Tag Archives: Roleplaying

New Roll for Topic episode: “Romance and Shopping”

Episode 32 of Roll for Topic is out! This time we were joined by Donn Stroud, an RPG designer and freelancer. Of the various things Donn has worked on, Mothership and Dead Planet are the two I’m most familiar with—I fell in love with Mothership last year at Gencon. It’s a lightweight RPG designed to emulate space-horror games in the vein of Alien, and it’s set apart by a combination of great writing and fantastic visual design.

The topic for this episode is an odd one that was added to the list of topics at least partly as a joke by a past guest. It is often the case that Chris and I (and our guests, when we have them) look over the table before we begin recording and wonder aloud what on earth we would have to say about, say, romance and shopping in RPGs. But those slightly weird topics often end up being the most fun to discuss, and that was the case here. Anyway, give it a listen and let me know what you think!

Facebooktwitterredditpinterestlinkedinmailby feather

Fate of Cthulhu at AADL Mini RPG Fest

It’s been a while, but I’m still alive! In fact, in a few weeks, I’ll be running four (!) short games of the Fate of Cthulhu roleplaying game at the Ann Arbor (Michigan) Distrct Library’s Mini RPG Fest on March 21.

Fate of Cthulhu coverThe purpose of the Mini RPG Fest is to provide a place where the general public can try out different roleplaying games in a casual and friendly environment. Most games are only one hour long, so you can sample different games as you like.

One-hour games are a challenge for the GM to run, but an interesting one. Last year, I ran (more or less successfully) four one-hour games of Numenera at the last Mini RPG Fest and learned a few valuable lessons. One hour is just enough time for a handful of short game encounters, so the trick is to pick a few situations that show off the game but which can also be resolved quickly. Both Numenera and Fate of Cthulhu keep combat pretty fast and simple; I don’t envy some of the other GMs who were running detailed-combat game systems like D&D. But from the laughter and cheers I heard at the other game tables, people were having fun with those games too.

Fate of Cthulhu is an action-oriented game in which the PCs play time travelers from a future in which Lovecraftian monsters overran Earth; its pitch is “Terminator, but Skynet is Cthulhu.” I find that premise irresistible, and hope to attract a few Cthulhu newbies to my game at the Mini Fest.

If you’re in the Ann Arbor, Michigan area on the 21st, stop by and roll some dice!

RPG Mini Fest at AADLFacebooktwitterredditpinterestlinkedinmailby feather

Who’s Flying That TIE Fighter?

One thing that’s always struck me a little odd about Star Wars is that, for a film series that features so many epic spaceship battles, few of those spaceship battles feel very personal. With a handful of exceptions, the spaceship fights in Star Wars films feature our heroes facing off against hordes of faceless minions.

The heroes in a Star Wars space battle are always quirky personalities: Luke, Han, Lando, Poe, etc. But there’s almost never a matching personality on the enemy side—no Red Baron, no grudge-bearing enemy ace to duel with our heroes. Instead, it’s mostly waves of generic TIE Fighters piloted by black-uniformed Imperial minions:

TIE Fighter pilot

(Darth Vader’s presence at the Death Star run in A New Hope is the main exception, and not coincidentally, that space battle is the most compelling one in the entire series.)

So, that’s a little boring. Wouldn’t it be more fun if at least one of the TIE Fighters in that squadron you’re fighting was an ace, a coward, a psycho, or just anything other than a generic, faceless minion? I got to thinking about my old Why Is This ‘Mech So Terrible? chart and decided to create a chart for making TIE Fighter encounters more interesting.

This chart is for use in a tabletop RPG or other Star Wars game. When the heroes encounter a batch of TIE Fighters and you want to shake things up a bit, pick one of the TIE Fighters, roll a d20, and find out who’s sitting in the cockpit.

WHO’S FLYING THAT TIE FIGHTER? (roll 1d20)
Die result (1d20) It’s piloted by a… What’s their deal?
1-3 Loyal Imperial Citizen-Soldier Like most of the Imperial military rank-and-file, this pilot is a decent, hard-working guy who signed on with the Imperial navy because he believes the Empire is the best hope for peace in the galaxy. He has faith in his leaders even when his orders are unpleasant, trusting that his higher-ups know better than he does. He follows orders to a tee.
4-5 Bitter Conscript Drafted into service against his will, he just wants to get through his term of service in one piece. In combat, he does the absolute minimum needed to avoid being executed for cowardice, but otherwise takes no risks and shows no initiative. He doesn’t like the Empire but also has no interest in the Rebellion. His only motivation is to get back to base alive each day.
6 Conscience-Stricken Imperial When he signed on with the Imperial navy, he thought he’d be helping to bring peace and justice to the galaxy. But the more he sees (and is ordered to do), the harder it’s getting to reconcile that idealism with the reality of Imperial rule. This pilot is close to defecting; the right set of circumstances might see him refuse an order on the battlefield or even switch sides in the middle of a fight.
7 Zealous Political Officer This pilot is a political officer and true believer whose job is to make sure his squadmates act with sufficient… enthusiasm for the Imperial cause. In battle, if one of his squadmates shows “insufficient aggressiveness,” he just might decide to turn his guns on the coward to set a vivid example for the rest of the squadron, even if it means turning away from the Rebels for a few precious minutes.
8 Ambitious Promotion-Seeker This pilot has lofty ambitions for a career in the Imperial navy, but lacks the political and family connections needed to secure promotions. He’s just putting in time in the TIE Fighter service while hoping to catch the approving eye of his superiors. He cares more about looking good for the promotions board than he cares about the Imperial cause. Accordingly, he plays it safe in battle but is carefully watching for a chance to score a flashy victory that puts him in no real danger… and he’s not above secretly collaborating with the enemy to stage such a situation.
9 Imperial Avenger He just learned that Rebel scum killed his family in a terrorist bombing on Coruscant (or at least that’s what his Imperial masters told him), and he’s out for blood. He’s not going back to base until he’s killed every Rebel (real or imagined) he sees, no matter what his orders are. His rage gives him an offensive edge in combat, and he won’t retreat even if ordered to.
10 Rebel Spy This pilot is actually a Rebel spy who funnels Imperial military plans to the Rebels, and he’s looking to transmit stolen data files to the first Rebel ship he encounters. But he’s got to do it without blowing his cover… and without getting blown up by the Rebels he’s trying to contact.
11 Imperial Test Pilot The Imperial navy is evaluating some souped-up new TIE Fighter variants, and they’ve placed one in this squadron to test its combat performance. This TIE’s armor, shields, firepower, or manuverability (pick one) are one notch higher than average. To make sure this expensive prototype is handled properly, its pilot is almost certainly a cut above the rest.
12 Unknowing Force-Sensitive This pilot is your typical Imperial serviceman, loyal and brainwashed to follow orders. Except for one thing: he’s sensitive to the Force, although he doesn’t realize it. He’s prone to remarkable “luck” in battle—every now and then he pulls off impossible shots, and when his TIE Fighter gets hit, the damage always seems to just narrowly miss vital systems. Once per combat, he can reroll any die roll that didn’t go his way or which caused him harm.
13 Imperial Ace Uh oh. This guy is bad news; you can tell by the number of X-Wing silhouettes painted on the hull of his fighter. All of his combat and piloting skills are way above average.
14 Secret Pacifist He was drafted into the TIE Fighter service, but in his heart he just really doesn’t want to hurt anybody. He’ll go to almost any lengths to avoid actually harming anyone in combat—making sure his shots miss, pretending not to notice potential targets on the long-range sensors, faking weapon malfunctions, etc. His commanders will soon figure out that he’s dragging his feet; he’s already planning how he might use the chaos of battle to make a run for a backwater system where he can hide from the Galactic Civil War.
15 Victim of Sabotage Enslaved aliens working at a TIE Fighter factory sabotaged some key components, and nobody’s noticed yet. At a key moment in the next battle, something will go horribly wrong for this TIE Fighter: maybe the guns or other key systems will abruptly stop working, or the torpedoes will target friendly Imperial ships instead of Rebel ones, or the wings will fall off. Use your imagination!
16 Imperial Psycho TIE Fighters are cheaply built and utterly expendible, as are their pilots. Everybody knows that, especially the poor suckers forced to fly them. For obvious reasons, most Imperial pilots jump at the chance to be promoted into a better spaceship. But not this guy: he actually likes his TIE Fighter and he keeps turning down opportunities to fly something better. He’s crazy and he scares all his squadmates, but he knows how to coax unbelievable stunts and maneuvers out of his lowly TIE Fighter. For game purposes, his TIE Fighter is treated as a TIE Interceptor, and his piloting skills are close to maximum.
17 Marked Man This pilot’s gambling problem has put him far into debt with the Hutts, and now there’s a bounty on his head. Partway through the next battle, a bounty hunter shows up on the scene. The bounty hunter ship ignores everybody else and focuses on destroying or capturing this TIE Fighter.
18 Pampered Scion This lazy dilletante from a wealthy Imperial family is grudgingly doing his time in the navy. He’s a terrible pilot, but he’s used his family’s wealth and connections to ensure that he always flies in the best spaceship possible. While his squadmates make do with aging, cheaply-built equipment, he’s flying a souped-up TIE Interceptor with all the upgrades money and influence can buy. Will his advanced fighter compensate for his lack of instinct and skill?
19 Former Classmate This pilot attended the Imperial Academy with one of the heroes (before the hero joined the Rebels), and may have been a terrifying bully or honorable rival to the hero (pick one). And there may still be scores to settle!
20 You Don’t Want to Know You know how you sometimes read about kings and generals quietly visiting the common soldiers in the trenches, to get a sense for morale, pretend to care for the everyday grunts, and remind everybody what they’re fighting for? Darth Vader’s not that gracious, but he does like to show up unexpectedly to terrify recruits into obedience. And he’s been known to fly along unannounced on random TIE Fighter patrols….

Facebooktwitterredditpinterestlinkedinmailby feather

Oddities From My Game Library: Darksword Adventures

s-l1000I have a big collection of roleplaying games—far too big, I’m reminded every time I venture into the basement room where it resides. With a few exceptions, my collection doesn’t contain anything terribly rare or valuable (the games in my library that would command the highest prices from collectors also happen to be the ones I played to death over the years, so they’re far from mint condition). But I do have a good number of oddities nestled amidst all the predictable D&D tomes. I came across one of them today while rearranging the family bookshelves.

It’s called Darksword Adventures. And it’s an odd duck.

It is not, as far as I can tell, rare or valuable. (The going rate on Amazon for a used copy is one cent.) But in my many years of going to game conventions, lurking on roleplaying game forums, and playing all manner of games, I swear to you I have never once heard Darksword Adventures even mentioned, let alone have I seen evidence that anyone has ever played it.

Let’s take a look at this quirky little artifact of gaming history. It’s written by the mass-market-fantasy powerhouse team of Margaret Weis and Tracy Hickman, authors of the immensely popular and influential Dragonlance chronicles. Darksword Adventures is a roleplaying game (sort of—more on that in a bit) based on a different fantasy trilogy they wrote in 1988: the (you guessed it) Darksword Trilogy.

img_4026The Darksword series is set in a fantasy world called Thimhallan. Its central gimmick is that everyone in Thimhallan is a magician of sorts, able to tap into a Force-like source of magical power and employ it to do things that would otherwise be done with machinery and technology. In fact, mechanical devices and anything (or anyone) that operates on principles other than magic are considered to be “dead” abominations. The hero of the series is a man born “dead”—unable to use magic. There are ancient prophecies, annoying “comic” sidekicks, noble sacrifices, a depressing ending, and other stuff you’d expect from a 1980s fantasy saga. It’s not going to dethrone Tolkien anytime soon, but it was appealing enough for high-school-aged me.

Anyway. Like most of Weis and Hickman’s numerous non-Dragonlance series, the Darksword novels didn’t catch on like Dragonlance did. But its publisher believed in it enough to publish a truly odd follow-up book: Darksword Adventures, “the complete guide to venturing in the enchanted realm of Thimhallan.”

Why was this book weird, you ask? Because it’s a roleplaying game system disguised as a paperback novel. More specifically:

See? Looks just like every other novel on your 1980s teenage self's bookshelf.

See? Looks just like every other novel on your 1980s teenage self’s bookshelf.

The format was odd. In the 1980s, roleplaying games were published as oversized, textbook-style tomes or fancy boxed sets. Darksword Adventures, however, looked exactly like a 1980s paperback fantasy novel—physical size, cover art, everything—which presumably let the publisher get it shelved next to all the bestselling Weis/Hickman novels at bookstores rather than relegated to a “games” section in the back of the store. Shelved alongside other mass-market paperbacks, it would be indistinguishable from them at a quick glance. At the time, I’d never seen a full-blown RPG in a paperback-novel format (not counting a few “choose your own adventure” style RPG-lite gamebooks).

It was presented more as a fan guide than as a game. The back-cover copy pitches the book mostly as a fan companion to the Darksword novels, not as a D&D-like roleplaying system. It was clearly an effort to break out of the roleplaying market and entice non-gaming fantasy readers. In later years, companies like Guardians of Order would publish combined fanguide/roleplaying game sourcebooks for various media properties, but in the late 80s I hadn’t seen any such thing before.

The writing is in-character and very ‘meta.’ Every roleplaying game I’d encountered by the late 80s was written like a textbook. The game rules read like a technical manual, and setting descriptions read like an atlas or encyclopedia entry. Darksword Adventures, however, presented both its setting and its rules in the voice of a character from Thimhallan. The setting is described in a (fairly entertaining) novella-length travelogue written by an inhabitant of Thimhallan; the game rules are presented with the in-setting conceit that they’re a popular form of organized make-believe enjoyed by Thimhallans, called “Phantasia.”

I'm not sure this is any quicker or better than going out and buying some game dice. But I respect the effort.

I’m not sure this is any quicker or better than going out and buying some game dice. But I respect the effort.

It doesn’t require dice. Darksword Adventures includes an overly complex, but workable, method for determining random results using hand signals, on the assumption that you might not own nerdy gamer dice. Which was probably a safe assumption if your target audience was not existing RPG players.

It’s nonetheless a full-blown roleplaying game system. It’s as complete a game system as most of its peers at the time, covering character creation, a big variety of character classes (different varieties of wizard, as you would expect from the setting), a (typical for the 1980s) complicated but logical rules system, a bestiary, a surprisingly interesting and versatile magic system, and enough world information to run a campaign. You just had to get over the fact that much of it is presented in-character.

A character statistics writeup from Darksword Adventures.

A character statistics writeup from Darksword Adventures.

It was weirdly ahead of its time. While (as far as I can tell) it went almost completely unnoticed by the gaming world, Darksword Adventures was doing some legitimately interesting things. It was an early attempt to cross over into the (huge) non-gaming, fantasy-reading market. It eschewed most of the telltale formatting and presentation standards of the game publishing industry in order to do so. Its rules and writing style didn’t assume any gaming expertise (or even ownership of dice). I’m sure it wasn’t the first game to attempt most of these, but it has to be one of the first to attempt all of these things at once.

I have no idea how well it did or didn’t sell, but the complete lack of buzz about the Darksword RPG then or now suggests that this was a failure, albeit a noble one. Since then, many roleplaying games have embraced one or more of the elements above, with varying degrees of success. Darksword Adventures isn’t exactly a lost classic, but for historical reasons at least, it would be fun to see a reprinted or revised version made available again.Facebooktwitterredditpinterestlinkedinmailby feather

One man’s trash is another man’s campaign notes: the archaeology of used games

I never visit a used bookstore without checking its science fiction/fantasy section for used board or roleplaying games. If you’ve ever come across an amazing find in a neglected, dust-covered stack of old games at a used bookstore, you’ll agree that previously-owned games are much more fun to buy than brand-new shiny ones.

There’s something satisfying about reading and playing a game that somebody else has enjoyed. Flipping through a rulebook filled with somebody else’s signature, gameplay notes, or character sheets, you wonder: Why did they buy this game? What did they do with it? Did it entertain a group of friends for years, creating memories that they all recall fondly to this day? Or was it played once and set on the shelf to gather dust?

The used games on my bookshelf are filled with interesting artifacts of their previous owners. One of my first roleplaying purchases was previously owned—I bought the 2nd edition AD&D rulebooks from somebody who had upgraded from 1st edition but then decided that he hated the changes between editions. (He ranted as he sold me the books that the new edition was the death knell of D&D—an argument that’s trotted out to this day everytime a new D&D edition is released.)

All throughout the Player’s Handbook, whenever he came across a difficult vocabulary word, he penned in its definition above it:

Gary Gygax was the best thing to happen to my teenage vocabulary and reading comprehension.

Used boxed games are often a treasure trove of insight into their former owners. I have quite a few filled with custom character sheets and campaign notes. Here’s an example of such a character sheet from my used copy of Twilight 2000:

Meet Alexander Kaliber, no doubt a carefully balanced and realistic character. Check out that armament!

Paper-clipped to that character sheet were ten pages photocopied from a book about modern (in the 1980s) chemical warfare. I hope that was just in-game research.

You can also get a sense of how people prepared for their games. Several of my old D&D adventure modules contain map notes scribbled in by devious gamemasters. My tattered copy of The Great Old Ones for Call of Cthulhu is filled with highlighting—presumably the GM needed some help remembering important game details:

Seriously, the entire chapter is highlighted this heavily. It's headache-inducing.

And occasionally, you find something just bizarre in an old game. Last weekend, my wife treated me to a trip to the local used bookstore, where for a Father’s Day present I picked up a banged-up but mostly complete copy of the wargame 2nd Fleet. 2nd Fleet is a complicated, realistic emulation of NATO-Soviet naval warfare in the North Atlantic. So what did I find folded up and tucked guiltily into the rulebook?

Why--what were you expecting to find hidden in the rulebook for a highly-complex historical simulation?

I feel a strange compulsion to leave that keep that lurid sketch in there—at this point, it’s almost part of the game.

I can only hope that when I sell off my games, I leave a few gems hidden away in them for future gamers to discover… and feel uncomfortable about.Facebooktwitterredditpinterestlinkedinmailby feather

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.Facebooktwitterredditpinterestlinkedinmailby feather

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.Facebooktwitterredditpinterestlinkedinmailby feather

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.Facebooktwitterredditpinterestlinkedinmailby feather

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….Facebooktwitterredditpinterestlinkedinmailby feather

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.Facebooktwitterredditpinterestlinkedinmailby feather