Thursday, December 11, 2014
Old D&D editions and clones - Brave Halfling's Delving Deeper
Now, there are nothing here to really excite me. I must admit that first of all. The game is not like LotfP or Ambition & Avarice. But, it does not try to be. Delving Deeper is trying to be faithful to the OD&D edition, and does a decent job of it. I guess you can split hairs and list all the differences, but let us not forget they have to differ from the original game for legal reasons! If OD&D is your kind of flavour, this is not a bad clone to pick up. When I compare it to the original it feels quite close actually. In some cases more close than e.g. Swords & Wizardry Whitebox (which I will write about at a later date).
The first thing that strike me is the pretty box. The front illustration is excellent, and filed with action. Nasty monsters fighting dungeon delvers, it's right there on the tin, so to speak. I really like Mark Allen's artwork and I like the uniformity it gives the game. One nice thing is the amount of illustrations in the monster book.
Having mentioned the books I guess I have to mention that this edition is not three small booklets. It's five books, but in the books "Volume I", "Volume II" and "Volume III" are mentioned, which looks confusing. I like that there's a book for players and one for referees. I'm less thrilled with a whole book of treasures. So often those books are just rehashes of "classic D&D items", i.e. boring retreads of Gary's campaign. A booklet with random tables for generating new content for both monsters and treasure would be my choice. I did say something about this not being intended to be what LotfP is, right? Maybe I should appreciate this for what it is.
The rules for naval combat, aerial exploration and wilderness exploration are compact but looks usable. Probably the only rules for building fortifications I'd ever use would have to be short! That is the feeling about almost everything in this game. It's to the point, solid and usable. I might actually go for this game for the same reason I go for my BRP book, it's simple and workmanlike, even though it lacks bennies, card based initiative and new exciting mechanics. It almost wins me over by not even trying to be selling itself.
One little sweet thing included in the box (did I say I love the box?), is the Blackmarsh setting by Robert Conley. Very classic, with a lot of the feel you get from looking at a map of Blackmoor. It guess that is not a coincidence. It became available before the game arrived at my doorstep, so I got it and for a while entertained the idea of playing Heroes and Other Worlds in that setting. That never came to be, but it is a good canvas for adventure. I'm not sure I'm all done with the sandbox settings of Robert Conley yet! Delving Deeper is not a bad rules set for exploring something like that. It's basic, but that's the point.
Now where do I have my graph paper, pencils and hex paper?
Thursday, December 8, 2011
New Loot - pictorial evidence!
Here it is! My holy grail for a time have been to get hold of a copy of the 1974 edition of D&D for a decent price. In addition to that, a 1st or 2nd ed. of T&T and The First Fantasy Campaign have been at the top of the list.
You see that stuff up there? Not only is that a copy of FFC, in pristine condition, from the personal collection of Ken St. Andre. Ken even had a few extra maps, from a few other Judges Guild products it seems like.
But wait, there's more!
You see that little black book? It's the British 1st edition of Tunnels & Troll, which looks identical to the 2nd American edition I have browsed. That means puny damage from most weapons, ablative armour and some other goodies from the earlier editions. You get Adventure Points for gold! The cover looks very funky, but the innards is pure gold. Eh... adventure, I mean.
This was all from an auction Ken ran, with a percentage of the proceeds going to a fund to help artist Jeff Freels with some quite serious medical expenses. Take a look at the stuff Jeff is selling. He's an amazing artist.
I'm dancing the happy dance today, both for me and for Jeff.
Wednesday, December 7, 2011
Loot!
Wednesday, December 29, 2010
Dragons at Dawn read through collected
Here are the whole collection on one easy to access page.
Part I
Part II
Part III
Part IV
Part V
If you haven't read through it all, I can summarize my impressions as very positive. This is 30 years over due, and very interesting.
Sunday, December 19, 2010
Reading Dragons at Dawn Part V
Magic
The first thing you notice is that mages can cast spontaneous spells. Not only can they do that, the things they can lob around at will is lightning strikes and fireballs! As in other parts of D@D, there are more than one system, shadowing the development in the Blackmoor campaign.
A few things are consistent in all systems, like that are the fact that magic and technology or at least alchemy are tightly intertwined. All spells are based on physical components. I also like the idea of having to roll a save to cast, which reminds me of how Rolemaster handles things like casting spells above your capability and suchlike. Magic should be capricious, I think. It makes it more "arcane", kind of.
Much have been said about magic swords through the ages. In these rules they all have some intelligence. It feels like Arneson liked his Stormbringer. It will probably feel very different from regular D&D to have ray guns, intelligent swords, singing elves and a Sleep spell which you might literally throw in the face of your opponents.
Otherwise can be seen his inspiration from Tolkien, since in the expanded games elves may sing their magic. This system, like Arneson's original idea for magic, uses spell points. Personally I'm not that fond of spell points, since it's just another fiddly thing to keep track of. I do feel for the designer who likes to transcend the hard limits of a slot based system, though.
Like so many times we can see how this is a game from the school of hard knocks. No flowchart to help you design "balanced" spells or magic items. It's wild and wooly. From what I've read of Tekumel, that other campaign where Dave Arneson played, the idea of technology indistinguishable from magic was prevalent there as well.
Campaign Rules
There are a few intriguing parts of D@D for campaign and adventure building. The first are the role random events must have played in Blackmoor. Having both a set of index cards with divination and seer consultation results, and also a set of index cards with strategic evens in the campaign. Picking randomly from those during the campaign time frame is an interesting way to add to classical rumours and that dreaded "story campaign" where events are plotted out in advance. Have your cake and east it too. I like this way of steering the events in a campaign, since it will probably be just as much fun for the GM as the players to pick a card and see what great events are a foot this month in the campaign.
The other thing I want to mention is Arnesons way of using points to populate his dungeons. Sometimes you might hear critics of D&D3 talk like having Challenge Ratings somehow destroyed the game. Nothing stops you from ignoring the idea of the "balanced encounter" just because you have the means to calculate something like an encounter difficulty depending on the strength of your party, you know! Apparently Dave thought that way, for he seemed to have used the idea of quickly stating a dungeon by deciding on how many points of opposition there were, and then later deploy those points as actual hit dice of enemies. I like this idea.
Summary
All in all, this rule set really makes me want to sit down and roll up a character. The combat rules are interesting, and the idea of saving rolls for resolving general challenges talks to my Trollish heart. Sometimes they lay out of the book isn't great, and I think it would have benefited from a more tight structure with a short discussion of the sources and Arneson's ideas together with the presentation of a specific set of rules. Now there are great snippets spread around, but some rules are presented with less reflection on what came before and I can't help wonder how much of that section was invented whole cloth by Dan Boggs? I like what I see, I just had wanted to know. The only read problem with this book is that it's 30 years over due! Just imagine if this had been done while Dave could have seen it and given feedback. But, who knows. Maybe he would just have shrugged and told us to invent some on our own, since he didn't remember. Great games makes you co-creator and entice you to house rule and add to it. This is such a game.
Wednesday, October 27, 2010
Dragons at Dawn - some impressions
For those of you who have missed it, this is an attempt to collate all the bits of information on how the earliest rpg sessions worked. Due to some luck with the find of an actual manuscript, postings on the web and information from the players of the first campaign, this is as close as we will get to the rules used by Dave Arneson when starting Blackmoor. This is as old school as it gets, the very roots of our hobby.
The executive summary is simple. Get this if you are interested in the history of the hobby! Also, get it if you play D&D and are interested in rules tweaking and design.
Many small details in these rules makes me ponder their implications, and many times I am amazed by how some ways of handle things reminds me of other games which have no relation to the players or designer of these rules.
I really wish that someone could make the book First Fantasy Campaign, published by Judges Guild, available legally in pdf format. I have had the opportunity to browse that august volume, but now it would be fun to see how Dragons at Dawn author D.H. Boggs interpretation compare to how things are represented there. Naturally there are lot of gaps in these rules. We have documentation of rules for subduing dragons, but it makes you wonder if those rules just happens to have survived, or if that was a common occurrence.
Within the near future I will probably post a short series of posts about Dragons at Dawn, and specific reactions to some parts of the rules.
Saturday, September 4, 2010
The birth of roleplaying
One thing I found interesting was how Maj. Wesely told Clyde and us about how they played wargames back in the sixties. It wasn't unheard of for them to have players do things like scout ahead of a battle and talk to peasants about enemy troop movements. The fact that miniature games back then had such sketchy and crappy rules made in necessary to fudge things and make rulings on the fly, which made it very easy to "step outside the rules" and do things not immediately related to the lead figure battle.
Everyone have heard about how D&D grew out of wargaming culture, and sometimes that's taken as an excuse for us johnny-come-latelies who don't always "get" the old style of play. Wesely shows us how that probably don't always mean what we think it does. Diplomacy is probably worth studying if you want to know how the early Blackmoor games were run. Dave Arneson was a Diplomacy fan, and listening to this interview I can see how that must have influenced the early roleplaying. Go listen to that podcast!
Monday, February 15, 2010
How about low level documents from the original campaigns?
How about adventures in Blackmoor or Tekumel for low levels? Have it all been lost, and is all we now have later day recollection of name level achievements?
The only thing I can think of is Greg Svenson's remembrances of the first adventure in Blackmoor castle. Please let me know if you know of anything more.
Monday, October 5, 2009
Uther was dutch! Awesome Blackmoor archeology by James Mishler!
For anyone curious about RPG history, or the development of the campaign where our hobby evolved, this is a must-read post my friends!
Sunday, July 12, 2009
Playing the Dungeon of Voorand - giant frogs!
Last Thursday we had our latest session of my Tunnels & Trolls megadungeon campaign. I am a few days late with the write-up. Sorry about that.
I have now notified my players that I will wrap up this campaign, but since this is a campaign of the "sandbox" style, I can just go on playing without having to bother to much with wrapping up of "story lines". That is a relief.
We chatted a bit about what the players wanted to check out now. They have found entrances and stairs to multiple levels and sublevels. How it fits together is still pretty much unclear, but apart from a short pilgrimage by our half-dragon to the majestic wyrm guarding a treasure on a rock in a lava sea they decided to focus on tying up loose ends on the fairly well explored level two.
The maps came up on the table and then they started to chart the places they had missed or left for later. They moved around a bit, mapped and became confused and gleefully kicked in the doors that had been stuck (my little piece of old school nonsense). One of the rooms that occupied the characters and their resources was a classic "Green Devil Face" where they spent some time figuring out what triggered the trap and how to possibly evade it. Much fun was had with electricity. Don't try it at home!
Having gotten through the trapped room they finally found my jungle. I shall spend a few sentences explaining where that one came from. As some of you might know, Gary and Rob put in many "sub realms" and other dimensional pockets in the halls of Castle Greyhawk. I know that WG6 Isle of the Ape was a homage to King Kong, and also somehow a part of the Castle. That sure is one weird castle. But, if they could, then can I. Naturally, being a fan of Blackmoor I couldn't help including some giant frogs. All added and stirred gently became a sub realm which can be entered on level two of the Dungeon of Voorand, a gigantic cave filled with dense jungle which is magically kept lit and rainy. My poor players suddenly found their characters fighting random encounters in a jungle, underground. I was happy when I managed to roll up a gigantic frog and a werewolf. The first one was slaughtered, with love and the other one with magic. I decided to be generous and allow not only silver weapons (none available at this delve), but also magic. I think the ability in T&T to power up your spells saved the day. Only one of the characters now have to be chained up in the cellar come the full moon.
Outside the dungeon there's now a fully stocked tavern, built and manned by hyenakin. Food and drink should be available for anyone coming in or out the dungeon thirsty and hungry. Should that not be enough, one of the magic trinkets found in the dungeon can be seen outside. It was a small red bouncing rubber ball, but enchanted to double in size each time it bounce. It's now as large as the tavern, and fastened with chains and is a popular tourist attraction. Could I have planned this myself? Lucky me I have players with imagination. Sometimes I think they have to much of that, though. They have had their own "gazebo moment", and refuse to trust the tavern inside the dungeon. Well, now there's competition and it should benefit all.
Wednesday, July 8, 2009
The First Fantasy Campaign returns, for D&D4
I just heard that Blackmoor is now being sold for 4th ed. You can check it out here.
Since I don't play 4th ed. I haven't bought it, and can't tell if it's any good. Let's hope someone new to roleplaying get it and is curious enough to find out what it is all about, and the history of the place.
Uther, Once And Always!
Friday, July 3, 2009
Playing the Dungeon of Voorand - going off the deep end
Today I had something happen that I had thought would happen in one of the first sessions. Having read about megadungeons, I put in a chute down to the deepmost level of my whole dungeon. I put it on level one. I kind of expected the players to find it and be spooked fairly early, but they just avoided it! It looked like a big well where the orcs on level one cast their refuse, but I literally said "they throw down everything they don't want or eat there". I thought that would make someone think they might want what they didn't. That way they never got hold of that magic weapon I put in there for them to be able to fight in incorporeal undead. They managed without, go figure. Today they found it, finally.
For that deep level of the dungeon, I decided to steal an idea from Dave Arneson. That's a good source for stealing ideas! You can read of some of the early adventures in Blackmoor here. So, at the bottom of the dungeon there should be a dragon, right? I placed one down there, and it was sitting on a hoard of treasure in a sea of lava. Inhospitable, to say the least.
For those of my readers who have read the old rule books of D&D, might know that there are maps to be found as treasure. Since I started playing fantasy RPGs I don't think I've seen any, or at least very few, of those. I decided to toss one of those in a scroll case today. It will be fun to see what they do with that. Bring a saxophone to good players and they'll find a use for it. Talking about music instruments, we did have a new player today, who picked "Jazz Trombone" as his Talent. That shows the right attitude, I think. On the spot I invented the Annual Khazan Jazz Festival. Now we had a reason to party, and a nice setting for some fooling around and interpersonal action. Not every fantasy setting has its own Jazz Festival, I'm sure.
Good players also makes me want to highlight something else that happened tonight. When the players decided to go down the well to the roots of the volcano and the sea of lava, they did at all times make sure they had a clear line of retreat. Always make sure to have a line of retreat. Good old classic Gygax delving wisdom from the PHB.
Now the tavern our delving entrepreneur has built is almost finished. Whatever happens, hungry and tired delvers will have a way to get food and drink just outside the dungeon. Heartwarming, isn't it?
Friday, June 19, 2009
Playing the Dungeon of Voorand - the entrepeneur phase
Our Wednesday game have had to move to Thursdays, and I've been worried that some of the walk-in attendees would be confused by this. Unfortunately that happened, but we still had enough show up for a game this week.
Now we have entered what I call the entrepreneur stage. Our dwarven hero have lost a couple of limbs, and in order to scale back on the hazards he decided to start a tavern. Earlier that player managed to become the chief of a small tribe of hyenakin by defeating the former chief in single combat. He is now the player's second in command and gets to run the show as usual. Now the tribe have become recruited as loggers, and builder of the tavern. I really like this development. I have not set out any clear targets for the players, except some hooks and rumours about the dungeon. From out of player initiative we now have another campaign reaching development! I can let this tavern be a source of more information, problems and adventures for the players. The best part of being the one player who has to build the environment and provide the building blocks for fun, is when a player starts giving you building blocks they have carved themselves.
The delving this time focused on a weird intra dimensional room they found earlier, which spins like a carousel. Tugging the rope that hangs from out of nowhere in the centre of the room, they started the room spinning and then opened the doors that now lead to adventure. What was most fun for me at this point was when they found a room which wasn't really like anything else they have encountered before. Save or die effects are hated by some, and ridiculed by others. In this instance I had a room with a very subtle threat, that none the less had hints to decipher about what was going on. To my amusement they looked in the right direction and draw other conclusions than the wholly correct one. Hilarity ensued and the party was split in two and had to flee when a fight showed itself way to much for them. Learn to run away, and remember that sharks swim in the shallowest water. I have good players, and they know that. But, it is fun to see them not just waltz through it all and get a reminder once in a while.
Sometimes you hear that any touch of technology or "science fantasy" makes hard core fantasy gamers run away screaming. The module Expedition to the Barrier Peaks is one that those kind of gamers love to hate. Those also seem to be vary of anything related to Blackmoor, since they know there are hi-tech there. Personally I kind of like to mix anything fun in. I decided to put a piece of gaming history in my dungeon. Anyone ever heard of Adventure or The Colossal Caves? If you have, you have probably also played the version with the vending machine in the labyrinth. For me vending machines are neat. They are fun to play with and might dispense all kind of wondrous stuff in a world of magic. Needless to say, I couldn't resist putting in a vending machine filled with toys, gewgaws and magically powered trinkets. I have no idea what some of them can be used for, but I trust my players to come up with something funny. Already the bouncing ball that doubles in size every time it bounces have provided us with fun and laughter. Imagine that one in a cramped environment down in the tunnels of a dungeon.
Thursday, May 21, 2009
Playing the Dunegon of Voorand - traps and tricks
Having had little time to prepare, I came to today's session with the intention of delaying my players. Sometimes it comes like a natural thing when the delving expands out of the dark, and the outer world gets involved in the adventure. It happened somewhat last week, when one of the PCs capable of flying decided to fly high over the mountain of the dungeon and scout the area. He found some standing stones, tracks of cattle rustling orcs and enough to entice him to explore some more. This week I actually didn't have to delay much, since the taster of wilderness adventure and wider and wilder lands made further exploration and research about the surrounding lands something they took on voluntarily! Add to that the fact that another player had decided to use some of the NPCs he had recruited and start some serious carpentry down the dungeon to build bridges and stuff. I love when my players get creative like that!
I couldn't really resist using the awesome Carousing Mishaps table by the inventive Jeff Rients, from issue four of Fight On! magazine. So, they did not only get the opportunity to chase down facts about the countryside, they also was tempted to spend some hard earned gold and get some fun to happen. Maybe getting 1 Adventure Point per spent gold was a bit generous, but whattaheck! Our brave dark elf partied like there was no tomorrow and ended up without any clothes or memory in the temple of the Earth Mother, where the angry priestesses chased out the defiler! Fun was had by all.
When they finally entered the dungeon they decided to go down a hallway where I had basically drawn a long empty corridor and then just filled it with odd traps. I made it fairly clear to them that they were traps, and it's impossible to surprise someone that's so lucky like their rogue. But, it turned out that even if it would have filled me with glee to see some tense moments when the traps went off, we did get some good moments out of them anyway. You see, they didn't just roll a couple of dice and them moved along, and they didn't have to think their way through a mental headache while they were trying to have fun with their friends. I managed to do something different.
Leave a trap out in the open, and players will spend time on it. They will take it apart, prod it with ten foot poles, try to circumvent it and then understand what it could have done when they are finally safe. Remember the fun you had when you put it there for them to solve? Just watch your players as they carefully reassemble the machinery so that they can feel that satisfaction when they come back and see that some other delvers have triggered it! I noted that even if the players hadn't understood how the mechanism worked (and I didn't actually give then all the information needed), they still spend a lot of time safeguarding themselves if the trapped would do this or that when they out of curiosity wanted to test it out after they passed it by. Having the whole party kibitzing and taking different precautions was a very interactive way of handling a trap. Playing a game where traps are a thing unto themselves is a mindset, and my players are good at it.
Talking about minds. I was actually fooling around with their minds a bit today. I had hinted that there was a tavern down on level two, and today they found it! It's not just any tavern, though, and I messed with their heads a bit and placed the Tavern out of Time (AKA The Come Back Inn) from Dave Arnesons Blackmoor in there! They seemed scared by time travelling and plane hopping taverns and left quickly. I hope I learned something from Dave of how to keep the players on their toes.
There was some fighting, and they used some of the stuff I posted about combat, and effectively halved the combat adds of a golem by knocking the not so dexterous creature over! It takes a lot of power to challenge these guys in a fight now. We'll see how long they'll stay on level two. Well, they now got one of the colour coded keys I've left in the dungeon, and some rumours about other areas and the pool of the black one down on level five. We'll see where they go next time.
Wednesday, April 15, 2009
Some visions of games past
I have been thinking about how as the gaming greats die, we are loosing not only friends and fellow gamers, but also knowledge. As soon as you start to delve a bit deeper into the history of the hobby, you'll find that a lot have changed. The very basic way the games work have changed! Did you know for example, that in the early Blackmoor game the Dungeon Master was not the only one to play the opposition? Everyone took their turn playing the monsters!
One gamer who have been with us since the hobby began and played with not only Gary Gygax in Greyhawk and Dave Arneson in Blackmoor, but also with M.A.R. Barker in his Tekumel campaign is Michael Mornard (aka Gronan of Simmerya). He has spread entertaining nuggets of wisdom on the net about roleplaying and how it was done back then. Robert Fisher have collected quotes and memorable sayings that he felt worthy of preserving. I just read through them all and found them both funny and enlightening. Go see for yourself!