Category Archives: Retro Gaming

My love-hate relationship with random encounter tables

Of all the skeletons in my GMing closet, perhaps the darkest is this: I almost never use random encounter tables, even when running games with a deliberately “old-school” vibe.

Why do I ignore this staple of roleplaying? Well, my experience with using random encounters can be summed up in these two memories, both of them from my early days of GMing.

Random encounter #1: the best thing ever. When I first started GMing (with Middle-Earth Role Playing, which was a trimmed-down version of Rolemaster), I followed to the letter all of those rules that, in later years, I learned to sometimes skim over: encumbrance, travel times, and—yes—random wilderness encounters. For one of our first-ever games, I ran the “Ar-Gular’s keep” adventure included with the MERP rulebook. Faithfully following the rules for wilderness travel, I rolled on the random encounter chart to see what, if anything, would happen while the party of 1st-level adventurers set up camp.

I rolled, did a double-take at the result, but never even considered “cheating” by ignoring what was almost certainly going to be a total-party kill: a troll.

In Middle-Earth, trolls are nasty. The party, caught unawares while they camped, was almost certainly going to die. But the encounter chart said TROLL, so a troll it was. (This was the Trollshaws, after all.)

A frantic, panicky combat ensued. Things were not looking good for our heroes. And then, in a stroke of awe-inspiring luck only possible when you’re using Rolemaster’s glorious critical hit charts, one of the characters did the impossible: with one frenzied jab of his sword, he killed the troll.

It was, as they say, a one-in-a-million roll, one that turned a nearly-certain party massacre into the most memorable possible introduction to roleplaying. And it would never have happened if I had massaged the random-encounter results or picked out a “balanced” encounter.

This was followed by another random encounter.

Random encounter #2: the worst thing ever. A few months later, the characters had been through many adventures in Middle-Earth and were coming into their own as true adventurers. One character, an elf ranger, had after much heroic toil reached 3rd level (dizzying heights of glory, from our perspective). I was growing more confident in my GMing abilities, and so when the player asked to head off on his own on a personal quest, I heartily agreed.

I spent time designing an adventure around his character’s backstory and goals. Accompanied by a few NPC henchmen, he set off on his quest, which took him through a vast swampland.

I faithfully rolled for random encounters as he journeyed through the swamp, and sure enough—he ran into an obstacle: an alligator. A regular alligator, not a Dire Alligator or a Sauronic Minion Alligator. Figuring that a quick battle against the reptile would get the action going (what is an alligator going to do to a noble elf warrior?), I set the beast loose against the player.

You can guess what happened. A few unbelievable dice rolls and several profanity-filled combat rounds later, the party was dead and the noble elf, hero of Middle-Earth, was bleeding out from a severed leg. With no help anywhere in range, this mighty Noldor, distant heir of Feanor, creator of the Silmarils in an Age long past, bled to death in an alligator attack straight out of late-night TV.

Remember that epic scene from Lord of the Rings where the Fellowship is mauled by a random alligator? Yeah, neither do I. Because that would be stupid.

It seems silly in retrospect, but at the time it was a severely frustrating experience. The player had spent months building up his character and it had all been thrown away not with an epic fight against the Dark Lord’s minions, but with a random and meaningless alligator attack. And the time I had put into adventure prep designing a quest tailored for his character were rendered rather pointless.

I realize now that there were plenty of things that both I and the player could have done differently to avoid stupid, non-heroic reptilian death. But the lesson I learned was that random encounters, while they had the potential to be memorable and entertaining, also had the potential to spoil a game session. Having seen random encounters used to good effect in games like Rogue Trader, I’m starting to accept that they do add something challenging and exciting to a game. These days I make use of what you might call semi-random encounters: encounters rolled randomly but then adjusted a bit for balance or storyline coherence.

But while the memory of that epic troll kill still warms my heart, it will be a while before I put my complete trust in the random encounter table again.

What about you? Do you adhere to random encounter results… and have you ever lived to regret it?

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Scimitars and flying carpets: what "Arabian Nights"-style roleplaying games exist?

Prince of Persia classicLast week I saw Prince of Persia. While I wouldn’t call it a classic for the ages (it turns out that “the best video game adaptation to date!” is not especially high praise), it did get me wondering what sort of “1001 Arabian Nights”-inspired roleplaying games are out there. While I’m most interested in the “flying carpets, evil djinn, and sinister viziers” style of game, I wouldn’t mind a more historical game, either.

I was surprised to find that there isn’t a whole lot out there. Granted, it’s a niche genre within a niche hobby, but if samurai Japan and Arthurian Britain have managed have long-running roleplaying games, you’d think somebody would’ve kept the lamp of Arabian gaming burning over the years. At any rate, here’s what I’ve found; if you know of any I’ve missed, please let me know in the comments!

Al QadimThe Arabian Nights-style game that springs to mind immediately is Al-Qadim for the long-defunct AD&D 2nd edition. At one point I owned this rulebook and was impressed by it (it was lavishly illustrated in full color, I recall), but if I still own it, it’s buried in a box in my basement somewhere. This was pretty heavy on the fantasy ends of things, and to my knowledge did not attempt to tie itself into real-life history at all. Has anybody played it, and can you comment on the general quality of the line?

GURPS Arabian Nights (for 3rd edition) is available as a PDF, and I know nothing about it except what the product description lists—it looks like a nice combination of both fantastic and historical “Arabia.” Tempting to grab a copy purely on the strength of other GURPS historical supplements.

Paizo’s Legacy of Fire adventure path is set in the Arabia-analogue region of their published campaign setting for 3rd edition D&D. I actually ran the first few adventures in this series last year, and it was fun, although it didn’t quite evoke the flying-carpets feel of Prince of Persia. That may have been my failing as GM, but I also think Legacy of Fire is meant to be D&D first and Prince of Persia second. That said, there are a few supporting supplements that flesh out Paizo’s fantasy version of the Middle East, and one of them has a bonafide flying carpet on the cover. And hey, if all faux-Zoroastrian clerics looked as good as this, I’d convert in a heartbeat.

Tales of the Caliphate NightsPerhaps most promising-looking is Paradigm Concepts’ Tales of the Caliphate Nights. It looks grounded in semi-historical Arabia and appears to cover Islam in a somewhat serious manner—certainly one of the most intimidating parts of gaming in this genre.

Listing these out, it seems that there actually is a decent array of 1001 Nights-type games… they’re just spread across several different game systems (some of them defunct), so you’d need to be willing to loot from several sources and port the end results into the system of your choice.

What good books have I missed that support Prince of Persia-style gaming, or a more historical version thereof?

Update: I just remembered another one: Veil of Night for Vampire: the Dark Ages. I’m guessing this supplement does not have a lot in the way of light-hearted princess-rescuing flying-carpet action… but if I’m wrong, please oh please correct me, because, well, Prince of Persia where the titular prince is a vampire sounds kind of awesome, in a terrible sort of way.

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Weekend game report: halfling zombie edition

I ran a game of Castles & Crusades on Friday evening for my wife and a friend. I realized two things:

  • It’s not a good idea to GM when the only thing keeping you conscious is a melange of cold medications.
  • C&C is pretty darn close to my perfect ideal of Dungeons and Dragons.

I’ve run C&C off-and-on for several years now; it’s my go-to game when we want to do something with an old-school vibe but don’t feel like wrangling with the generally Byzantine rules of the actual old-school games themselves. It’s trivially easy to master and to teach to new players, and yet it manages to preserve most of the charm of Gygax-era D&D.

We played through the first half of Shadows of the Halfling Hall. Despite the aforementioned cold medication, it was surprisingly fun. It’s rather rare, in my experience, to come across adventures set in halfling/hobbit settlements, which due to the nature of their inhabitants tend to be dull, safe, and pleasant locations. Kudos to Troll Lord Games for finding a fun way to work dungeon crawls and zombies into Hobbiton-with-the-serial-numbers-filed-off.

(Speaking of Hobbiton, one of the better MERP supplements was The Shire, which did a nice job of showing how many adventure possibilities lurk within the superficially dull Hobbit homeland.)

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Sandbox gaming vs. adventure paths: in defense of highly narrative adventures

Looking back at the many adventure modules published for D&D through the decades, a distinction between two types of published adventure becomes evident.

On one side are what you might call “sandbox” or “old school” adventure modules, which sketch out a slew of locations and adventure opportunities in a particular geographic area. It is assumed that the PCs will engage the adventure at the points and pace that appeal them, based on their own motivations. This type of module is well represented by Keep on the Borderlands, which describes a “home base” surrounded by dangerous wilderness, and expects the PCs to carve out their own adventures within that very broad frame.

On the other side are “plot point” or “adventure path” modules, which cropped up a bit later in D&D’s history but continue to be popular. These are more focused adventures that expect the PCs to adhere to a pre-ordained plotline, moving through the module’s challenges in a particular order that shuttles them from beginning to end. The DL-series of Dragonlance modules is the most famous example of this type of adventure (and Paizo’s Pathfinder adventure paths are the modern incarnation).

(Of course, the distinction isn’t always black-and-white; there are many modules both old and new that combine elements of both the “sandbox” and “adventure path” extremes. But for the sake of discussion, I’ll define them as two sharply distinct adventure types.)

It is held by many gamers, particularly those of the “old school renaissance” crowd, that D&D at its best can be found in sandbox adventures, and that adventure paths marked a step away from what made D&D so good. Adventure paths are restrictive, limit player choice, and replace the open-ended nature of roleplaying with a canned narrative that players must follow in order to complete the module.

While there’s of course some truth in that assessment, I want to step forward in defense of the adventure path. This is partly because my introduction to D&D was through those railroad-y, narrative-heavy Dragonlance modules. But also because I see the development of the adventure path as an effort to correct an imbalance in the D&D game itself.

To oversimplify things a bit, D&D draws heavily from at least two very different strands of fantasy literature: the grim and sometimes savage world of “swords and sorcery” (think Conan); and epic, heavily plotted, highly moral high fantasy (think Tolkien). The influence of Conan-esque swords and sorcery can be seen in many core elements of D&D: dungeons to explore; treasure and money as a prime motivation for adventuring; the heavy representation of rogue-ish classes like the Thief, Bard, Assassin, and Illusionist; a very deadly world; and more. The influence of Tolkien-esque fantasy can be seen in many other elements: the character races available for play; lots of strange and interesting magic weapons and items; parties of adventurers who all work together; and countless “classic” monsters.

But imagine for a moment that you are a Tolkien-obsessed teenager in the early 80s (and at that time there were more teenage boys obsessed with Tolkien than with Howard, I would venture to say.) You’ve picked up a cool new game called D&D because the game’s art, language, and contents promise Tolkien-esque awesomeness: dwarves and hobbits! Rangers! Orcs! Magic swords! But scouring the available adventure modules published for the game, what do you find? Lots and lots of modules that pit you against very localized, non-epic, Conan-esque challenges: bandit attacks. Bands of slavers. Tribes of goblins. Tombs with traps.

Even the most epic of these modules generally kept the action fairly local in nature. You might save a town from a gang of bandits or take out an evil wizard or foil a demon’s plan, but you never saved the world, fulfilled an ancient prophecy, travelled across a continent to rescue a princess, or anything like what the heroes of Narnia or Middle-Earth get to do. D&D did a great job of letting you be Conan, raiding tombs for loot and collecting the bounty on kobold heads. At very high levels (which the general lethality of the game made difficult to attain), you might aspire to save a city-state or become the ruler of a kingdom.

But sometimes, if you were a Tolkien-obsessed teenage boy, you wanted to be Frodo or Legolas or Aragorn, doing something Really Important with the fate of the entire world resting on your shoulders.

And the “adventure path” type of module, starting with the Dragonlance series, aims to do exactly that. You’re not an unknown adventurer who might one day hit level 5 if he kills enough goblins. You’re an unknown adventurer who is going to change the entire world. Your quest will send you on a whirlwind tour of the whole wide world, rather than requiring you to spend months delving deeper and deeper, level by level, into the depths of a single dungeon underneath a ruin in the middle of nowhere. The price you pay for this epic narrative is relinquishing a certain amount of player control; you have to follow where the plot leads, trusting that the narrative payoff will be sufficiently epic to make it worthwhile. In a true sandbox game environment, with its emphasis on random encounters and total player freedom, it’s very difficult for a game group to put together a Tolkien-style epic fantasy story. Even the well-regarded G-D-Q-series of modules, which ended on an epic note, felt more like a loosely-connected series of dungeon campaigns than a Lord of the Rings-style saga.

In a podcast interview two years ago, Margaret Weis (co-author of those Dragonlance modules I keep mentioning) described the thinking that prompted TSR to take a chance on a narrative-heavy, epic adventure path:

[Dragonlance co-author] Tracy [Hickman] envisioned Dragonlance as a story arc that expanded over twelve different modules. He was really opposed to what was happening at the time with modules, which he kind of said was like “Find the dragon, kill the dragon, steal the dragon’s treasure, and then next month you find the dragon, kill the dragon, steal the dragon’s treasure.” His idea was that the heroes would have a nobler purpose and goal in mind, and that to achieve this they would launch out on an adventure would get more complicated and more dangerous from one module to the next.

I don’t think D&D needed fixing, exactly, but as Weis hints here, something like a creative rut had developed in the way people approached D&D modules. Sandbox adventuring was and is great. But I think there was a creative gap in the world of D&D gaming; here was a game that drew heavily from Tolkien and his successors but which made it difficult to actually play out the very things everyone loved about Tolkien’s stories. Before we condemn narrative-heavy story-modules like Dragonlance or Ravenloft or Pathfinder, consider that they’re trying to put D&D back in touch with the other half of its roots.

What does this mean today? Well, adventure paths are alive and well, as Paizo’s success demonstrates; and the “old school renaissance” has demonstrated that sandbox adventuring is as fun and viable as ever. Some of the best old-school gaming blogs (like Grognardia) have been praising old-school products and fan material that moves classic D&D in new and interesting directions without sacrificing the old-school vibe—as opposed to endlessly republishing variants of Keep on the Borderlands or Tomb of Horrors. What, I wonder, would be the result if today’s old-school designers took on the challenge of the adventure path? Learn from the mistakes made in the Dragonlance modules, of course; and take hints from the understated but intriguing narrative arcs of the A- and D-series of modules… but with the goal of giving that Tolkien-obsessed teenager with a copy of Labyrinth Lord something to get excited about? I’d love to see what might result!

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For that much money, it had better come with a clone of Gary Gygax to GM it for me

I’m getting ready to run a dungeon crawl on Friday night for my wife and some friends. In casting about for a good published dungeon to use (yes, I’m too lazy busy to create my own), my mind darted immediately to The Temple of Elemental Evil, the classic megadungeon. I can’t run the entire megadungeon in one night, of course; but there’s a neat mini-dungeon near the beginning of the module (the Moathouse) that makes for a great short adventure. I’ve run it several times independently of the much more monstrous Temple, and it’s always gone well.

Unfortunately, my copy of TToEE is literally falling apart from age and heavy use. Perhaps, I thought to myself, it’s time to replace it. And while I’m replacing it, wasn’t there a fun-looking Hackmaster adaptation of it a few years ago? Maybe I could pick up a used copy and try that out!

Off to check the used dealers on Amazon, then. Uh:

That’s just a little outside my budget. Maybe I’ll come up with my own dungeon after all.

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Cool gaming finds #2: Space Master extravaganza!

My last post recounted one of my favorite used-game-store discoveries. Here’s another one, which differs from the last story in that it involves a game I might actually play someday.

Not long ago, I was making a rare visit to a comic store in a town I don’t often travel to—it’s about an hour’s drive from home. They had a big table stacked high with used games, all priced at a few dollars. I immediately spotted this little gem:

Space Master 2nd edition boxed set

That’s the 2nd edition, boxed set of Iron Crown’s Space Master roleplaying game. I’m a sucker for anything from the heyday of Rolemaster, so I snatched it up for $5 without thinking and raced home. The box was bound up with rubber bands and I was in a hurry, so even though the box seemed really heavy, I didn’t give it much thought.

When I got home, I opened the box and discovered why the box had felt so heavy. Here’s what spilled out:

What I found in my Space Master boxed set

That’s the Space Master rules, all right… and a whole pile of adventures and modules published for it. In fact, I’d say that’s a sizable percentage of the entire product line.

I think I’m pretty set as far as Space Master goes!

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Unexpected gaming finds: a journey into the dark heart of Cyborg Commando

There are few things more fun than browsing through a big used game collection at a hobby store—you never know what you’re going to find.

There’s a comic store near my house that has a selection of used games. I usually don’t pay it too much attention when I visit the store, since I’ve combed through the used section in the past and already snatched up the stuff that interests me. But for the last year or two, I’ve been tempted by, of all things… (drum roll, please) this:

Cyborg Commando boxed set

That is, of course, a copy of Cyborg Commando, a Gary Gygax creation and one of the worst games ever published, if internet scuttlebutt is to be believed. Every few months I would stop by this store, see that slightly battered game box on the shelf (for just a few measly bucks!), and after a fierce internal debate, I’d successfully make my saving throw vs. Buy More Games I’ll Probably Never Play.

But recently, in a moment of weakness, I decided that I just had to have this artifact of gaming history. It’s by Gary Gygax, for crying out loud! How bad can it possibly be? (Pretty bad, actually; but that’s a story for another day.)

So I picked it up, trundled home with my prize, and retreated into the basement, after a brief exchange with my wife:

Me: I stopped by the comic store and picked up this game!
Wife: Cool—what is it?
Me (excitedly): It’s called Cyborg Commando. It’s widely considered one of the worst roleplaying games ever published!
Wife:

Safely downstairs, I prised open the box. The old-papery smell of a dusty TSR-era boxed set filled the air:

Inside the Cyborg Commando boxed set.

Two rulebooks, some sort of short adventure-looking booklet, and some dice. A little on the meager side, but this is gaming history I’m experiencing, so that’s OK. But wait! What’s this on the inside cover?

Signed Cyborg Commando rulebook

Unless I’m mistaken, those are the signatures of Gary Gygax and Frank Mentzer themselves! (Too bad the owner of this boxed set didn’t get Kim Mohan’s signature as well, for completeness’ sake; alas.) The writing in the top left (in what looks like Gygax’s handwriting) says “At Gencon XX, 1987.” Gencon 1987 was the same year Cyborg Commando was released, so the publisher may have been selling signed copies at their booth at the convention.

What a cool surprise! It actually is a piece of gaming history. It’s not as cool as having an actual vintage D&D book signed by Gygax, but it somehow feels even nerdier, which is good. I also suspect there’s no shortage of signed Gygax books out there, given his decades-long involvement in the hobby—but this is the only Gygax signature in my collection, so it’s pretty special. I may never play this game, but it sits proudly atop my gaming bookshelf.

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Remembering Infocom's Enchanter

Congrats to jeffro on beating Infocom’s Enchanter! (OK, that’s a really old post, but sometimes I get way behind on my blog reading.) I played the Zork trilogy like crazy back in junior high and high school, but for some reason I never picked up any of the Enchanter trilogy. It’s too bad, because playing it now I think I might actually have enjoyed Enchanter even more than I liked the Zork games—the Zorks are essentially gonzo Gygaxian dungeon crawls, whereas Enchanter seems a bit more traditional and plot-oriented, and in general I prefer the latter to the former.

I played Enchanter for the first time ten or so years back after acquiring a copy of the wonderful Infocom Classics collection. I got maybe two-thirds of the way through before getting stuck and then distracted by school, but I’ve always intended to revisit it. The puzzles that I recall were a little less… random than those in Zork, and I didn’t encounter any that exhibited the sheer nasty near-unsolvability that some of the Zork puzzles did. (Jeffro mentions Zork III, which was the game that finally made me break down and consult InvisiClues for help: that stupid maze with the movable walls still makes me angry just thinking about it.) I really like Enchanter’s central gimmick—you’re a magician who knows a handful of low-powered but useful spells, which must be put to unorthodox uses to solve puzzles. Some of the puzzles made really clever use of the spells.

Ahhh, now I’m in the mood to dig out Enchanter and see if I can solve it this time. It’s strangely comforting to know that should I ever want to dig into Infocom games again, I’ve got an entire unplayed trilogy to explore.

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Two more Gygaxian links

The Gygax story is starting to fade from the headlines by now, but if you can stand to read just a bit more about the Man and his Legacy, here are two items worth checking out:

First up is D&D 0: a fun look at the very earliest incarnations of what would become Dungeons and Dragons. This observation about the rules of proto-D&D struck me as interesting:

The rules themselves were barely there. You had to make it all up. This put so much responsibility on the GM. He had to be entertaining, imaginative, fair, rational. In many ways the steady march away from original D&D has been a sustained effort to remove the effects of a bad GM on the game. The more game elements are objectively determined, written down in books, the less you have to rely on the GM. The less you need a really good GM to run the game. And yes, the more of a science it becomes, and less of an art. Running this game was an art form and only a few people could do it really well. There’s something magical about that. Newer versions become more systematized and therefore more people can play. Mediocre GMs can run good games. But, if I’m being honest with myself, something of the magic is lost. That feeling that most of this game lived in your mind. Because of that, I think, it was more real. As more and more of the game lived in the rules and on character sheets, it became a game instead of a world in your head.

I think that’s definitely something to that. I like the more systematized, rules-complete modern versions of D&D myself. But I’ll also admit that by refining and revising the game over the years, we’ve lost some of the “I can do anything I can imagine!” magic that was present in the very earliest editions. And looking at the vast array of nostalgic early-D&D recreations popping up these days, a lot of people agree.

(That said, I for one am happy we now have games where Elf is not a character class, the GM has a bit of help from the rules, and thieves are not the only type of character that can attempt to be sneaky.)

The second item is The Seven Stages of Gygax over at Chris Pramas’ blog. I’ve definitely been through most of those. Funny stuff.

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