Wednesday, December 2, 2015

Chivalry & Sorcery

Reading RPG
I read way more RPGs and game play aid material than I can ever use. Call it a sub-hobby, or whatever. Sometimes I borrow ideas from my reading and it will show up in a game I am running. Sometimes the material just serves as inspiration, inspiration to do better, inspiration to be more creative, inspiration to continue to be excited about this great hobby. Chivalry & Sorcery (C&S) is one of those early (1977) first generation games that attempt to improve on the white box. I have never played C&S, but I have read through it's 6-point type content many times and continue to be inspired by it.
According to gamer legend, Ed Simbalist and Wilf Backhaus were playing white box and wanting more, more medieval feel, more realism, more on what their PCs were doing when not swinging swords and casting spells. So they created answers in the form of their own game. The authors went to GenCon with a variant of the white box in hand hoping to interest TSR in publishing it, maybe as a supplement like Greyhawk, maybe as a stand-alone game like Empire of the Petal Throne. TSR had done both. As the story goes, Mr. Simbalist and Mr. Backhaus changed their minds about offering their game, titled Chevalier, to TSR and instead signed on with Fantasy Games Unlimited. The resulting rewrite became C&S.
C&S seems to take the medieval part of the white box subtitle seriously. The LBBs nominally use the European middle ages as a reference point with regard to castles, royalty, weapons and armor. White box is more heavily influenced by myth and sword & sorcery literature, but the game does derive from Chainmail, a set of miniature rules for medieval era wargaming. C&S is clearly a reaction to white box and its authors make several references to "other games" which do things in a manner inconsistent with either history or logic, such as the "dungeon crawl". The historic feudal period is described in C&S terms of knighthood and social obligation and social class can determine many aspects of the PC. There is an emphasis on the players familiarizing themselves with the medieval "mindset" and attempting to play their characters using such "mindset".  Presumably this means with deference for one's social betters and keeping to one's station in life, acting in a chivalrous manner and paying close attention to honor and piety. Default religion in C&S is the medieval catholic church.
The authors state early on that their own campaign is loosely set in France in the year 1170. C&S is not strictly a game about role-playing history, however. The view presented of feudal Europe leaves out the oppression and other unpleasant aspects of the period altogether and portrays a somewhat romanticized and sanitized view of the period. Also, elves, dwarves and hobbits straight out of Tolkien are available as PCs with no real explanation of how to logically insert such anachronisms/fantasies into the historic milieu. With it's magick system and list of creatures, C&S is firmly in the fantasy RPG category of games, but one that seeks to take a much more realistic view of the medieval feudal components.
C&S advertises itself as the most complete game available and I think I understand what they mean by this claim.  C&S is often described as three games in one. The grand campaign, as they call it, is somewhat innovative in that the PCs play out their "ordinary" lives interacting with the environment, making alliances and acquiring favors, honor and wealth.  They engage in romance, establish families and ties to NPCs. It is this level of play that I assume the author's direct their comments about staying in a medieval "mindset". There is a set of miniatures rules to play out army conflicts on the tabletop using miniature figures grouped into units. And third, there is the adventure or roleplaying game where PCs may engage in treasure hunts, wilderness and dungeon adventures in a manner similar to typical white box play.
C&S offers the hobbyist a somewhat more rounded, complete play experience, provided the players are willing to put forth the extra effort demanded by such a game. C&S requires a bit of homework on the part of the players in order to familiarize themselves with the differences that existed within medieval society and thinking. It requires additional roleplaying effort to "stay in character" when playing the "medieval" PC. In an effort to be more realistic, the mechanics of combat and magick are more complex than in games such as white box. The grand campaign probably requires more playing time than traditional campaigns because one presumably plays out many aspects of the PCs "lives" that are generally glossed over.
In C&S authors Ed Simbalist and Wilf Backhaus have striven to take the roleplaying experience beyond the white box on several levels, completeness, realism and complexity of combat, immersion in the feudal society of a romanticized middle ages and in the process have written a game that I find enjoyable to read containing many cleaver game innovations and much good advice for referees of any fantasy RPG.

Wednesday, November 25, 2015

What's Next?

High Level Characters
So, the dragon is slain and there is enough wealth to build the castle of your dreams. This should secure your place as a lord of the realm and that princess you just rescued, maybe there could be some future there? You are feeling at the top of your game, having been able to take on a regiment single-handed since before you made Superhero. What's next for the Fighting Man who has done it all?
If you were an experienced wargamer back in the 70's you knew what came next. Your 9+ level Lord secured some land, built a castle, collected some men and became a player in the miniatures wargame campaign. Map campaigns were nothing new for miniature wargamers by the time the White Box was released. You draw out a map, divide it up according to how many players you have in the campaign, assign forces and start fighting your tabletop battles to see who ends up controlling the map. The rules are a combination of what battle rules the group uses and some campaign specific rules agreed upon by the participants to govern things like income, raising and equipping troops, etc.
Your PC lord might come out of semi-retirement to adventure from time to time, but his/her future usually had more to do with power politics, gaining battlefield glory and annexing territory at the expense of one's neighbor. High level magic-users and clerics also entered the power-politics realm and could recruit forces and build strongholds.
I always have found the low to mid level game to be most rewarding, personally, and therefore seldom bothered with the few high level characters I had. They tended to sit in semi-retirement in my notebook waiting for the day when a trip down a killer dungeon like Tomb of Horrors would kill them off. I am aware many other campaigns, such as Mr. Gygax's Greyhawk incorporated the higher level PCs into the ranks of world movers and shakers. As a player now with PCs in the teens, I am once again looking for exit strategies. Their story seems to have been told, their personalities, such as they may be, have been explored and it seems time for them to ride off into the sunset. Handing them over to the referee to become an NPC is one option. Building a castle, raising some troops and coveting the neighbor's land is yet another option. 

Tuesday, November 24, 2015

As Time Passes...

Keeping to a Game Calendar
As you duck under the portcullis and enter the city, a small figure in a crude straw mask pauses while crossing the street ahead. Waving its arms and laughing, it then runs out-of-sight. In the distance are colorful banners and pennants strung between buildings and sticking out of windows. The sound of music and laughter is detectable above the clatter of shod hooves and the general buzz of urban life. The rider next to you remarks it is solar fest time and the city will be alive with revelry. You wonder if that will mean the shops close early, for you have some important purchases to make and hope to get business done and be on your way. "Do you have a place to stay the night, stranger? The inns will likely be full what with the festival and all." inquires the rider.
In the LBBs, Mr. Gygax and Mr. Arneson stress the importance of keeping a good record of time for the campaign. This is especially important when there are several PCs who may be entering and exiting the dungeon, changing things below ground and above. The milieu is most believable when the PCs can effect real changes in their environment, changes that can be noted by others as well as themselves. However, due to various in-game considerations some PCs may be ahead of others in terms of time. If the setting is to seem realistic, some temporal consistency may need to be imposed.
Holidays and festivals are another way to make the setting seem realistic. Most detailed published settings such as Harn and Glorantha, have detailed calendars, complete with holidays and other dates of note. Seasons that change, usually marked by a festival, observance of an historic event or other religious or cultural observance can be tied to the adventure and even if nothing more than "flavor" at a minimum it adds to the color and "experience" of the game.
An awareness that in-game time is passing may indicate the players are treating their PCs as "real people" with lives beyond the adventure and not just as in-game pawns. The game has become more than just a casual pass-time when they ask, "What does my PC do when not adventuring? Where does he/she live?" Such is often an indication the players are becoming invested in the campaign.
I have mentioned before my fondness for the urban adventure and have usually found a way to insert some form of urban environment into most campaigns I run. I usually try to get the PCs "back to town" before we end a session as it is a good place to heal-up and resupply.
The product shown above, Cities: A Gamemaster's Guide to Encounters and other Rules for Fantasy Games by Stephen Abrams and Jon Everson (Midkemia Press) has some nice random tables for developing city encounters on-the-fly and random tables for determining what PCs may have been involved in during downtime in the city. Cities is a generic product not specifically tied to white box or any other rules. It has been around for some time and has been through several editions. The copy shown above is from 1979.
Some published RPGs such as King Arthur Pendragon and The One Ring make significant use of the calendar year as part of their game structure tying certain game procedures to the seasonal progression. As referee, I find marking the passage of time helps me and hopefully my players as well to organize events and put them in perspective within the game. And it's often rather entertaining to roll-up on random tables what a PC has been up to since we last saw him at the table.
During your week in town you meet and impress a government worker, who might be of assistance if you are ever in official trouble. Your modest room and board at the inn cost you 20 coins. You spent 2 coins on repairing and maintaining your clothing and feeling the need for companionship, spent 12 coins on that. Sensing a lucky streak, you wager at the gambling tables and end up losing 200 coin. Thinking you might need to improve your "skill" at gambling you seek training from an "expert" which cost you 50 coin. Your instructor informs you that you are now only 5 weeks away from acquiring "skill at gambling". You deduct 284 coins from your account and wonder whether to spend 5 more weeks in town training with "the gambler" or to start looking for work? (Results of random rolls on tables found in Cities.)

Friday, November 20, 2015

Frostgrave

Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures
Frostgrave seems to want to do something very similar to the original game, to give us "rules for gaming with figures in a fantasy medieval setting". When my buddy first showed me Frostgrave a few months ago I thought how similar this is to the way early white box games were run, at least from the standpoint of using miniatures on a tabletop, measuring moves in inches and all. The rules of Frostgrave treat each miniature figure as one person and the idea for the game seems similar to the way miniatures were used while gaming the lead-up to and assaulting of Castle Blackmoor and it's dungeons as described during the First Fantasy Campaign.
Frostgrave is a new game (copyright 2015) authored by Joseph McCullough. Mr. McCullough sets his game in a frozen ruin of a formerly great city occupied by some nasties and hidden treasures.  Each player controls a wizard, which is the PC of-sorts. The wizard can be from one of ten schools of magic each with it's own magical strengths and weaknesses. The wizard can gain experience and improve in ability.  Accompanying the wizard is the apprentice and a supporting cast of various hirelings. Frostgrave is scenario based and ten scenarios are included in the book (with presumably more to come in future supplements). Since the action is wizard verses wizard, the scenarios have some replay potential.
The concept of Frostgrave is that the wizard will enter the frozen city in search of various treasures and mysteries, encountering other competing wizard's and their hostile entourages as well as dangerous denizens and traps native to the city itself in an attempt to acquire wealth and power. If this sounds familiar it's because Frostgrave has all the trappings of a traditional dungeon crawl set in a ruined city. Really, such a game could be played out using almost any roleplaying rules and I also wonder if Frostgrave couldn't easily be adapted to almost any other setting and work just as well. Replace the frozen city of ruins with the tower of the mad archmage or the lost mines of the dwarven king or just about any setting ripe with fantastic adventure potential.
I have yet to play the game, but the rule mechanics look straight-forward and easy enough for the veteran gamer. The player verses player aspect may appeal more to traditional miniatures gamers, but also offers a novel twist for fantasy roleplayers used to a cooperative game. Frostgrave is supported by it's own line of miniatures and there is considerable prep time involved in collecting and painting figures and terrain for the game. I wonder if this won't be a deterrent for gamers who don't already possess suitable substitutes or ample time and resources to assemble the required collection. 
Frostgrave is a fantasy miniatures game with strong roleplay potential. The fact that it is inherently tied to the use of miniatures on the tabletop sets it apart visually, but somewhat limits it's versatility by the necessity to have physical models and appropriate terrain. Much like the white box an ambitious gamer with enough time and creativity can do just about anything with such a game.

HarnMaster

My favorite cover art ever!
HarnMaster didn't come along until 1986, the year I got married and became more of an adult, which means I had less time for the hobby (although I am sure it seemed otherwise to my wife). The heady days of living in dorms and with gaming friends, playing almost every evening and weekend was now reduced to occasional weekday evenings and most Saturdays (still a lot of gaming, I know). It was about this time that I discovered the world of Harn, N. Robin Crossby's published game setting. In Harn, Mr. Crossby has designed the most detailed and "realistic" published setting I have seen. Game designers seek verisimilitude as a way to make the fictional seem plausible and for my money, nobody has done that better than Mr. Crossby.
HarnMaster (1st ed. by Columbia Games shown above) is the rules Mr. Crossby created to complement his world of Harn. (Harn is actually a large island that gives it's name to the setting.) HarnMaster is one of the second generation of roleplaying games in my estimation because it introduces new mechanics and yet relies on a lot of randomness, especially in character creation. Some might refer to these games as "old school". HarnMaster does not have character classes and is a skill-based system allowing the player freedom to customize their PC although still limited by the random fall of the dice. (HarnMaster is not a point-buy system.) Combat is gritty and deadly like many of the second gen. rules. Armor stops damage and wearing heavy armor makes you easier to hit. Weapons do blunt, edge or point damage and different armors have different values regarding these types of damage. There are no hit points and each wound is treated separately. Healing is slow and involves the risk of infection. At it's heart, HarnMaster is a pretty simple skill system and not that hard to learn, despite all the crunchiness of combat.
Magic, or Shek-Pvar, as it is termed in the game, is low-key and subtle in effect compared to white box. There are no flashy combat spells as such. Magic is divided into six convocations based on elements. HarnMaster encourages players to create their own unique spells using guidelines provided. Religious practitioners can perform magic-like miracles if their piety is great enough. Some creatures have magical abilities and the Harn undead are particularly creepy. The Harn orc, called gargun, are unique and are one of my favorite monster types from any system.
The setting, milieu or game world, as we often refer to it, can greatly affect the overall fun level of the game. Some settings or worlds are better at creating an environment for adventure than others and it's not always the most well developed settings that do this. More to the point, I would say a setting, or milieu needs to be well realized. Detail for the sake of detail doesn't always equal fun. Detail that helps suspend disbelief, that brings one into the setting as an active witness and participant making it all more believable is the trick. Harn does this better than any setting material I have experience with. So what's the downside to HarnMaster/Harn? It takes a great deal of time studying Harn to really get a feeling of mastery over the world material. It's all there and it all makes sense and there is a lot to it. HarnMaster/Harn is closely tied to the medieval mindset and to make sense of it requires the referee and players to immerse themselves in such a mindset in order to roleplay the PCs and NPCs of the world with consistency. The downside then is this, simply put, it takes work and commitment. The reward is an immersive roleplaying experience probably second to none. If HarnMaster had come along a few years earlier for me when it was possible for me to throw myself 24-7 into a roleplaying game things might have gone differently. As it turns out, HarnMaster has remained a game in the margins for me. One I have the greatest foundness for and one I jump at the opportunity to play whenever I can find willing players. Yet it seems to remain just out of reach, something beyond!

 

Arms Law

An Alternative Combat System
Iron Crown Enterprises (I.C.E.) was one of those early publishers of what I think of as First Generation roleplaying products. Arms Law appeared circa 1980 and is not a complete roleplaying game.  Arms Law is a combat system that can be plugged into the existing game system something like published houserules.
The white box combat systems, both the one based on using Chainmail and the alternative rather suggest that combat is one of those areas that is OK to "do it your own way". One of the referees I regularly gamed with in the early days liked to use MetaGaming's Melee rules for white box play. Along about 1980-81, I ran into a referee at college that was using the Arms Law system in his white box/AD&D game. I quickly secured the copy pictured above for my own use.
Arms Law is the product of a group of University of Virginia gamers who started their own company, I.C.E., to publish their gaming creations. Arms Law would be supplemented by Spell Law, Claw Law, Character Law and Campaign Law, which together would form their Rolemaster system, one of the most highly detailed and arguably "realistic" fantasy game systems ever published. I.C.E. also has published Middle Earth Role-Playing (MERP) under license (now expired). MERP uses rather simplified game systems similar to those of Rolemaster. The MERP sourcebooks are generally quite good, although they don't stick strictly to Tolkien. I still use them (not with MERP rules, however) on the infrequent occasions that I referee using Middle Earth as the setting. The maps are visually stunning and some of the best game aids I own.
Arms Law gave the referee a set of charts for individual weapons. The mechanic is percentile based and results in graphic wound descriptions as well as chopping away at hit points.  There are critical hit and fumble tables that can result in quite debilitating and colorful outcomes. The addition of Claw Law allowed for the same treatment of monsters that use tooth and claw rather than sword and spear.
I can recall the first time I sat at the game table when the referee was using the Arms Law combat system. I of course wanted the biggest two-handed sword available and was quite thrilled with the graphic description as read off the chart of the damage it inflicted when I landed a solid blow. As a referee, I don't recall actually using Arms Law unless it was part of a Rolemaster game as it tended to be a bit slower than standard white box combat. I did start verbalizing the effects of certain damaging blows in a manner similar to those graphic descriptions, however. So Arms Law became an influence on my white box game as I would describe, "you deliver a long, bleeding slash along your opponent's arm" rather than say "he takes two hits".

Thursday, November 19, 2015

DragonQuest


Fantasy Simulation
Once the White Box started introducing gamers to the new idea of roleplaying, it seemed to jump-start a lot of imaginative ideas about this new roleplaying concept. The concept was simple, but revolutionary that a player would control one individual "character" who had abilities beyond the norm and who interacted inside the game with a fantastic environment of creatures and beings from myth, legend and literature. Gamers being what they are attempted to improve on various aspects of the white box and soon some of those "houserules" and "improvements" found their way into amateur publication. The hobby was pretty amateurish all around and that was pretty similar to the way things had been done in "wargaming" for some time.  Those white box "variants" and "houserules", some with unique titles that made no reference to the white box, accounted for most of the first generation of roleplaying games and took the hobby outside the dungeon and even away from the fantasy setting into the old west, space and other environments.
Once the roleplaying idea became somewhat divorced from the original mechanics and designers started to create truly unique game systems to facilitate the gaming experience of roleplaying, the hobby entered what seems to me to be its second generation of published roleplaying titles. These games were inspired by, but did not necessarily build upon, the original rules. The second generation games took the hobby into more diverse directions than just change of setting. They often changed the emphasis within play, highlighting one or another aspect of play such as character development, combat, skill systems, etc. and would in many ways re-invent the game.
Many of us who started with the white box and had explored some of the houserules and variants remained open to trying out one or more of these second generation RPGs, not necessarily because of any dissatisfaction with our current game, but often from curiosity. After all, were we not the same gamer-folk who had given this revolutionary new type of game a try in the beginning! The new RPG offerings came from a variety of sources, new start-up businesses and older established names, including the publishers of mainstream wargames (did those two words ever go together?).
Abstraction is a necessary part of any game design, especially one involving topics of violence and magic. Getting the abstraction to "feel right" is part of the skill in game design. People differ, however, with regard to their capacity for abstraction. The old wargamers' quandary of "realism" verses abstraction had quickly entered the RPG discussion and game mechanics were sought that seemed to be more "realistic" by many. A number of the second generation games sought to provide the hobby with such realism and this became part of their marketing.
SPI (Simulation Publications Incorporated) was one of the biggest established publishers of wargames at the time and their DragonQuest (DQ) fantasy RPG was released in 1980 a midst this search for realism in gaming. DQ does away with the character class system allowing greater flexibility in PC development. Skills are introduced to allow any character to be anything through skill selection and customization. The magic system features ten magical colleges, each with a unique approach to magic and separate spell lists, all drawing heavily on magic systems found in literature. DQ draws heavily on SPI's expertise in traditional wargames for its combat system which uses a hexagonal display and fairly detailed percentile mechanics to "simulate" the interplay of experience, tactics and weapons for ranged combat, melee and close combat. The experience and character advancement rules allow the player to acquire new skills and abilities as well as advance existing ones so the nature of the PC may change over time.
DQ is one of the games I purchased about the time it was published probably out of curiosity (it surely wasn't the art!). I had been a consumer of SPI wargames for many years and knew their reputation well. DQ is one of SPI's last games as they were bought out by TSR not long after its publication. The game did last long enough to go through three editions, the 2nd ed. box is pictured above. Despite being out-of-print for three decades, DQ continues to command some respect among gamers. I recently have become interested in it again due to the high praise it is given by some gamers I whose opinions I value. Unfortunately, I only recall having played a few sessions of DQ back-in-the-day and have vague memories to draw upon. A couple of recent read-throughs and I find myself wanting to try DQ again with a group play. It's a different market for games today and I wonder how well a title this old will play given the tastes, expectations and mind-set of today's hobbyist, myself included. It probably needs a few "houserules", but house-ruling is part of the fun of being a referee.