In the end, Big Rubble is something I like more in theory than in reality. The idea of a boxed set describing a huge ruined city as an above-ground megadungeon is quite compelling and it's one that appeals to me on many levels. Unlike Pavis, though, this boxed set provides fewer tools for the referee, instead giving more attention to pre-designed scenarios. While that might make Big Rubble more usable immediately (though that's a relative thing when dealing with RQ material), I think it also limits its long-term utility, at least compared to Pavis, which I think does a much better job of presenting a locale that referees can make their own.
None of this is to say that Big Rubble is a bad product, because it's not. On the other hand, I find it a lot less satisfying than other RuneQuest products of similar vintage, such as Griffin Mountain or even Borderlands, which is a shame, as the idea behind it remains an excellent one that could really benefit from the kind of treatment only a boxed set can offer.
Wednesday, September 7, 2011
Retrospective: Pavis
Of all the things I missed out on because of my youthful prejudice against RuneQuest, I think it's "dungeoncrawling Glorantha" that I feel most acutely these days. "Dungeoncrawling Glorantha" is my shorthand for the Chaosium presentation of the setting, back when most published scenarios and setting packs focused at least in part (if not wholly) on exploring ruins and caves, beating up their inhabitants, and taking their stuff to fund your quest for power. Like a lot of gamers in days of yore, I uncritically accepted the notion that RuneQuest was fundamentally different from D&D and thus largely inaccessible to anyone not already initiated into its alien mysteries. So I missed out not just on a really great game during the heyday of its popularity and creativity but also on some truly excellent RPG products, such 1983's Pavis: Threshold to Danger.
This boxed set, written by Greg Stafford and Steve Perrin, consisted of three books (a player's book, a referee's book, and a scenario book), along two large maps. The set describes, as its name suggests, the city of Pavis -- or rather the city of New Pavis, for old Pavis is now an extensive ruin known simply as "the Rubble," on the outskirts of which New Pavis has been built. Armed with that information alone, I'd have found Pavis an intriguing product. The re-casting of the megadungeon concept as an entire ruined city is a terrific one that, strangely, hasn't been used very often, to my disappointment. And if one still wishes to argue that RuneQuest is fundamentally different than Dungeons & Dragons, Pavis might be a good place to make that argument, for, while it's true that the Rubble is essentially an above ground megadungeon, its context is unlike that of a traditional megadungeon. Indeed, it's this context that I think makes Pavis such a great product.
Pavis, both old and New, is located in the region known as Prax, which is currently under military occupation by the Lunar Empire. Consequently, New Pavis, though filled with all manner of rogues and ne'er-do-wells (aka the player characters) isn't just some lawless frontier town. The Lunars are attempting to bring some semblance of order to this barbarian settlement and thus provide excellent villains (or at least antagonists) in a Pavis-based campaign. Likewise, New Pavis is near the ruins of the old and that history, too, plays a part, as cultures and cults maneuver in the background to gain advantage over one another and against the Lunar occupiers. The result is, I think, an entertaining mix of factions and influences, any one of which could easily serve as the basis for many adventures without even taking into account unique aspects of the area, such as the River of Cradles, so named for the cradles of baby giants that have been known to float down its length toward the sea and whose appearance is the occasion for great tumult.
New Pavis itself is fleshed out in considerable detail. Each of the city's seven neighborhoods is given its own treatment, complete with buildings, encounters, and NPCs. This makes it easier to use New Pavis as the "home base" for the PCs as they explore the surrounding region, including the Rubble. As with many RuneQuest supplements, the amount of information presented is considerable, which more or less demands that the referee spend considerable time beforehand reading and re-reading the contents of the boxed set to get a good handle on it. Fortunately, New Pavis isn't so bizarre a locale that a talented referee couldn't "wing it" when necessary and, for all its detail, there's still plenty of room for individualizing the city with one's own locales and NPCs.
I like Pavis a lot. It's a well-presented city that could easily serve as the basis for a campaign on its own, never mind as the springboard for something greater. My main criticism of it is that there are often times when I felt that it included too much detail, or at least far more than I wanted. There is, for example, a lot of history to digest, not to mention cultural and religious information. It can certainly be argued that all of this provides context useful to the referee in giving his adventures more depth and "reality." I don't dispute that, but I do think that, for some referees, it may prove off-putting enough that they'll ignore many of the better ideas included in Pavis, which would be a shame, because there's a lot of goodness to be found within its pages. In that respect, Pavis is emblematic of so much of Glorantha -- excellent ideas presented in a way that might turn away many of the gamers who'd most enjoy them.
Wednesday, April 21, 2010
In Praise of BRP
Young kid that I was, I thought this a rather odd way to present rules, but, in retrospect, the wisdom of Chaosium's approach was borne out. For one, reading and internalizing 16 pages (of which only about half consisted of actual rules) took no time at all, thereby creating a solid foundation on which to add further complexities. For another, it nicely emphasized what rules were the important ones, the ones on which everything else depended. The BRP booklet thus admirably served double duty as both an introduction to all the games derived from it and as a treatise on rules economy.
It's this last aspect of that 16-page booklet that's stuck with me all these years. In an age in which even "light" games are typically many times larger than BRP was in 1980, it's difficult not to admire the way that Greg Stafford and Lynn Willis distilled Steve Perrin's original rules design into its essential components. Re-reading it recently reminded me just how few rules are necessary to run a roleplaying game if those rules are well chosen and presented. There's little question in my mind that BRP is both, which probably explains why it's remained more or less the same in its more than 30 years of existence and has powered some of the most well regarded RPGs in the history of the hobby.
Quite an impressive feat for such a tiny ruleset!
Thursday, April 15, 2010
Insight from RuneQuest
–experience in the use of skillsTaken together, I found the last two items particularly interesting, as they suggest, as few RPGs have ever done, now or then, that a character's death can bring enjoyment. I know from experience that this is possible, but it's a truth rarely stated in the referee section of roleplaying games. It's something I certainly need to remind myself every now and again.
–opportunity to obtain treasure and thereby purchase training
–the chance to die in pursuit of the above
–enjoyment while doing all of the above.
Wednesday, April 14, 2010
Retrospective: Cults of Prax
Each of the book's 15 cults is described in some detail, providing information on its history, organization, membership requirements, associated cults, and its unique spells and magic. What's really remarkable is how each entry manages to be so evocative and useful while at the same time being so comparatively spare in its verbiage. Gamers familiar only with contemporary Gloranthan materials might find it hard to imagine but it was once possible to discuss an entire cult in fairly straightforward language without much space being wasted on self-indulgent chrome. (Though, to be fair, each entry does include what can only be called early examples of "gaming fiction," but they're short and often just as useful as the expository text)
The cults themselves are, as I noted, a varied and believable lot, from barbarian deities like Storm Bull to esoteric ones like Humakt to nonhuman ones like Zorak Zoran. Reading through them, one is struck by the fact that none exists just to fill in a spot in a "logical" view of the cosmos, apportioned according to some pre-established schema like alignment. Instead, Cults of Prax presents what might be called a "naturalistic" view of the divine, one that feels more like actual myth, complete with inconsistencies, contradictions, and a disregard for the notion of straight answers. Each cult exists to answer a need within the game setting rather than within the game rules, thereby enabling each entry to give us an invaluable window into Glorantha without having to resort to exhaustive pedantry.
I'm generally down on books like this, which I find tend to forget that they're game products rather than sociological dissertations. Cults of Prax never makes that mistake and yet somehow manages to present religions that feel like more than mere excuses to give characters powerful new spells and magic items. I hate to keep using the word "believable" to describe a book that includes information on the Goddess of the Trolls but it really is apt. Cults of Prax is nothing like Gods, Demigods & Heroes (or its successor, Deities & Demigods), for example, which managed to reduce real world religious/mythological figures to mere game constructs; Cults of Prax does the opposite, elevating game constructs to something approaching credible, if clearly fantastical, belief systems. It's a true classic of the early days of the hobby and a reminder to me that I really was an idiot not to have immersed myself more fully in RuneQuest back in the day.
It's a mistake I'm doing my best to rectify now.