Category Archives: Roleplaying

Return of the critical hit tables

Looks like Beyond the Mountains of Madness isn’t the only classic game book being reprinted this year. Iron Crown is releasing Rolemaster Classic, a cleaned-up version of Rolemaster 2nd edition!

Rolemaster 2nd ed. was the system of choice during much of my early gaming years, and I have fond memories of it. I tried to keep up with the later editions of Rolemaster as they were published throughout the late 1990s, but my enthusiasm for the game slowly waned. I’m not sure if I just got dumber over the years or if Rolemaster got more complicated, but I swear, some of the later Rolemaster editions managed to take rules that I already understood, and make me stop understanding them. I’m sure somebody out there understood how the heck combat rounds worked in the Rolemaster Standard System rulebook, but it sure wasn’t me.

I haven’t cracked open my old RM2 books in many years–mostly because I’m afraid that I’ll find them incomprehensible, and that would confirm the “I got dumber” theory. But when the reprinted version hits store shelves, you can bet I’ll be standing in line, making my saving throw resistance roll vs. Purchase More Unnecessary Game Books.

Kudos to Iron Crown for reprinting an old favorite.

(And while we’re on the topic of the Good Old Days, just this week I picked up the new d20 Dark*Matter sourcebook, also a reprint of a classic game book. 2006 is shaping up to be an awfully nostalgic year.)

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Resurrecting the Mountains of Madness

In my last post, I lamented that my youthful days of marathon gaming sessions were probably over, and resigned myself to a roleplaying future consisting largely of one-shot games and very short campaigns. But there is a part of me that secretly hopes against all odds that one day, a wealthy Patron of the Arts will shower me with so much money that I can quit my day job and devote all of my energy to running one monstrous, many-years-long roleplaying campaign.

I already have the book that I’m going to use to run that epic Campaign to End All Campaigns. It’s a sanity-blasting 400+ page Call of Cthulhu campaign called Beyond the Mountains of Madness, and it’s one of the best gaming reads you’ll find. I have no idea what would happen if I actually tried to run this beast, in which the PCs take part in a long and almost certainly doomed expedition to Antarctica. Based on this guy’s experience running it, I suspect it would both be awesome, and would permanently cure me of the desire to play another roleplaying game ever again.

I exaggerate a bit, I suppose. But still, I would love to run BtMoM sometime. What’s prevented me from doing so to date is simply the vast amount of time that would be required to run it; it’s not the sort of campaign you want to start and then drop partway through. Also, having read through it a few times, I’m not sure how even the most benevolent GM could get the PCs through the first half of the campaign alive, let alone all the way to the bitter end.

I mention this all because Chaosium has announced that they’re reprinting the long-out-of-print BtMoM in a nice (and nicely expensive) hardcover, and that’s got me salivating to once take this down off the bookshelf and fantasize about running it. Running such a thing would be my crowning achievement, and a worthy way to go out.

It’ll never happen, of course… unless you, dear reader, are a wealthy Patron of the Arts looking to finance the last hurrah of a bitterly aging gamer. I’ll try to keep my hope alive while I await your offer.

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Sometimes you can go back

Over the last few years, I’ve slowly forced myself to accept the fact that the Good Old Days of Roleplaying are more or less over for me. I don’t anticipate that I’ll ever again game with quite the frequency and intensity that marked my roleplaying game sessions in high school. And that’s OK, really; being married and having a job offer certain perks that 24/7 D&D marathons do not.

But last week, I came pretty darn close to temporarily reliving those halcyon days of gaming–it wasn’t quite as crazy as a typical high school game session was, but it came close enough that the ghost of my high-school self, smiling down from on high, must have been pleased.

The game was Warhammer Fantasy Role-play (the relatively recent Green Ronin edition), the player was my friend Mark from high school, and the campaign was (a shortened version of) “Ashes of Middenheim.” We played for much of Friday night, most of Saturday, and a good chunk of Sunday afternoon–pretty impressive for a couple of married adults with actual responsibilities that they should’ve been dealing with instead of sitting in the basement pretending to be dwarves and elves.

It was a blast, and there were plenty of opportunities to reminisce about the days of yore:

  • Something about mapping out battle scenes in a windowless basement and being periodically interrupted by a female calling down to remind us to eat really took me back to the good old days… when we gamed in the basement and were periodically reminded to eat by mom.
  • Warhammer has gory critical hit tables… just like good ol’ MERP and Rolemaster! Warhammer‘s tables are much smaller than the sprawling, many-page combat tables in the Rolemaster rulebook, but do outdo the competition in one respect: one of the critical hit results instructs the player to just make up a gruesome critical hit description himself. I don’t know what this says about Mark, but this invariably resulted in his enemy’s decapitation.
  • There was even one of those Great Gaming Moments–the kind where you call everybody to witness your die roll so that you won’t be accused of making it up. In a truly amazing series of die rolls, Mark–while confronting the Final Bad Guy, who was scarily tough–scored the mother of all critical hits. In Warhammer, if you roll a ’10’ (the maximum result) on a damage roll after hitting your opponent, there is a chance that you can roll another d10 and add the result to the first die roll. You repeat this until you roll something other than a ’10’. Four ’10’s later, Mark had accumulated enough damage to insta-kill the big bad guy that I’d carefully crafted to present an epic challenge for his character. That had us both grinning like… well, like nerdy kids playing D&D in their parents’ basement.

All in all, it was a lot of fun to be able to devote the better part of a weekend to a roleplaying game. Among other things, it let us play out a longer story to conclusion, rather than being forced by time constraints to run a short one-shot with little in the way of character development or storyline complications. There’s already been talk about making this an annual event. All I have to do now is make it through another long year of work and real-life responsibility…

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Drawing moral lines in wargaming

One of the first events I attended at Origins this summer was a small roundtable discussing the topic of ethics in gaming. How should one approach dark, evil, or morally ambiguous themes in a roleplaying game? Of the three forum participants, I recognized two as having written game material that would have, back in the Old Days of gaming, sent Jack Chick into an apoplectic frenzy; so naturally I was interested.

It was, indeed, an intriguing discussion that showed me a few new ways to think about the topic. While I’m not usually one to explore Dark and Mature Themes in my roleplaying games (no matter how hard I try, my Call of Cthulhu games usually end up as pulpy, tongue-in-cheek affairs), it is heartening to see that behind the surface-level shock value of, say, a game supplement about satanism, there is an author who is fully aware of the ethical territory into which he’s ventured, and who is determined to handle the topic responsibly. Of course, not all game authors approach gray moral issues with such care, but I have renewed respect for those who do.

One of the most interesting points brought up during the discussion, however, was that ethical issues can crop up even in types of games we don’t normally think of as dark or controversial. One of the presenters–Ken Hite, I believe–pointed out that players can run into moral quandaries even in a area of gaming like historical wargames–a genre I’d generally perceived as so clinical in its approach to its subject matter as to leave little room for shades of gray. Hite mentioned a wargaming friend who refused to play the side of the Confederacy in any wargame (presumably because of its support for slavery, although I don’t think Hite specified). For this player, no matter how historical, detached, or neutral the game’s approach, taking on the role of the Confederacy was a moral line he was unwilling to cross.

Normally I might not have given this point much consideration. I enjoy historical strategy and wargames, but I’ve rarely thought of them as having an ethical edge–I’ve never seen anyone object to playing the Germans in Axis and Alies, and wargames that deal more closely with ethically-blurry conflicts (such as wargames about the Arab-Israeli wars or the German-Russian front in World War II) are careful to focus purely on the clash of military forces, avoiding the atrocities and war crimes that sometimes accompanied them.

All that to say, I’m not accustomed to viewing the hobby of wargaming as an activity with serious ethical elements. But the very next day at Origins, I was surprised to find myself catching a glimpse of that moral line–in Advanced Squad Leader, of all things. The final game I played in the small Origins ASL tournament was a scenario called “Mila 18”–depicting a Jewish revolt in the Warsaw Ghetto in 1943. One person controls the poorly-armed but determined Jewish fighters, while the other player controls the SS troops sent into the Ghetto to crush the revolt by killing and rebels and “mopping up” the Ghetto’s buildings.

Now, I suspect that the Mila 18 scenario is intended as a salute to the bravery of the Jewish fighters who rose up to fight the Nazis against overwhelming odds. (It certainly isn’t any sort of glorification of the SS.) But it felt vaguely uncomfortable to control the German troops–and not just generic “German troops,” but a specific historical SS unit–sweeping through the Ghetto carrying out a mission that was evil by any objective standard.

Why did it make me uncomfortable? Under ordinary circumstances, I have no moral qualms about simulating historical military actions on the board of a wargame, however brutal those battles were in real life; but the looming shadow of the Holocaust cast this scenario in an entirely different light. Although I played out the scenario to the end (the Germans lost), I didn’t like pushing those little SS markers around on the gameboard. Does a scenario like Mila 18 cheapen the memory of the real-life sacrifice and murder that took place there–and if so, why does it prompt moral discomfort when a scenario about, say, the Normandy invasion does not? Or is this scenario an important, maybe even critical, reminder that no matter how far we try to distance ourselves from the real horror of the wars we clinically simulate, there remains a serious ethical element to wargaming?

In the end, it’s a game and a hobby, and I probably won’t lose sleep over it. But I think it’s healthy to periodically stop and consider where our ethical boundaries lie, even for something like gaming. And I’m always up for a good game of Advanced Squad Leader, but next time I think I’ll stick to more uplifting parts of the war–like the Eastern Front, or the Pacific War, or… ah, never mind.

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Of MerpCon, and Middle-Earth memories

Brace yourself for MerpCon! That’s right, a convention devoted to roleplaying in Tolkien’s Middle-Earth (largely, but not exclusively, through Iron Crown’s vintage Middle Earth Role Playing game). This will be the second such convention, and this year it looks like Michael Martinez (a familiar name if you follow any Tolkien newsgroups or discussion forums) will be the guest of honor.

I won’t be going this year, but it’s nice to see that the convention is apparently enjoying some success. Things are pretty bleak these days as far as roleplaying in Middle-Earth goes–Decipher’s Lord of the Rings is on life support, Iron Crown has long since lost the Tolkien license, and most of the fan-created Tolkien games out there currently seem to be either outright abandoned or are lingering in perpetual half-finished limbo. Nevertheless there are some good fan-driven Tolkien gaming sites out there at which the faithful still gather.

Iron Crown’s MERP game holds a special place in my heart, for it was one of the first RPGs I played regularly; I got many years of enjoyable gaming out of that thin red rulebook. Critics today tend to scorn it for its complexity and the rather non-Tolkien-ish elements that crept into it from its roots in the Rolemaster game system, but I can say that no such critique ever even occured to me when I was playing and running regular games using it.

Well, I take that back. I probably did realize on some level that the humorous and extremely gruesome critical hit tables in MERP (and there were many, many such tables) did not exactly line up with Tolkien’s grand vision for Middle-Earth, but I was having too much fun to worry about it. So what if, in the novels, Aragorn never had to worry about getting his jawbone driven into his brain by a lucky orc flail to the face, or about the risk of permanent paralysis from a crushing blow to his spine? Let me tell you, it sure made for some mighty fine gaming…

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Miscellaneous but noteworthy reads

A couple quick links worth checking out:

  • D20 guru Monte Cook shares his thoughts on the past, present, and future of the Open Game License. In particular, he thinks aloud about what a fourth edition of D&D might mean for the OGL. (And don’t miss part 2 of his essay.)
  • Chris Pramas (of Green Ronin) relates the long and harrowing story of bringing the True20 game system to market. (That’s the first of several posts in the series.) It’s always interesting to get a glimpse at the inner workings of a game company–seeing how difficult it can be to bring a book from the idea phase to publication makes me appreciate the finished work even more.
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If you meet the Buddha, kill the Buddha

Ever wondered how many hit points Buddha has? I came across this gem while reading Michael Dziesinski’s excellent Secrets of Japan sourcebook for Call of Cthulhu:

Granted, Buddha’s combat statistics are not entirely out of place in a Call of Cthulhu supplement, but I’m nevertheless amused to find a modern roleplaying game listing out stats for deities that people still actually, well, worship. Of course, Dungeons and Dragons started off the “stat blocks for your favorite deity” craze with Deities and Demigods way back when, but even that glorious book generally shied away from stat-blocking deities with much of a real-world following. (And no Judeo-Christian deity was ever reduced to a stat block; one can only imagine what Jack Chick would’ve said about that.)

In fact, with the exception of Secrets of Japan (which stats out a number of Buddhist and Shinto divine entities for inclusion in your next game), I’ve not seen much evidence that the classic “stat blocks of gods so your characters can kill them” tradition was still alive. (Recent iterations of Deities and Demigods have downplayed the “stat block” aspect and marketed themselves more as guides for incorporating religion into your D&D game–more practical perhaps, but less fun.)

It says something about the exuberance of the roleplaying community that TSR could at one time publish an entire “monster manual” full of deities from real human mythology for gamers to fight and kill. In fact, there is a long tradition in gaming of publishing “monster manuals” filled with creatures so ridiculously powerful that it’s almost impossible to imagine them being legitimately incorporated into any serious roleplaying game. Sure, it’s fun to find out how many hit points Quetzalcoatl and Osiris have, but can you look at their listed powers and tell me that any party of D&D adventurers would have a snowball’s chance in hell against them?

There’s just a sick pleasure in reading the stats of a being so powerful you’ll never, ever be able to actually use it in a roleplaying game. Iron Crown’s Lords of Middle-Earth probably marks the highwater mark of this trend; in it, we find the stats for such literary figures as Sauron and Morgoth laid out for us, as if our PCs will ever face them down in physical combat. In that tome, Morgoth the Dark Lord is statted out as–I kid you not–a 500th-level sorceror who knows every spell in the game and can warp Creation itself at will out to a range of 500 miles. This, in a roleplaying game where your character is quite likely to die of massive internal bleeding before reaching level 4!

And so I salute Secrets of Japan and its ilk for daring to go where few games tread in this age of political correctness and elitist roleplaying theory. Books like this are bravely statting out uber-powerful beings for your PCs to fight–and not just any uber-powerful beings, but ones that players in your game might actually worship in real life.

So happy hunting, my god-slaying friends. And once you’ve brought down the deities that stand in your path… just don’t forget to loot the bodies and take their stuff.

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Requiem for a packrat; or, The day I lost 85 pounds on my lunch break

“Excuse me–could you help me, please?” I gasped. I clung desperately with quivering arms to the stack of books I was relocating from my car to the post office. I had managed to wedge my foot behind the glass front door, but dared not reassign a limb from the task of holding the books upright to the challenge of pulling the door open. The business-suited man on the other side of the glass must have heard the desperate edge in my voice; eyeing the monstrous stack of books warily, he pushed the door open for me.

I pushed through the door into the crowded post office interior; the stack of books caught the edge of the door as I entered and threatened to topple. A surprisingly agile torso twist kept a shelfworn copy of Promised Sands from sliding off the top of the stack and dragging Mage: the Ascension (the Revised version, of course) with it. A curious combination of fatigue and adrenaline rushed through my pasty-white and spindly arms; this was the probably the most strenuous activity to which they had been put all year.

I shambled towards the post office desk. Almost there… there. I let the stack of books fall onto the counter with a loud bang. The post office worker peered at me from around the stack as if she had never before seen such a sight.

“I need to mail these,” I managed, proudly indicating the stack of books.

The post office lady nodded. I watched as she divided the giant stack into four smaller piles, put them individually on the scale, and tallied up the weight.

“How much?” I asked. “How much do they weigh?”

“Let’s see… that would be eighty-five pounds.”

Eighty-five pounds! Somehow, I was getting rid of 85 pounds of game books. And they represented just one portion of my sprawling collection of books. How on Earth had I come to possess such a mass of game material? And why was I trimming it down now?

And these were just the ones I had set aside in the “I’m probably never going to play this” pile.

It felt strange–strange that I’d managed to accumulate so many books, strange that so many of them were passing to and then from my possession without ever having been played. Strange that my packrat, collector’s personality was actually excited at the prospect of a slimmed-down, trimmer game collection.

I loved some of those game books. I’d read through them all, adding the ideas within to the pool of roleplaying ideas in the back of my mind. I’d been proud of those games–perversely proud to have them taking up an entire shelf or two in the hallway. Proud that I’d tracked them down on the internet, in used bookstores, in foul-smelling, sanity-shattering comic-book stores.

But over time, that love had soured, and turned to something like hate. By the time I finally decided to expunge them from my collection, they’d become little more than a standing reminder that I wasn’t playing nearly as much as I used to play, nearly as much as I’d always hoped and assumed I’d be playing at this point in my life. The near-pristine books spines stared down at me from the bookshelf, accusing: How can you keep us all here when you’re not even going to play us?

It was time. I knew it. My collection was too big, and there was something just wrong about hording a giant stack of game books and never using them in an actual game. Somewhere out there, somebody was scouring Ebay and his local bookstore for copies of game books that I have and am not even using. They had to go. I had to set them free.

And so I found myself sweating beside my stack of game books, waiting quietly while the post office lady filled out the shipping form. (When she reached the “Contains dangerous materials?” question, she checked the “Yes” option. I decided not to ask.) Beside me sat dozens of books–eighty-five pounds of books, to be exact–filled with ideas that I hoped would find their way to somebody who’d really appreciate them. Books about wizards, elves, vampires, aliens, adventurers, and the myriad worlds they all inhabited. Books into which countless game writers had invested countless hours of their lives.

“Sign here, please.” I scribbled my name on the corner of the shipping form indicated by the post office lady’s pointing finger. I paid the shipping fee, started to leave, but hesitated for a moment.

“You’ll pack them up carefully? I’d like them to get there in good shape.”

“Yep, we’ll pack ’em up good.” The somewhat bored look in the post office lady’s eyes left me unconvinced, but I’d gone too far down this road to turn back now.

“If you need to split them into several smaller packages to keep them safe, go ahead,” I suggested. “That might keep them from sliding around and getting their corners banged up.”

“Hmmmm,” said the post office lady, and I knew my time was up. Besides, I had to get back to work–this little expedition had consumed most of my lunch hour.

“Thanks,” I said, feeling something like sadness, fighting a last-minute urge to leap over the counter, grab the books, and race them back to their spots on the hallway bookshelf. As I pushed my way out the glass door, I glanced back again and saw a small squad of post office workers descending on the strangely forlorn stack of books, bubble-wrap and cardboard freight boxes in hand. I stepped outside.

That was a few weeks ago. There’s still a gap in the bookshelf, an empty stretch of real estate where once Spycraft and Legend of the Five Rings stood proud. Proud, but unused. I thought I might regret my decision to trim down my collection, but I don’t. It feels good to ship my unloved children off to someplace where I think they’ll find a better life at somebody’s game table.

I don’t miss them, not all that much.

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Your Nemesis has arrived

Nemesis, a free horror RPG written by several industry veterans, is now available for free download in PDF format. I’ve been eagerly awaiting this one, ever since Dennis Detwiller first proposed it using the “ransom” (or “patronage”) publishing model. I’m pleased that enough funds came in to make it a reality, and I hope that this means we’ll be seeing more games released in this manner.

Aside from the economics behind its release, Nemesis is exciting because it makes use of two of the most interesting game mechanics in the game hobby. The basic rules use the fast-and-deadly One Roll Engine that first appeared in Godlike, combined with the sanity rules from Unknown Armies. The sanity system in UA quite impressed me when I first read it; it steps beyond Call of Cthulhu‘s rather basic “hit points for the mind” sanity system and offers a method for observing how different types of stress and trauma affect a character. I think it’s a perfect fit for a horror game like this.

And it’s always good to see a solid “generic” game freely available–here’s hoping that the authors (or others) will take Nemesis in some interesting directions this year.

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