Category Archives: Roleplaying

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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I fought the law, and the law rolled a natural 20: staying off the grid in an RPG

I’ve been reading this week about the hunt for Evan Ratliff, a Wired writer who wanted to find out how difficult it would be to completely “vanish” in a digital society. He struck out under a false identity, and Wired readers were challenged to locate him. Ratliff managed to stay invisible for about a month before a clever person tracked him down.

I particularly enjoyed listening to Ratliff describe the experience of being “on the run,” and the growing paranoia that gripped him as the chase went on. By the end, he couldn’t stop looking over his shoulder wherever he went, and he began suspecting every person he encountered of being a potential hunter out to get him.

There’s a definite hook here for gamers to consider. Think about the number of roleplaying games (particularly those set in the present day or the future) in which evading the government or a similarly powerful entity is a crucial element. Maybe the PCs are criminals or freedom fighters trying to avoid the law. Maybe they’re secret agents, wizards, vampires, or any other type of being that wants to keep a low profile. Yet how many game books spend much time discussing what keeping “off the grid” actually entails?

Back in The Day, I GM’d a long-running Top Secret/S.I. campaign in which the PCs (secret agents) engaged in a whole lot of… attention-grabbing activity. High-speed chases on motorcycles armed with missiles and flamethrowers. Gunfights on the Golden Gate Bridge. High-rise buildings ravaged by running grenade battles. Typical James Bond stuff—and while we all paid lip service to the PCs’ need to avoid arrest, I really only used law enforcement as a loose, background threat. When it was time to wrap up a scene, I’d announce that sirens could be heard in the distance as a way of telling the PCs to stop dithering around and clear out. (A PC was arrested every great now and then, but we handwaved it away by having his spy agency get the charges against him dropped through an unspecified legal subterfuge.)

For most games, it works best to leave the threat of the law as a simple background element. It’s no fun, after all, if James Bond’s exciting adventures are regularly interrupted by police who tracked him down using spent shell casings recovered from his last gunfight against Soviet spies. But it could be fun to occasionally allow the “evade the long arm of the law” theme take center stage. Playing the fugitive could be a fun change of pace.

I own only one RPG book that deals concretely with the “PCs as fugitives” idea—Crusade of Ashes, from the official Orpheus campaign. In it, the PCs are on the run from the FBI, and so the book spends some time talking about what to do to stay off the grid (don’t use credit cards, take jobs that pay cash under the table, etc.). It’s more of a short primer on the topic rather than an in-depth treatment, but it’s an informative read.

I’m sure there are other RPG books that touch on this. White Wolf’s Tales of the 13th Precinct has tempted me for a while for this reason; and I have a vague memory that one or more Call of Cthulhu rulebooks went into some detail on how criminal investigations are carried out. Law enforcement is just one aspect of the “evading the grid” theme, but it’s an important part.

What other RPG books out there talk about running a game with PCs who must keep off the grid? What books (RPG or otherwise) explain the tools that governments/megacorporations/police detectives employ to track down fugitives?

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The coolest RPG sourcebook I can't bring myself to buy

One of my previous jobs exposed me to a lot of different religious websites. Most of these were perfectly respectable websites by perfectly respectful people, but there were a few I came across that were… well, a good ways down the road to crazyland.

One of the websites I came across—and I’ll leave it as an exercise to the reader to discern whether this falls into the Reasonable or Crazy category—is that of Texe Marrs, an end-times preacher who talks a lot about the Illumati, the JFK assassination, the Mark of the Beast, and the many ways those topics all supposedly tie together.

Why do I bring this up on a blog dedicated to gaming, you ask? Well, because Marrs’ latest insane manifesto book , Mysterious Monuments: Encyclopedia of Secret Illuminati Designs, Masonic Architecture, and Occult Places, might as well be a sourcebook for Unknown Armies. Here’s the back-cover blurb:

A sinister and curious Architectural Colossus is exploding across planet earth. Are mysterious monuments part of a Grand Design? Are the Illuminati elite using satanic architecture and magic to seduce men’s minds and catapult humanity into a New Order of the Ages?

Gee, I hope so, because that sounds awesome.

Take a look at its list of contents and tell me this doesn’t sound like a list of adventure seed locations from a typical horror/investigation/conspiracy RPG. Among the topics covered:

  • The Georgia Guidestones, whose mysterious builders left frightening messages in granite demanding that some six billion inhabitants of planet earth be eliminated to achieve “perpetual balance with nature.” (page 21)
  • The Great American Pyramid, newly erected in Memphis, Tennessee—was it dedicated to the Devil by the Illuminati millionaire who oversaw its construction? (pages 28 and 29)
  • The odd “Stonehenge” structure in California which serves as the entrance to an Apple Computer Corp. facility. Questions: Why is Apple’s logo an image of an apple with a bite taken out of it? And why did the company’s founders price their first product, the Apple 1 computer, at exactly $666? (Page 56)
  • Astana, Kazakhstan, gleaming new occult City of the Illuminati. Is this city slated to become the antichrist’s futuristic, new capital and global headquarters? (pages 64-67)
  • Sandusky, Ohio, a city laid out in the form of a Masonic square and compass, home to the company that operates “The Beast,” the world’s largest wooden rollercoaster, which boasts three 6-car trains, numerologically 666. (page 124)

(Sandusky, Ohio, eh? Who knew?)

Honestly, that would work just great as a list of plot seeds for a game of World of Darkness (any of them), Call of Cthulhu, Conspiracy X or anything written by Ken Hite.

Unfortunately, there are at least two things keeping me from picking it up, as much as I love this stuff:

  1. It’s $35 plus shipping and handling (hey, Marrs is even using RPG rulebook pricing!).
  2. That $35 plus shipping and handling would be funding a lot of Crazy, and I don’t think I want that on my conscience.

I’m willing to bet that this particular book doesn’t come with the “hey kids, remember this isn’t real” disclaimer that a lot of horror RPGs did (and some still do). So I think for now I’ll stick to buying my occult-conspiracy RPG books from people who don’t actually believe their contents to be true….

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One man's unplayable game, another man's source of endless fun

What makes a good game good, and a bad game bad? If you’ve ever frequented any of the big RPG forums, you know that gamers can be vicious in their criticism of games that don’t meet their personal standards. This rather mundane observation sprang to mind today as I was reading Grognardia‘s post on Monte Cook’s new “Dungeonaday” venture.

The Dungeonaday project is interesting, as is James Maliszewski’s insightful-as-always commentary on it. (Seriously, that’s a blog that should be on your daily reading list.) But I did a full stop (actually, I let loose with a bemused “hah!”) when I read this sentence from the post:

[Monte Cook] was, after all, the writer of the execrable Return to the Temple of Elemental Evil.

The "execrable" game itself.Why did that strike me as funny? Because I think I’ve run Return to the Temple of Elemental Evil more than any other adventure campaign in my gaming career—at least three or four different times, for a different gaming group each time. And I loved it each time, as did my players. So hearing somebody describe it as “execrable” is just amusing; I’m sure they have a perfectly good reason for disliking it, but for such a horrifically bad product, it’s provided me with a heck of a lot of entertainment!

I have not read a formal review of Return, so for all I know I’m alone in my opinion that it’s a really fun D&D campaign. And I’m not criticizing James for his judgment at all; I have my own list of games and sourcebooks I think are terrible that somebody out there absolutely loves. There is no product or work of art in the world that isn’t loved by some and hated by others. But I think the adage “one man’s trash is another man’s treasure” holds particularly true in the gaming hobby, where creativity and enthusiasm can redeem even the most poorly written, badly designed game product.

This is one reason I tread more carefully with game reviews than I do with movie or book reviews. There’s not much I can do to make The Phantom Menace an excellent movie. But it’s a rare gaming product, however mediocre it might be, that can’t be turned into something fun if you’re willing to put in the effort.

There are a lot of game materials I’ve had a great time with that are often roundly (and in some cases accurately) condemned when they come up in online discussions and reviews:

  • No online discussion of Decipher’s Lord of the Rings RPG is complete without people chiming in to remind us that its combat system is “horribly broken” and “unplayable”—a fact my game group somehow managed not to notice during our entirely enjoyable adventures with that game.
  • TSR’s early Dragonlance modules for AD&D are legendary for committing the cardinal sin of gaming: railroading. Ask a veteran gamer and you’ll hear how those awful modules force players down predetermined paths, leeching all the fun out of the gaming experience. And yet that didn’t stop my young self from having a great time with them (they were among my earliest introductions to D&D, as it happens).
  • Rolemaster‘s supposed glut of charts is often said to make the game painful at best and unplayable at worst. But my high-school self ran that game for years without being troubled by its alleged unplayability.
  • Iron Crown’s Middle-Earth Roleplaying is generally considered to be quite unsuited for roleplaying in Middle Earth. But as with Rolemaster, I ran it for years and somehow failed to notice this supposedly game-damning problem.

(I often suspect that Rifts players can relate to this; I can think of few games that are criticized quite so much as it is, and for generally compelling reasons; but it makes me perversely happy to think that people are having fun with Rifts anyway.)

I’m not suggesting that we shouldn’t critique games, or even declare them Bad if we think they merit the condemnation. And hey, many of the games above actually are flawed, some of them in serious ways; in many cases the critics are dead-on with their judgments. Those Dragonlance modules really are railroady. Rolemaster really does have way too many charts. The combat system in Decipher’s LotR really does have serious problems. For all I know, Return to the Temple of Elemental Evil really does have some terrible feature that makes it bad.

But I’ll never cease to be amazed at how much fun you can have with a “terrible” game. And if you’re having that much fun with it… how terrible can it really be?

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Lend me a hand, Wizards: sell me some non-randomized miniatures

I bet this miniature gets a lot of use in your average D&D gameI like Wizards’ pre-painted plastic miniatures, both the D&D and Star Wars flavors—I make heavy use of them in the games I run. But I really think Wizards is missing an opportunity by not releasing a few RPGer-friendly miniature sets.

By this I mean that I would be a happier GM if I could go to my friendly local game store and buy a box of non-random, themed plastic miniatures—say, a box of a dozen skeletons, or goblins, or kobolds or Stormtroopers or what-have-you. As it is, because the miniature packs sold by Wizards are randomized, I’ve got just as much chance of winding up with a celestial black bear (truly, a staple of any D&D game) as I do of getting the basic gnoll that I’ll actually use in my game.

Yes, it’s not too difficult to assemble “encounter groups” by purchasing miniatures individually from a place like GMSarli Games or Miniature Market. The former online store even sells themed encounter packs to make your life easier. But why isn’t Wizards doing this? Why aren’t they selling packs of miniatures as companions to the adventure modules they’re releasing? (Some brave soul on rpg.net has gone through and listed out miniatures that cover every monster in Keep on the Shadowfell—looks awesome, but prohibitively expensive to collect individually.)

Ah well, I’m just another GM ranting that Wizards isn’t making the exact product that he wants… but I’ve seen other gamers online calling for non-random miniature sets, and you’d think Wizards could at least test the concept with a release or two. Wizards, are you listening? Add my vote to the record….

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When a game session goes well

There’s nothing quite so fun as a game session that goes well. (Well, there probably are a few other things that are that fun. But just a few.)

Last night I ran a D&D 3.5 game that was… just a great deal of fun. Gaming over the last year has been a tad lackluster for various reasons, but sessions like last night’s remind why I love this hobby so much. A few observations from the game:

  • I love playing with newbies. A couple of the people in last night’s game group were totally new to D&D. I love being there when the game finally “clicks” for them. Almost invariably, about an hour into the game, there’s a flash of excitement and understanding on their face and they ask: “You mean… my character can do anything I want in this game?” Last night, that moment came as the party explored an old warehouse, came to a closed door behind which they knew enemies were lurking, and realized… hey, we don’t have to charge through that door—we don’t even have to fight these enemies at all if we don’t want to. A simple scene, but inspiring!
  • I’m never going to tire of D&D. That’s not entirely true; every couple of years I get overdosed on D&D and need to take some time off to play other games instead. But I always come back. At the end of the day, I’ll never say no to a good old-fashioned game of fantasy adventurers, sinister villains, and noble quests. Other great games come and go, but nothing does “kill the bad guys and take their stuff” like D&D.
  • I love gaming. This is probably an obvious point, but I had an epiphany this weekend: I love gaming just as much as I did when I was younger, but these days my reasons for loving gaming are quite a bit different. As one of the players last night commented during the game: “You know, for me, D&D is really all about eating unhealthy snacks and laughing with friends.” When I was a kid, I played RPGs with my friends because we loved the games; the social interaction with my friends was just a side benefit. Today, I play RPGs with friends almost entirely because of the social interaction: few other activities let me laugh and connect with them in quite the same way. There were times during the game last night that the entire table was paralyzed with laughter at somebody’s witty one-liner. It really doesn’t get much better than that.

As with any social activity, not every game is a transformative and joyous experience, as any gamer will tell you. But when they do go well, they leave me glowing for days. And now I couldn’t possibly be in better spirits for my trip to Gencon later this week!

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