Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Sunday, 5 May 2024

[Fanzine Focus XXXV] The Beholder Issue 3

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with
Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.

The Beholder was a British fanzine first published in April, 1979. Dedicated to Dungeons & Dragons and Advanced Dungeons & Dragons, it ran to twenty-seven issues, the last being published in July, 1981. It was popular and would be awarded ‘Best Games Fanzine’ at the Games Day convention in 1980. After the final issue of The Beholder, the editors would go on to release a number of anthologies which collected content from the complete run of the fanzine such as Beholder Supplement Glossary of Magic, which collected many of the magical items which appeared in the fanzine and collated them into a series of tables for easy use by the Dungeon Master, and Fantasie Scenarios – The Fanzine Supplement No. 2, the first of several scenario anthologies.

The Beholder Issue 3 was probably published in June 1979, given that the fanzine was published monthly and on a regular basis throughout its run. Its contents do not follow the pattern as set by The Beholder Issue 1 and followed by The Beholder Issue 2. So although the issue does include new monsters and a scenario, but no new monsters, spells, or magical items, and even then, the scenario is different. Rather than the competition scenario of the first two issues, it consists of the fantasy equivalent of the ‘country house’ mystery, and this makes it much, much more easier for the Dungeon Master to add or adapt to her own campaign. Further, unlike The Beholder Issue 2, the issue solely focuses on Dungeons & Dragons and so there is no content for use the then leading Science Fiction roleplaying game, Traveller.

The issue opens with ‘Magic System’, which offers up an alternative to one of the ‘bugbears’ of Dungeons & Dragons—its magic system. Infamously Vancian, spells are learned, memorised, cast, and in the process, forgotten, or in the case of a Cleric or Druid, prayed for, memorised, cast, and in the process, forgotten. What ‘Magic System’ suggests as an alternative is a point buy/memorisation system. No matter whether the Player Character is a Cleric, Druid, Magic-User, or Illusionist, or even a Paladin or Ranger, there is a limit to how many spells he can hold in his head. This is Spell Capacity, determined by the point value of spell and the total spell capacity of the Player Character, which will vary according to each Class based on the primary attribute of the Class and the Player Character’s Level. Then each spell is given a point value. When a spell is cast, it reduces the Player Character’s Spell Capacity. For example, a Magic-User’s Spell capacity is half his Intelligence multiplied by his Level, a third Level Magic-user with an Intelligence of sixteen, will have a spell capacity of twenty-four. Magic Missile has a Spell value of three, which reduces the Magic-User’s Spell Capacity to twenty-one when he casts it. Spell Values are given for all of the spells accessible to each spell-casting Class.

So far, so good, but there are a couple of interesting wrinkles. When a Druid or Cleric prays for his spells, there is a very small chance of them not being granted, but this chance drops by extra time spent praying, and they can even pray to receive spells that would exceed his spell capacity. However, there is a chance that this will annoy the gods and they will excommunicate the Druid or Cleric! If this happens too many times, the Druid or Cleric has his soul destroyed and he is dead! For the Magic-user and the Illusionist, there is the chance that any spell cast will fail and a smaller chance of any spell that is failed to be cast will backfire! The likelihood of a spell casting failure and spell backfire increases if the Magic-user or the Illusionist casts spells that would reduce his Spell capacity below zero.

Overall, the ‘Magic System’ appears to be a serviceable alternative, likely as good as or better than any that would have been offered in the fanzines of the period, given that such publications served as platforms for alternatives to published rules for a roleplaying game such as Dungeons & Dragons. Of course, they are more complex though than the Vancian magic system in standard Dungeons & Dragons.

‘Monster summoning’ details some seven new monsters. From Huw Williams, there is the Kelpie, a small, extremely evil water spirit that looks like a nixie, but can transform into a horse, and from John Stoner—brother of co-editor, Michael G. Stoner—the Helfic, a giant spider-like creature with ten legs instead of eight and large, crushing mandibles. These inflict an increasing amount of damage, the longer a victim is held in them, and they infect the victim with haemophilia, which means that suffering damage can be fatal due to bleeding—internally or externally! Michael G. Stoner gives write-ups of five new monsters. They include Helz, disembodied skeletal hands that snatch equipment and run (float?) away; the Yeti Naga, a variant of the Naga which lives in cold, snowy climates and can cast the Ice Storm daily, plus other spells that are not fire related; and the Swordfish, an aerial version of the fish, which likes to skewer its victims with its sword. The other two monsters are Chess-related and both are created by high-Level Magic-Users and both are either ‘black’ or Lawful Evil’, or ‘white’ or ‘Lawful Good’. The Rook is a miniature castle tower which charges its opponents to knock them down. This means it ignores the Armour Cass bonus of any armour worn. The Knight can attack with his sword, whilst his horse can bite. It is also very fast and can leap into combat and strike first or it can leap out of combat first and gallop away!

The monsters themselves are okay. Nothing spectacular. What is interesting is that the article gives the values for ‘The Monstermark System’ by Don Turnbull which appeared in the pages of the first three issues of White Dwarf and was subsequently reprinted in The Best of White Dwarf Articles in 1980. It amends the article with the following comment: “Incidentally, talking of MonsterMark, do you realise the trouble that AD&D (Advanced Dungeons and Dragons) is going to cause? Not only are there now many new _monsters that need “marking” but many of the old ones have been changed, making their monstermarks wrong! Also the Ref’s guide uses a new set of attacking tables and, if you use them, monstermark will be even more Inaccurate! If Ian Livingstone and the lads at GW are listening: Why not give Don Turnbull a few pages of a White Dwarf to fill with AD&D monstermarks?”

‘The Villa of Menopolis’ is the scenario in The Beholder Issue 3. Unlike in the first two issue, due to popular demand, it is not competition dungeon. Instead, it is a mini-scenario for low Level characters, but one that needs an experienced Game Master. Oddly, it suggests that it be played with two First Level, two Second Level, and two Third Level Player Characters rather than they all be of the same Level. The villa is associated with a legend that says that its keepers live alongside a mythical race known as the Gremlodwarves, short creatures with long green hair and beards and said to be seen abroad on moonlit nights. This does not stop the villa and its keepers from accepting paying guests, it might even encourage them due to the notoriety, but the Player Characters are hired to stay at the villa and “…[D]estroy the heirarchy [sic] of the Villa of Menopolis from serf to lord.” This is actually at odd with the point of the scenario. What it suggests is that the Player Characters are to go the Villa of Menopolis and put everyone to the sword. This is not the case.

The Player Characters are hired by a man named ‘Socrates’ who stayed at the villa a few years earlier with his brother and saw his brother being dragged away the Gremlodwarves. He wants his brother found and the Gremlodwarves put the sword rather than everyone from serf to lord. So instead of a ‘country house dungeon’, the scenario is more akin to a ‘country house murder mystery’ and there being a trail of clues which the Player Characters can follow to have it lead them to the dungeons of the Gremlodwarves below the villa. Some of the villa staff are aware of the creatures’ activities, whilst others have their own agendas, so there is a little more to investigate at the villa than the Gremlodwarves, though not much. Further, the clue path to follow is linear, but ideally the Dungeon Master should be able to adjust as necessary to keep the players and their characters interested and involved.

The Gremlodwarves are a cross between Gremlins and dwarves, so they are silly. Otherwise, the scenario provides lots of decent NPCs for the Dungeon Master to roleplay, a good map of the villa, and serviceable descriptions of its various locations. Names and so on are kept purposefully odd to encourage the Dungeon Master to replace them with her own. ‘The Villa of Menopolis’ is far from being a bad scenario, but it is a huge improvement over the competition dungeons of the first two issues, encouraging roleplaying and investigation before the exploration and the butchery! The truth is, The Beholder would go on to publish many well received scenarios—as evidenced by Fantasie Scenarios – The Fanzine Supplement No. 2—but ‘The Villa of Menopolis’ is a reasonable sign of things to come.

‘Viewpoint: D&D Languages and the Trickster’ by John Norris is a response to both the Trickster Character Class and its ability to have a command of languages and the way languages are handled in Dungeons & Dragons in general. With its one Common tongue spoken by all and all the same, its alignment languages that never vary, and everyone and anyone having their own language, Norris simply does not find the treatment of languages to be credible in Dungeons & Dragons or the Class. His solution is to create a family of languages and have dialects play a role too, so that, for example, an archaic version of language might serve as a language for diplomacy and the educated, whilst others might be used as secret guild or temple languages. He suggests restricting the number of languages known by most NPCs and Player Characters, primarily due to geography, age, and intelligence. As to the Trickster Class, he turns them into a combination of Thief, translator, and animal trainer. The treatment of the Trickster is rather brief in comparison to the general treatment of languages, which will have a limiting effect on communication and travel if implemented, but it could be used to enhance world-building.

Lastly, ‘Definitions Of Non-Magical Treasure: Gems’ builds on the inclusion of material components for various spells in Advanced Dungeons & Dragons, First Edition, to provide a means of creating the type and value of first gems, and then jewellery. This is before the release of the Dungeon Master’s Guide, so it would have been quickly superseded, but until then it would have been useful enough.

Physically, The Beholder, Issue 3 is slightly untidy in places, but readable. The layout is tight and that does make it difficult to read in places. The illustrations and the cartography is not actually that bad. Of course, every issue of the fanzine was published when personal publishing was still analogue and the possibilities of the personal computer and personal desktop publishing were yet to come. In the case of The Beholder that would never be taken advantage of.

The Beholder has a high reputation for content that is of good quality and playable.
The Beholder, Issue 3 does not yet match that reputation, but there are signs there of what is to come. The inclusion of a non-competition dungeon with a scenario that places an emphasis on interaction and investigation, points the direction in which future issues will go, and whilst its alternative spell casting rules are typical of the time when the issue was published, they could be used today. With The Beholder, Issue 3, the fanzine begins to show promise.

Sunday, 31 March 2024

[Fanzine Focus XXXIV] The Beholder Issue 2

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with
Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.

The Beholder was a British fanzine first published in April, 1979. Dedicated to Dungeons & Dragons and Advanced Dungeons & Dragons, it ran to twenty-seven issues, the last being published in July, 1981. It was popular and would be awarded ‘Best Games Fanzine’ at the Games Day convention in 1980. After the final issue of The Beholder, the editors would go on to release a number of anthologies which collected content from the complete run of the fanzine such as Beholder Supplement Glossary of Magic, which collected many of the magical items which appeared in the fanzine and collated them into a series of tables for easy use by the Dungeon Master, and Fantasie Scenarios – The Fanzine Supplement No. 2, the first of several scenario anthologies.

The Beholder Issue 2 was published in May 1979—the same month as Margaret Thatcher was first elected Prime Minister. Its contents follow the same pattern as set by The Beholder Issue 1—a new Class, some new monsters, spells, and magical items, along with a competition dungeon. There are other articles and not all of them for Dungeons & Dragons. The new Class is ‘The Loner’, which mixes the abilities of the Thief, the Ranger, and the Monk, so inspired by Advanced Dungeons & Dragons, First Edition. The aim is to create a Player Character who has a broad range of skills and abilities and is thus capable without being a specialist, suited for play with small groups or solo play. Members of the Class will not join groups numbering more than five and cannot be Lawful in Alignment. He does not wear armour or use a shield, but his natural Armour Class improves as he gains Levels. For the most part, the Class’ abilities make sense, such as combining the Hide in Shadows and Move Silently skills of the Thief Class into Stalk, Track from the Ranger, Resist Cold, and so on, but there are aspects which make less sense. For example, Infravision, Wilful Healing, and eventually, Fly. Overall, the Class does not feel particularly coherent.

The only article not about Dungeons & Dragons is ‘Traveller’, for the roleplaying game of the same name. The article opens with a compliant that the Science Fiction roleplaying game is not as complete as Advanced Dungeons & Dragons, First Edition. However, it does offer an interesting use for the Computer skill, which it points is not useful until the Player Characters obtain a spaceship. This the ‘Programmable SMG’. When attached to its tripod, a program on a cassette can be inserted to provide one of four firing modes—continuous, fire at any movement, fire at any humanoid, or fire at anyone in a police uniform! The last cassette is highly illegal. It highlights the state of technology, what was thought technology could be in 1979, and the state of technology in Traveller was then, it is very clunky. Other additions include different types of grenade, such as High Explosive, Smoke, and Vapourisation, the latter being the equivalent of the disintegration. Lastly, the article notes that lasers are either very powerful or very weak, depending on the armour worn by the target. Reflec armour makes it impossible for the target to be hot, but anything else almost guarantees it. Instead, the author points out that lasers do not work in the rain, so either change the weather or if indoors, turn on the sprinkler system!

‘Monster Summoning’ describes six monsters. They include the ‘Catilae’, like a centaur, but replace the horse body with that of a centaur; the ‘Albatross’, which if killed inflicts a nasty, nasty curse; the ‘Vampirebat’, which is exactly what you think it is; and the ‘Ohm’, a terahedron—or three-sided pyramid—shaped creature with an eye and a tentacle in each face. Given the name, it should be no surprise that electricity runs through the Ohm, making it glow, and of course, hitting it with a metal weapon inflicts damage on the attacker. It feels reminiscent of the Modrons, in shape at least, which would later appear in the Planescape setting. Other monsters include the ‘Juvah’, a river or swamp dwelling creature like an Umber Hulk, but covered in a liquid that deludes its victims into thinking that they have not taken any damage; the ‘Snapdragon’ is the plant, but with dragons; head; and the ‘Mofe’, a humanoid of foam whose attacks deplete the victim’s Intelligence. None of the monsters are very interesting or sophisticated, but they are typical of the sort that might be found in a fanzine, being more  designed to test and surprise the players and their characters than anything else.

‘Thoughts on Combat’ offers suggestions to make combat in Dungeons & Dragons more interesting and sophisticated. These include bringing in player skill by getting each player to write down what their characters are going to do and sticking to it, adding critical hits and fumbles, and altering the bonus to Armour Class from Dexterity for heavier armour types. It does not go into details, merely giving suggestions. The ‘New Spells’ has four spells. These are Fuse, Block Transformation, Water Walking, and Locator, which are all self-explanatory bar Fuse, which enables a delay effect to be added to an object.

The Competition Scenario in The Beholder Issue 2 is ‘Petrarch’s Tower and the Vaults of Experimentation.’ At ten pages long, it is the longest piece in the issue. This is written for Third Level Player Characters of which eight pre-generated ones are provided, including one named ‘Westphalia’! The setting for the scenario is the Tower of Petrarch and the caves below it. The tower stands on a ledge over the Pass of Petrarch, inaccessible except by flight or through the tunnels below. The Wizard Petrarch discovered the entry into the ‘Three Thousand Steps of the Abyss’ that now lead into the Vaults of Experimentation five centuries ago, but it has been several centuries since he was last seen and the nearby authorities fear what might be found in them. Consequently, they have hired mercenaries—the Player Characters—to clear the tower and confirm that Petrarch is actually dead. The adventure is divided between the tower and the caves/tunnels below, there being more of the latter than the former. The dungeon contains some interesting rooms, like the room that Ogres have turned in a bowling alley using paralysed victims as the bowling pins, but this is very much a funhouse style dungeon with little in the way of a connected theme. The scenario ends with notes on adapting it to a Dungeon Master’s campaign and a competition points table which lists all of the points for achieving various objectives. Unfortunately, the adventure overall is too random and lacking in theme to be really interesting.

Lastly, The Beholder Issue 2 ends with ‘Magic Jar’. This describes some seventeen magical items. Much like those in the first issue of the fanzine, there are some fun entries here. For example, a Dispel Scroll has a specific spell written backwards on it. When read out it negates the nearest incident of that spell, whether that is a Player Character or an NPC elsewhere! The Automatic Sword functions like a permanent Dancing Sword, and will serve anyone who places five gems in the slots in the hilt. However, replace the gems with ones of a greater value and it will change master, so it is very mercenary! Spell Potions bottle spells and when the seal is broken, the spell infused into the potion is unleashed.

Physically, The Beholder, Issue 2 is a bit scruffy in places, but readable. The layout is tight and that does make it difficult to read in places. The illustrations and the cartography is not actually that bad. Of course, every issue of the fanzine was published when personal publishing was still analogue and the possibilities of the personal computer and personal desktop publishing were yet to come. In the case of The Beholder that would never be taken advantage of.

The Beholder has a high reputation for content that is of good quality and playable.
The Beholder, Issue 2 does not yet match that reputation, let alone alone meet its own high standards in this second issue. The monsters still fail to excite and again, the given scenario is playable, but without any real purpose except to see if one playing group is better than another. That said, the design of it is better than the Competition Scenario in The Beholder, Issue 1 and this sort of dungeon dates from a time in player lives when play was enough rather than necessarily requiring a good reason. Overall, The Beholder, Issue 2 still feels like a typical fanzine of the period, not quite yet developing into the highly regarded fanzine to come.

Monday, 28 August 2023

[Fanzine Focus XXXII] The Beholder Issue 1

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showcased how another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.

The Beholder was a British fanzine first published in April, 1979. Dedicated to Dungeons & Dragons and Advanced Dungeons & Dragons, it ran to twenty-seven issues, the last being published in July, 1981. It was popular and would be awarded ‘Best Games Fanzine’ at the Games Day convention in 1980. After the final issue of The Beholder, the editors would go on to release a number of anthologies which collected content from the complete run of the fanzine such as Beholder Supplement Glossary of Magic, which collected many of the magical items which appeared in the fanzine and collated them into a series of tables for easy use by the Dungeon Master, and Fantasie Scenarios – The Fanzine Supplement No. 2, the first of several scenario anthologies.

Opening with its editorial, editors Guy Duke and Michael Stoner set out their stall. The Beholder was intended to be printed monthly, it was dedicated to Dungeons & Dragons, although content for other roleplaying games such as Chivalry & Sorcery and Traveller might creep in, and whilst it would accept contributions, they state that, “we will only print what we consider to be good quality stuff, take note: we are not an APA.” (Amateur Press Association). This a comment upon the poor quality of such periodicals in that they would accept any old thing. The editors also promised to include a ‘competition dungeon’ in each issue as that would be more useful than a mini-dungeon as they would not necessarily fit in the Dungeon Master’s world and severe changes would have to be made for them to do so. What they mean by a ‘competition dungeon’ is one designed to be played as part of a tournament at a convention with pre-generated Player Characters, for example, classics such as S1 Tomb of Horrors and Goodman Games’ own Dungeon Crawl Classics #13: Crypt of the Devil Lich—more recently updated for use with Dungeon Crawl Classics. However, this was not a policy that they would adhere to and later issues included standard adventures and dungeons.

Actual content for The Beholder Issue 1 begins with a new Class, ‘The Trickster’. This was designed to countering the Thief being too weak at high Levels when compared to spell-casting Classes. The Class combines certain Thief abilities with spellcasting and the Trick ability. The Thief abilities are limited to Pick Pockets, Hear Noise, Open Locks, and Climb Walls, and the Trickster’s spells are set per Level. Thus the Trickster knows Ventriloquism at First Level, Charm Person at Second Level, and so on. Only once a Trickster reaches Eleventh Level, does he get to choose his spells. That said, the spells are useful to his role, rather than offering the flexibility of choice of the Magic-User. Modified by Level, Charisma, shared Alignment, and Hit Dice of victim, the Trick ability is a percentile skill which when successfully rolled can Distract, Stall, Befriend, Confuse, or Convince that victim. The Class is a mish-mash, but modified to be highly vocal and interactive, rather than relying upon force or other means. It is an interesting design which would work well in social or urban situations, but might not be suitable for the dungeon. Nevertheless, it provides an archetype that fills a role not present in Dungeons & Dragons.

‘Spells: Use & Misuse’ is the first of three thoughtful and interesting articles in The Beholder Issue 1. This looks at how players find loopholes in the use of spells to create inventive, and typically more powerful, uses of a spell than the designers originally intended. For example, Reduce, the reverse of the spell, Enlarge, is incredibly powerful, enabling the Magic-User to temporarily destroy something and so gain an advantage. In addition, it can be used to reduce the size of a door in its door frame and so bypass a door barred with Wizard Lock, reduce the size of a hole to trap a monster, and so on. It highlights spells that last until triggered, such as Explosive Runes, are a pain for the Dungeon Master to deal with, and suggests the damage inflicted when Explosive Runes are triggered be reduced over time when the object the spell is cast on, for example, the Magic-User’s spell book, is carried about. ‘View Point’ begins with the line, “In D&D the unusual becomes the norm.” In other words, the Player Characters quickly adapt to a situation or monster and find ready means to handle them each time they encounter said monsters. For example, knowing that Ochre Jellies will divide if attacked by swords and that Rust Monsters are best faced wearing leather armour and wielding clubs. In other words, the mystery of play is not only lost for the players, but also for the Dungeon Master, who will rarely be surprised by the actions of their Player Characters. The solution is surprises. So new monsters, items, tricks, traps, and so on. That though, is the traditional response. The article also suggests having the player select his Magic-User’s spells in secret from the Dungeon Master in order to surprise her in play, which is a radical step. It is supported by an amusing example of play. The other suggestion is more obvious and that is to create unusual encounters. Some fun ones thrown out here include, “A djinni with hayfever, a cowardly dragon, a short giant, a lost minotaur.”

In between the second and third of the interesting articles in The Beholder Issue 1 is ‘Monster Summoning’. This is a collection of of some seven First Level monsters. It includes creatures like the Kobold-like ‘Deep’, whose claws have the same effect as the Slow spell, the ‘Dala’, a living dagger which can swim or fly and charges its victim to poison him on the first attack; the ‘Pigwidgeon’, being pigfaced humanoids like the then pigfaced Orcs, notable only for their use of the bolas; and ‘Malnutrite’, long-haired, pot-bellied, dirty humanoids who smell, seek out, and ask for food. If they are not given it, they will attack, and if killed, their slayer suffers a random curse. The only creature of any interest is the ‘Gop’, wasp-like insects that infest dungeons and are actually harmless except for the fact that they eat anything, but especially wolvesbane, garlic, and belladonna. These monsters fall under the category of monsters for monsters’ sake, designed to intrigue and surprise the players and their characters with something new. None of the monsters are interesting. In fact, they are boring. By modern standards, the depiction of Orcs and thus Pigwidgeon is controversial, even offensive, but then The Beholder Issue one was published over forty years ago. By the standards of The Beholder, as set out in the editorial, ‘Monster Summoning’ fails to meet its own standards.

Fortunately, ‘Thoughts on Treasure’ rights this first issue of The Beholder on its course and completes its trilogy of genuinely interesting and thoughtful articles. The article is based on the importance in early Dungeons & Dragons of treasure and loot as a source of Experience Points and asks why limbless creatures such as a giant snake would have treasure, let alone keep it in a chest, and why Chaotic Evil monsters possess Lawful Good treasures? Suggestions include it being on the body of victims, of lesser monsters serving bigger monsters and having mundane abilities such as tool use! More intriguing is the possibility of trade, so that monsters might be holding a magical item that they cannot use in order to trade for something better. Trade means that the Player Characters should be able to interact with them other than fighting and lesser monsters serving bigger monsters means that dungeon design and the dungeon population process can be less random, more thoughtful, and even establish an ecology of sorts. Also discussed is the inflationary effect of treasure and loot as a source of Experience Points, as it means dungeons have to be stocked with increasing amount of coin and the Player Characters no longer needing mules to carry everything back to civilisation, but mule trains and then wagon trains! The solution given is reduce the amount of coin found and increase its Experience Point value by the same amount. Overall, an interesting look at a style of play and its inherent problems that would have been highly relevant back then.

The competition dungeon in The Beholder Issue 1 is ‘Pyrus Complex’. This
 is for five Player Characters of Fourth and Fifth Levels, and comes with eight pre-generated Player Characters. Written for use with Advanced Dungeons & Dragons, it describes a small, twenty-five location dungeon, a set of natural caverns that have been extended and expanded by a pair of adventurers, now long gone. Unfortunately, as a ‘competition’ dungeon, it does not make a lot of sense. It is populated in semi-random fashion—there is a Hobgoblin guard post, but no Hobgoblins anywhere else in the dungeon, caves filled with acidic water next to cave filled with non-acidic water, a tropical woodland whose only purpose is to charm the Player Characters, have them charge through thorns and underbrush for minimal damage—and that is it, a labyrinth for making mapping difficult, and so on. When it comes to the points awarded for completing certain tasks, they do not always make sense, such as gambling with an elephant in the Mites’ treasury. There are Carnivorous Apes locked up there, but no elephant. The dungeon comes across as a cross between B1 In Search of the Unknown and S1 Tomb of Horrors. There is no reason to play or use this dungeon, except to see how many points can be scored at the end and the scenario advocates doing this. Playing it with one group after another to compare their points’ totals. Which is potentially fun for the Dungeon Master, but how many times would she want to run this? It should be noted that as a ‘competition dungeon’, the set time limit for ‘Pyrus Complex’ is sixty Turns or ten hours. So roughly two to three sessions with penalties for the competition points if the allotted time is exceeded. Lastly, it lacks the short account of a ‘guinea pig’ party’s exploits—or ‘Competition Chronicles’—which was a potential inclusion for this and future ‘Competition Dungeons’ in The Beholder, which might have alleviated the tedious nature of the dungeon’s design.

There is no hook or reason to enter, especially if it was placed in a campaign world. Random and pointless, the good news is that future dungeons and adventures in the pages of The Beholder would be vastly superior to this unmitigated morass of ill-thought-out and dully executed ideas.

Rounding out The Beholder Issue 1 is ‘Magic Jar’. This is a collection of nineteen magical items. There are some nice items here, such as the Monk Gloves, leather gloves with a strip of metal, typically mithril or adamantine, that the unarmed monk can wear to gain extra damage and be able to strike magical creatures which require magical weapons to be attacked, and do so with the ‘Open hand’ attack. The Eyes of Viewing enable the wearer to view invisible and out-of-phase creatures, but cannot see anything in the material world when worn, the Cursed Warhammer acts like a normal Warhammer, but when thrown loops back and hits its wielder for damage—more if he is a Dwarf, Tenser’s Disc is a permanent version of the spell Tenser’s Floating Disk, and the Anti-Spell Shield can be used to absorb missile-style spells, like Magic Missile, but will do so until its capacity is exceeded and the shield breaks. The article is a good mix of magical items, some now familiar, but new then, and some even new today.

Physically, The Beholder, Issue 1 is a bit scruffy in places, but readable. The layout is tight and that does make it difficult to read in places. The illustrations and the cartography is not actually that bad. Of course, the first issue of the fanzine 
was published when personal publishing was still analogue and the possibilities of the personal computer and personal desktop publishing were yet to come. In the case of The Beholder that would never be taken advantage of.

The Beholder has a high reputation for content that is of good quality and playable. 
The Beholder, Issue 1 does not match that reputation, let alone alone meet its own high standards in this first issue. The monsters are boring and the given scenario playable, but without any real purpose except to see if one playing group is better than another and rhyme or reason to the design. Yet there are flashes of better things to come. The Trickster Class looks interesting and would be playable in the right campaign, whilst the articles are interesting and thoughtful. The Beholder Issue 1 is a promising, but not great start for what would go on to become a highly regarded and highly sort after fanzine. It is fascinating to see where it began, nevertheless.


Friday, 24 December 2021

1981: Fantasie Scenarios

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showcased how another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers.

The Beholder was a British fanzine first published in April, 1979. Dedicated to Dungeons & Dragons and Advanced Dungeons & Dragons, it ran to twenty-seven issues, the last being published in July, 1981. It was popular and would be awarded ‘Best Games Fanzine’ at the Games Day convention in 1980. After the final issue of The Beholder, the editors would go on to release a number of anthologies which collected content from the complete run of the fanzine. A total of five were planned and at least two were published. The first was Beholder Supplement Glossary of Magic, which collected many of the magical items which appeared in the fanzine and collated them into a series of tables for easy use by the Dungeon Master. The second, third, and fourth volumes would have collected the scenarios which appeared in the fanzine, whilst the fifth would have been a bestiary of monsters.

Fantasie Scenarios – The Fanzine Supplement No. 2 is the first anthology of scenarios taken from the pages of The Beholder. It contains “4 highly detailed, exciting and original scenarios” all written for use with Dungeons & Dragons and Advanced Dungeons & Dragons. The collection  opens with ‘The Ring of Fire’, originally published in The Beholder Issue #11 and subsequently voted by its readership as the best scenario to appear in the fanzine. Designed for four to seven Player Characters of ‘moderate adventuring experience’, ‘The Ring of Fire’ is set entirely within the crater of an extinct volcano, rumoured to be the home of a dragon below the crater’s mists and fumes. Several miles distant from the nearest settlement, once the Player Characters have ascended to the lip the crater, the adventure proper begins and they begin the descent. This is along a path which spirals around the steep sides of the crater and it is along this path that most of the scenario will play out. As they follow the path down, the Player Characters encounter obstacles and lairs and fortresses, and more. These special encounter areas start off with almost a nod to Shelbob’s lair with the lair of the Giant Spider, Castra, followed by a wooden plank bridge past the lair of Minor the Harpy, through a vanquished outpost of Hobgoblins, through a maze, and yes, even into the lair of the Red Dragon, Faughon.

All of these encounters really are special. Essentially excerpts pulled from the main map of the volcano, they are beautifully drawn in detail and supported with engaging descriptions. Any one of these encounters could be pulled from the scenario and it would stand up if added to another location, perhaps an enormous dungeon cavern. The scenario is obviously linear as the Player Characters make their descent, but opens out into a swampy area on the crater floor. This is less interesting perhaps than the earlier encounters, but there is a sense of decay here that feels all the more constrictive in the fog-shrouded crater. There are no plot hooks as such to ‘The Ring of Fire’ as such, but it would be easy for the Dungeon Master to add them. Perhaps the Player Characters want something from the Red Dragon or the ancient, evil sorcerer whose remains are buried here, or simply be after the treasure which is said to have been left there by the ancient inhabitants. Essentially, the bottom of the crater is a blank canvas upon which the Dungeon Master can write elements from her campaign and so add ‘The Ring of Fire’ to her campaign. Whatever the Player Characters might find in the base of the crater, getting there is very much the play and the fun of the scenario.

The second scenario is ‘The Gorge of the Afterlife’. Designed for three to six Player Characters of ‘low to moderate adventuring experience’, it appeared in The Beholder Issue #14 and was a close runner up to ‘The Ring of Fire’ in the poll. The Player Characters should at least possess one magical weapon between them—if not more, and there should be a Cleric amongst their number. Again the scenario has a great sense of environment and geography, being set in a long narrow gorge once the burial ground to the local dignitaries. Water drains into the gorge and flows out via a series of waterfalls, which the Player Characters will need to ascend as they venture into the gorge. The outer section of the gorge is swampy and home to a band of brigands, whilst the inner section consists of a lake surrounded by individual tombs, mausolea, and barrows. Here the authors repeat the format of ‘The Ring of Fire’ with individually mapped areas for greater detail, offering a range of different challenges to any Player Characters wanting to raid them. Some are still intact, some have been broken into, others are occupied. 

The third part of ‘The Gorge of the Afterlife’ consists of a dungeon proper, a tomb complex, which oddly, is laid out in the shape of a gargoyle, though statues of gargoyles appear at the entrance to the gorge where their prevents entry of any devils or demons. The tomb complex contains just six tombs, each of them a great leader in their time, in their way representatives of Dungeons & Dragons’ Classes. Some were good, others bad, but are now the target of a band of evil Elves (not Drow) amidst the roving undead which infests the complex. Much like ‘The Ring of Fire’, ‘The Gorge of the Afterlife’ is a not a scenario with any sense of a plot, the gorge and its tombs being there to plunder by the Player Characters and nothing more. Again though, they are open to interpretation and development upon the part of the Dungeon Master, perhaps more so because the adventure is designed to be inserted into a campaign. Again, perhaps the Player Characters are searching for something which can only be found in the tombs or perhaps they have been employed to deal with the brigands, but discover that they have a secret paymaster, that is, the evil Elves in the tomb complex? This is much more of a traditional Dungeons & Dragons-style adventure, but again, nicely detailed and potentially more flexible than ‘The Ring of Fire’.

‘UGGISH and the GRIMBNAK’ is the third scenario in Fantasie Scenarios – The Fanzine Supplement No. 2 and originally published in The Beholder Issue #19, and appears to have been part of an ongoing feature in the fanzine. Where the previous two scenarios have been quite confined in their environment, this one opens up a bi t by being set in a forest and its surrounding wilderness. Designed for a party of four to six Player Characters of moderate Level, the scenario is set in the forest surrounding the Ravine of the Oozewater where legend has it that two ancient creatures fled in ages past when disturbed by the first settlers in the region. More recently, they have been revealed to be Uggish and the Grimbnak, now said to be in league with the Orcs of the Black Hand, scimitar-wielding humanoids with ebon skin and red eyes, who have been attacking settlers, foresters, and hunters throughout the forest, forcing them to flee. The scenario is thus a strike mission—investigate the activities of the Orcs and put a stop to them.

The scenario details the forest wilderness and the paths to the cliffside stockade which the Orcs have had time to build and make a home in. Thus there is advice and a table to make it a living place with events going on despite the presence of the Player Characters and perhaps that they can take advantage of in their raid. The stockade and its inhabitants, as well as the caves built into the cliffside are as decently detailed as the other scenarios in the anthology, however, the Orcs are described as being black-skinned and resolutely evil. To be fair, this would have been typical of the time and the depiction of Orcs has always been contentious, but the language used here, though unlikely to have been intentionally so at the time, would be socially unacceptable today and even potentially, cause for offence. Whilst there is some element of story here and it would be an easy scenario to add to a campaign because of the simplicity of its set-up, of the four scenarios in the anthology, ‘UGGISH and the GRIMBNAK’ would be the most difficult to run or adapt because of the language used when describing its antagonists and their outlook. 

The last scenario in the anthology is ‘The Dripping Chasm’. Taken from The Beholder Issue #18—voted the best issue by the fanzine’s readers—it is designed for six low Level Player Characters and has a simple set-up which makes it easy to add to a campaign or run as a one-shot. That set-up is one of bandits raiding the area, frequently enough to amass no little wealth, and so there is treasure to be found and a threat to civilisation to be thwarted. The bandits are thought to operating from somewhere up the River Underpine, and when the Player Characters follow it along its course, they discover its source, the Dripping Chasm, and a series of buildings along the chasm wall and a cave network beyond them. The caverns though, are not just home to the bandits, there being older occupants who just unhappy with their presence, they are prepared to do something about it. Which is when the Player Characters turn up. 

‘The Dripping Chasm’ is a small locale and a small adventure, but it packs in a lot, including factions, nuance, and the level of detail found in the anthology’s other scenarios. There are the three factions—the bandits, a grumpy bear, a really unhappy hermit driven to recruit some unpleasant allies, and the complex of caverns is described in some detail. The factions bring in the element of a living dungeon and this is enforced by the nuance. The caverns and the Dripping Chasm are not just bases of operation where the factions work from, but homes too. So the bear and the hermit make their homes in the caverns and tunnels, and resent being invaded by the bandits, but they have made their home in some of the caverns as well as along the river, and down so with their families. The bandits have their wives and children here too, so this is not a scenario necessarily set up so that the Player Characters go in and slaughter anyone and everyone as in ‘UGGISH and the GRIMBNAK’, but do have choices to make here. Potentially, these choices—which faction to side with, what to do about the families, and discovering why they are here and why they have turned to banditry—are all good story hooks and good roleplaying hooks, though the Dungeon Master will have to develop the details herself. 

If there is an oddity to ‘The Dripping Chasm’, it is in the organisation which details the locations furthest from the starting point of the scenario first and nearest, last. Given the advice that the Dungeon Master read through the scenario thoroughly, it only enforces the need to. Otherwise, ‘The Dripping Chasm’ is a decently done scenario easily adapted to the Dungeon Master’s campaign and a really engaging piece of writing. In terms of storytelling potential, ‘The Dripping Chasm’ has the most of the quartet in Fantasie Scenarios – The Fanzine Supplement No. 2.

Physically, Fantasie Scenarios – The Fanzine Supplement No. 2 is decently done. Like any fanzine title, it has its rough edges and the layout could be cleaner. The cartography though is quite lovely, clear and detailed, giving the anthology its singular look. There are few illustrations in the supplement, but some of them are really nice. It should be noted that except where a new monster is introduced, the actual stats for Dungeons & Dragons monsters and items in the four scenarios are kept to a minimum, meaning that the Dungeon Master will ned to refer to the ruleset of her choice.

Fantasie Scenarios – The Fanzine Supplement No. 2 is a piece of history. Its writing is representative of a creative drive four decades ago, and whilst some of that writing reflects that age, there is no denying that each of the scenarios is still playable today. Whether that is using Dungeons & Dragons or Dungeon Crawl Classics Role Playing Game or The Black Hack or Old School Essentials, all four scenario could be with relatively little adjustment—at least mechanically. Tonally perhaps and in some of the language warrants adjustment, the anthology and definitely the third scenario, ‘UGGISH and the GRIMBNAK’, would certainly benefit from such attention in the unlikely event that these scenarios were republished today. Overall, Fantasie Scenarios – The Fanzine Supplement No. 2 is a lovely snapshot of yesterday’s creativity, showcasing how it was done forty years ago just as it is today.