Category Archives: Retro Gaming

Ground-breaking roleplaying games (with commentary by yours truly)

There’s a good rundown over at Gamasutra of ground-breaking electronic roleplaying games. A few quick comments on their list:

First, it does the heart good to see Planescape: Torment at #2 on the list; it’s certainly one of the most literary RPGs ever created. (I’d personally put it at #1, of course, but Fallout was so good I can’t really begrudge its place at the top of the list.) The time I spent playing PS:T ranks as one of my best gaming experiences. I’ll stop now before I’m reduced to blubbering fanboy praise….

Second: No System Shock 2? That seems an unusual oversight, given that game’s excellent fusion of roleplaying with the traditional FPS-style interface. I do note that Deus Ex, which seems to me to owe an awful lot to SS2, made the list. That said, I can see why Deus Ex might have surpassed SS2 as a roleplaying game–in DE, the player faces meaningful choices and interaction with others, whereas SS2 mostly kept you on the run from enemies who didn’t interact with you much outside of trying to kill you. I grudgingly submit to the wisdom of the list-compilers in this case, although SS2 remains a must-play game.

A really scary must-play game. A perfect choice for some Halloween gaming, but good luck tracking down a copy….

ThirdDragon Warrior! I sometimes wonder if anybody else played this game; it’s gratifying to see it on the list. It completely consumed my life for a period of months back in the NES days; it deserves more recognition than it gets for bridging the gap between Zelda-style exploration adventure games and the later Final Fantasy-style console RPG genre. I tried re-playing this recently and found its crude and repetitive console RPG gameplay to be almost unbearable; but back in The Day it was quite something to behold. Also, this game has an absolutely beautiful and haunting soundtrack (even if it did get annoying when looped repeatedly through the NES’ speakers for hours on end). It’s the sort of music you find yourself idly whistling 15 years after you beat the game and packed the cartridge away in storage with your NES.

This game had to be one of the only ones where, upon confronting the final Bad Guy, you were given the chance to abandon your quest and conquer the world at his side. And you could actually choose! (Of course, if you chose to side with the bad guy and betray everything you’ve been working to accomplish, the game ended and played some sad music, which was sort of boring. But hey, at least it was your choice, freely made!)

I used to have the Dragon Warrior world map set as my desktop background, but after a while it started making my eyes bleed, so I reluctantly changed it.

And finally, a general comment: it’s a downright shame that almost all of these games are completely unavailable outside eBay or sketchy ‘abandonware’ sites. Book publishers and movie studios don’t let their groundbreaking titles simply disappear from general availability after a few years–but most of the classics on this list are long gone from the market. While a few of these titles (like Dragon Warrior, as I note above) are too dated to be enjoyed by most gamers today, there’s no reason that the Ultima series or Fallout should be so hard to find. Come on, Game Industry–figure out a method by which you can keep classics like these alive and available for future generations to enjoy!

And now you’ll have to excuse me. I have a date with Shodan, and she doesn’t like to be kept waiting.

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Remembering the dungeons of yesteryear

This weekend I had a chance to do some old-school, first-edition, dungeon-crawling, goblin-hacking RPGing. The stuff of which the first RPGs were made back in the 70s, before games got angsty and introspective and narrative and all that.

I was actually a bit nervous about running an old-fashioned site-based dungeon crawl. The game we were playing (Castles and Crusades) is a great little system for doing old-school gaming, so I wasn’t too worried about that. But “dungeons” have never really been my forte as a GM. I appreciate the idea behind them, and I like the just-have-fun-and-don’t-ask-questions aspect of most dungeons. But as hard as I try, I have never really been able to silence the voice in the back of my mind that asks those nagging questions like “Why does this random dungeon exist out here in the countryside? What do the goblins eat and do during the 99% of the time when there aren’t adventurers hacking their way through the dungeon? How does it make sense that there’s a beholder in this room, and there’s a green slime in the next room over, and a room full of giant ants across the hall?”

But I did my best to ignore those pesky questions of “realism” and just ran the adventure as written (the module we played was “Dark Chateau” by Troll Lord Games). And it was a blast! Driving home after the game, I was so excited that our dungeon crawl had gone well that I started reminiscing about other dungeons that I’ve enjoyed over the course of my gaming career. I came up with four dungeons that stand out in my memory as being particularly fun and entertaining:

  • The ruined castle of Herubar Gular in the Trollshaws. This was from the sample adventure in the MERP rulebook, and I’ve run this adventure for just about every gaming group I’ve ever played with. This was a multi-level dungeon beneath a ruined castle–nothing too spectacular-sounding, but the real fun of this adventure was infiltrating the ruined castle to get to the dungeon. The castle layout allowed for some truly interesting tactical possibilities, and each of the groups I ran through this adventure came up with a different scheme (some successful, some not) for getting inside. As far as dungeons go, this one was pretty “realistic,” although there were some quirky monsters to encounter (a golem, a kraken, a few others) in addition to the usual orc patrols.
  • Undermountain: The Lost Level. (Incidentally, one of the inspirations for this blog’s name.) This was a single-level dungeon crawl designed to be fit into the Undermountain uber-dungeon, but I just ran it as a standalone dungeon. Fun layout, great monsters (including a pack of animated severed skeletal hands–creepy!); this dungeon had nothing truly innovative in it, but all the pieces just seemed to come together. Also, you know how most dungeons have one or two super-poweful magic items hidden away so securely that the party could only ever find them with the GM’s blatant help? Well, this was the one such dungeon where the party stumbled across the Awesome Magic Treasure on accident, and without any help whatsoever from me, the GM. Cool!
  • Nightmare Keep. Hoo boy, was this one ever epic. By far the highest-level adventure of any kind I’ve ever run (I think it was recommended for a party of 17th-20th level PCs), this 2nd-edition D&D mega-dungeon just about had it all. Because it was so high level, it featured all those insanely powerful monsters that you usually just read about in the Monster Manual but can’t actually use in your game due to their power level. I remember few details of this dungeon (and I’m sure I mangled reworked it heavily to fit my gaming group), but I recall something about an undead dragon turtle and a demi-lich. Good stuff, good stuff.
  • Forge of Fury. This was a lower-level dungeon published back when 3rd edition D&D was just coming out and they were trying to support it with a line of short adventure modules. We had a lot of fun with this dungeon, which involved a good mix of fighting and non-combat challenges–I remember an entertaining bit of diplomacy as the party tried to talk its way past a roper (a bizarre monster that was more powerful than the PCs). The final battle was against a young dragon, and was a tough fight for low-level adventurers; the PCs planned out their battle strategy very carefully beforehand, and it paid off when they were victorious. (I do recall that somebody failed a Dexterity roll and fell into a lake while wearing plate armor, though–I don’t remember how that worked out for them.)

Ah, nostalgia. I can’t say that these four dungeons were the best-designed or most brilliantly written ones available, but they stand out as some of the most fun old-school dungeon exploring I’ve ever run in an RPG. If you should happen upon one of them, pick it up, give it a run through and let me know if you had as much fun as I did. And watch out for the giant centipedes lurking in the room just down the hall–if you pass the gelatinous cube, you’ve gone too far.

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