Stormbringer is mine!

Elric poses with his soul-draining sword Stormbringer.

I had the chance to catch lunch with Ed earlier this week, and he was kind enough to pass an item from his game library to me: Stormbringer, the roleplaying game based on Michael Moorcock’s Elric of Melniboné novels. I’m really glad to get my hands on it; Stormbringer is one of those classic RPGs of which everyone speaks highly, but which I’ve never seen actually played. (But somebody must be playing it, as it’s in its sixth edition or thereabouts.)

In that sense, the RPG is not unlike Moorcock’s Elric novels: influential, well regarded, and yet strangely obscure. Although you might find a few Elric short story collections at the bookstore, the main Elric series that established the titular character as a pulp fantasy archetype seems to be weirdly out of print. If there’s any series screaming to be reprinted as an anthology, it’s the original Elric tales.

My own introduction to Moorcock and his angsty antihero came a few years ago when Elric of Melniboné turned up on my reading group’s list. I have since wondered how my youthful appreciation of the fantasy genre might have been different if I had gotten hooked on Moorcock instead of Tolkien 25 years ago. It’s too late now, of course; I was a Tolkien fanatic before I made it out of sixth grade.

And anyway, given my Tolkien partisanship, it’s probably just as well that I was blissfully unaware of Moorcock’s famous whinefest about Tolkien. (I like The Cimmerian’s rebuttal myself.)

But that aside, the first Elric novel is certainly worth tracking down and reading if you enjoy dark, morally edgy fantasy filled with strange and intriguing people, places, and gods. It’s sharply written and evocative, although angst-ridden Elric himself is probably one of those protagonists you either wholeheartedly love or hate from the moment you first meet him.

I hope to dig through the RPG in detail in the near future; but my initial take is that it’s an impressive piece of work.

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Yet with strange aeons…

For the last several years, I’ve blogged off-and-on at my dedicated game blog, The Lost Level. That’s been fun; but now I’ve also become interested in reviving this, my personal blog, again after several years of dormancy. To keep things nicely consolidated, I’ve merged the contents of my game blog with this one, and plan to continue posting here instead of there.

I have a sinking feeling that you can expect mostly game-related posts here for the foreseeable future, but you may once again get the occasional glimpse into the horror of my personal life as well.

So that’s why a hundred-odd new posts about games have appeared here all of a sudden. And why this blog has lurched abruptly out of its long-dormant state. Hope to see you around here!

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Making Man vs. Nature work in RPGs; or, nobody ever dies of scurvy in Dungeons and Dragons

Percy Fawcett went into the Amazon one last time, but he didn't come back.

In the last few months, I’ve read two riveting books about humanity’s drive to survive (and thus “conquer”) the most inhospitable environments on the planet. First up was The Lost City of Z, a historical account of the explorer Percy Fawcett‘s expeditions into the Amazon. The second was Dan Simmon’s The Terror, a fictionalized (complete with supernatural elements) account of the doomed Franklin expedition to find the Northwest Passage.

I thoroughly enjoyed both books, different as they are, and found myself utterly engrossed in the almost impossibly difficult struggles to survive in environments where man was clearly not meant to tread. In both cases, the natural environment is so inimical to human life that it is perceived by the survivors/victims as possessing an active, malevolent desire to destroy them.

It makes for gripping reading. But being a gamer, it also made me wonder why Man vs. Nature struggles, so compelling to read as narratives, are so rare in roleplaying games.

My instinctive reaction to a typical Man vs. Nature conflict as a roleplaying episode is that it would be rather boring, although I’m not immediately sure why that is. There is nothing about game rules that would stop you from putting together a survival scenario like the ones described in the two books above. Consider the roleplaying actions a sea-based arctic survival scenario would involve:

  • Successfully navigate your ship through icy waters and avoid getting lost or trapped in the ice.
  • Send expeditions out to hunt for food, often hunting dangerous animals (think polar bears).
  • Avoid scurvy and disease.
  • Keep party morale up and put down mutinees as needed.
  • Jury-rig shelter and equipment to stay alive.
  • Repair continual damage inflicted on your ship by the environment.
  • Avoid going mad yourself.

Trust me, getting eaten by a troll is a much better fate than scurvy.

Each of those could be broken down into discrete, accomplishable roleplaying activities; most games have skills and rule systems that would accomodate these activities. So why don’t more games feature environmental survival as the core challenge? Why doesn’t that sound more fun?

In most RPGs I’ve played, weather, environmental danger, and survival are abstracted into a few modifiers or die rolls done on the side—and usually just to find out if you’ll suffer any combat penalties from starvation or snowy terrain. Or else the challenge of survival is represented by a handful of “environmental challenges” that you overcome once and then get on with the scenario’s other, more interesting challenges. The handful of games I’ve played that featured straight environmental challenges (like the iceberg-scaling in “The Trail of Tsathoggua” for Call of Cthulhu) were actually kind of boring. The players rolled dice, occasionally took damage or suffered a penalty when they failed a roll, and then we got on with more interesting stuff. There was neither much tension in the challenge nor a meaningful sense of accomplishment upon overcoming it.

Have you ever run a game that featured explicit environmental challenges that really worked? Have you ever made the challenge of simply surviving something that was as tense and entertaining as an epic battle or other more traditional roleplaying challenge? How did you do it?

Note: for a related discussion, see Justin Achilli’s thoughts on the concept of exploration in games. I think a big part of a successful exploration-based game would be getting the “survival” part down solid, since part of the historical allure of exploration is the challenge of surviving in the strange new environment you’re exploring. And I think it’s telling that genuine exploration and environmental survival aren’t prominent in most published RPGs.

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Behind the scenes of Planescape: Torment

Via Gnome’s Lair, a great interview with Chris Avellone on Planescape: Torment. Lots of interesting tidbits here, although if you haven’t yet played through the game, there are some spoilers:

[youtube=http://www.youtube.com/watch?v=MWEl0IQm670&fs=1&hl=en_US]

Well worth reading in conjunction with this interview is Avellone’s original vision document for PS:T (massive spoiler warning this time). It’s interesting to compare the vision document to the finished game.

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The walls of this 10×10 chamber are adorned with…

When my wife and I finally made the choice to became real Americans (i.e. go tens of thousands of dollars into debt to buy a house), one of my requirements was that said house have some sort of subterranean chamber which I could convert into a basement game room. One year later, my game lair is finally ready.

Of course, no game room is complete without cheesy posters adorning the walls. No longer being 13, I can’t get away with supermodel pinups or Megadeth posters. But this is a perfect excuse to dig out those vintage game posters I’ve been hauling with me around the country for the last two decades. After a few trips to Hobby Lobby to pick up some cheap poster frames, here’s what’s hanging on the walls of my game room. (I apologize for the flash glare in some of these… if my game room had adequate lighting, it would not be authentic.)

First up is a pair of (unfortunately fairly weathered) Battletech Mech schematics, bought way back in the early days of FASA:

Battlemaster

The 85-ton BLG-1G Battlemaster. Awww yeah.

Warhammer

The infamous Warhammer, complete with two PPCs and a cheesecake illustration of Natasha 'Black Widow' Kerensky in the bottom right (for scale purposes, of course).

On the opposite wall, découpaged to an oh-so-classy piece of wood, is the map that came with one of my favorite Infocom games, Beyond Zork:

Quendor map

I love this map, although I could do without the dozen compass roses pasted across it.

And now back to Battletech. The only Commodore 64 game I played as much as Wasteland was Battletech: The Crescent Hawk’s Inception. It was my introduction to Battletech, and ever since, the poster that came with it remains the iconic Battletech image in my mind:

Crescent Hawk

A tiny Locust mech faces off against... what is that, a Marauder? That's not very fair, but it looks awesome.

Moving along, we have (surprise) another Infocom poster, this one of one of their least-known games: Quarterstaff: The Tomb of Setmoth. It was a quirky RPG/text-adventure hybrid (and only available on the Mac, strangely); but I really enjoyed it back in high school.

Quarterstaff

Am I the only person who played and enjoyed this game?

No game collection in the late 80s/early 90s was complete without at least one SSI Gold Box AD&D game. Here was mine:

Champions of Krynn

Champions of Krynn, one of many SSI Gold Box classics.

The next item is a change of pace: a poster that came with one of my favorite NES games, Dragon Warrior. This game was surpassed not long after its release by Final Fantasy I, but was a great deal of fun. And it has one of the most annoying/awesome catchy soundtracks of any NES-era game.

Dragon Warrior

One of the first great JRPGs on the NES.

And last but not least, I devoted most of an entire wall to one of the most iconic locations in D&D: Undermountain, the megadungeon. I framed three of the four maps that came in the 2e Undermountain boxed set:

Undermountain maps

There are a LOT of places to die in Undermountain.

So that’s what’s hanging on the walls of my basement game lair. I like to think of it as inspirational artwork. And believe it or not, there’s a stack of maps and posters that I’ll have to put back in storage because there wasn’t room to frame them too….

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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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Exploring the wreckage of a more interesting age: when game backstories overshadow the actual game

In Bioshock, the high quality of the game's backstory can make it feel like you've missed out on all the good stuff.

Have you ever played a game whose backstory was more interesting than the game’s actual current setting and plot?

Over the last year, I played through Bioshock and its sequel, the appropriately-named Bioshock 2. Both are very good games. In both, you assume the roll of an “outsider” exploring the wreckage of a failed underwater utopia called Rapture; as you progress through the ruins, you learn about the politics, intrigue, and violence that “wrecked” Rapture and paved the way for your arrival on the scene.

The backstories of both games are filled with warring political factions, double agents, megalomaniacal villains (on all sides), betrayal, mass murder, twisted science, and sordid affairs. Or so is implied by the bits and pieces of history you pick up as you roam through the game.

By contrast, the plots that you, the player, experience are interesting, but rather tame by comparison. It is not inaccurate to say that in both games, you’re merely playing out the epilogue of a grander, more intriguing story that has already taken place.

I feel a bit ridiculous critiquing the Bioshocks on these grounds, because as it happens, both feature excellent plots and memorable characters. But both games teeter on the brink of an age-old danger in game design: making the game background so interesting and involved that it threatens to overshadow the players and their stories.

Exalted is the rare game that attempts to make its lost golden age a playable setting.

Related to this problem is the fantasy genre staple of the “lost golden age”—an era in the distant past in which everything was simply more awesome in every respect than the current age. Think Middle-Earth’s First Age; Exalted’s (uh) First Age, 4th edition D&D’s fallen empire of Nerath, all post-apocalyptic games, many sci-fi games, etc. (Exalted does get bonus points for actually publishing a sourcebook on its lost golden age.)

I know there are some excellent reasons that “golden ages” don’t make great adventuring settings—but surely I’m not the only person who, upon reading about the greatness of what came before, occasionally wonders why I’m not adventuring in that setting, instead of picking my way through its wreckage.

What about you? Ever played a computer or tabletop game and been more interested in its backstory than its current setting?

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