Randall at RetroRoleplaying has written an interesting post on doing “save the world” fantasy in a sandbox setting in response to my own post on the subject. He argues that it can be done, and lays out how to do it. Go give it a read!
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Randall at RetroRoleplaying has written an interesting post on doing “save the world” fantasy in a sandbox setting in response to my own post on the subject. He argues that it can be done, and lays out how to do it. Go give it a read!
I ran a game of Castles & Crusades on Friday evening for my wife and a friend. I realized two things:
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.)
Writing my last post on epic adventure paths in D&D got me thinking about some of the most famous adventure sagas in other roleplaying systems. Consider these famous game campaigns, all of which are considered to encapsulate the essence of the games for which they were published:
I’m not familiar with every one of these, but I know that each of these campaigns lets players participate in a significant, world-changing storyline within the framework of the game. They involve lots of travel to interesting locations around the game world, a wide variety of opponents and challenges, and memorable scenes and characters of the sort that players will reminisce about years later.
One game that almost never got around to publishing a “Tolkien-esque” campaign saga was, ironically, Middle Earth Role Playing.
MERP has often been criticized for being “D&D in Middle-Earth”—for using the setting and trappings of Tolkien to do the same dungeon crawls and treasure-hunting that characterized D&D, rather than empowering players to live out grand stories in the vein of The Lord of the Rings.
This is true to a large extent. The modules published for MERP exhaustively detailed particular geographic points of interest in Middle-Earth (and their wonderful thoroughness makes them a joy to read even now the game itself is long defunct). But despite the obvious obsession with Tolkien that produced such thorough game modules, there was rarely any effort to lay out an epic quest or adventure that would tie all those locations together. It’s as if the game writers assumed that what people loved about Tolkien was the detail of the setting rather than the characters and storyline of Tolkien’s tales.
You could, of course, create your own epic, Lord of the Rings-scale quest, but it was odd that the published game rarely helped you do this; it seemed to assume your party would rather stick around the Barrow-Downs for months raiding tomb after tomb for petty magic items, instead of passing through them as part of a bigger, more epic heroic quest. Toward the end of the MERP timeline, Iron Crown did publish at least one product that took aim at an epic storyline: Palantir Quest, which set the PCs off on a quest for a lost palantir. It was good, but was the only product of its type (that I’m aware of).
Maybe it didn’t sell well; maybe most gamers didn’t want epic quest campaigns. It’s impossible to know for sure now—but if more like it had been published, maybe MERP would have its own “classic campaign” to add to the list of all-time favorite game sagas above. As it is, it’s unfortunate that the roleplaying game based on the greatest fantasy narrative of all time shied away from, well, great fantasy narratives.
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!
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.
Care to take a guess what this is, and what its connection to gaming is?
I’ll give my faithful readers (both of you) a few days to figure it out before I post the answer.
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:
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:
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!
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:
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:
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?
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.
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?
News of a Wisconsin prison banning Dungeons and Dragons because it promotes gang activity has been flying through blogs and gaming communities this week. A friend passed along this humorous blog exchange about it: What Kinds of Crime Might Dungeons and Dragons inspire?