Author Archive for Tavis Allison

18
May
12

Bob Bledsaw’s Birthday

On this date in 1942, Bob Bledsaw was born. The author of many classic adventures that have shaped and inspired my White Sandbox campaign, Bob is best known as the founder of Judges Guild. Here he is talking about its formation at a Q&A thread at the Necromancer Games site:

Judges Guild was founded by myself and Bill Owen (Llangwellan the Blue) from my campaign. It was he and his friends which contacted me with the oriiginal three book set. They had reached me via Dave Petrowsky, my cousin, and the local gaming club. Bill Owen is renowned for running miniature games based upon WWII and his father, Ralph Owen, had founded a chain of hobby stores in Central Illinois (later founding the Franklin Mall and highly sucessful Franklin Travel Agency in Decatur). Bill has a real genius for graphics and helped with the developement of many of our first products including the Judges Shield and Dungeon Tac Cards. Bill and I continue to game together to this day although he is now the CEO of many of his family businesses today. I had asked others of my gaming group to participate such as an out of work printer but Bill took the risk with me. He helped with the paste up on the huge mylar sheet naming every shop in the City State of the Invincible Overlord and consulted some lawyers in his family to make the Crime and Punishment rules. Bill is one of my best friends and stepped aside when his family enterprises began taking much more of his time.

Bill Owen’s recollections of Bob can be found in Bob & Bill: A Cautionary Tale, which is highly recommended.

07
May
12

Dungeon! and the Invention of Old-School Play

In Eric’s original post about the original Dungeon! boardgame, he writes “It’s amazing how well the gameplay lines up with the OSR playstyle.” I’m going to go out on a limb and argue that this is because Dungeon! is where the original assumptions of play were first codified.

Level 6 of Dave Megarry’s original prototype for the Dungeon! boardgame

In my first post about Dungeon!, I talked about how the Blackmoor session in which referee Dave Arneson introduced roleplaying’s first dungeon inspired player Dave Megarry to create a boardgame which would systematize the idea of the dungeon as flowchart.

At Gary Con IV, Megarry said that he created the prototype of the Dungeon! boardgame shown at right over the course of about 72 hours in October of 1973. Most of this time was spent working out the right ratio of monster difficulty to treasure payoff.

The Dungeon! board is grouped into six levels, with stairs indicating a change between levels. Each level has its own set of monster and treasure cards. On the sixth level, you may loot the the King’s riches, but fantastic wealth is guarded by equally potent monsters.

Working out the appropriate ratio of risk to reward by level was clearly a priority for Megarry. Given that the law & economics of reward incentives is a major focus for Adventurer Conqueror King, causing me to put a ridiculous amount of effort into determining how much treasure different kinds of monsters should have, I feel a great debt to the first person to come to grips with these issues.

Playing Dungeon! feels like old-school dungeon crawling because you’re weighing the same risk-reward decisions. For my first character, I played an elf whose ability to move through secret doors would let me quickly zip down to the sixth level, where I hoped to score some game-winning phat loot. Unfortunately I soon found that I needed some magical help to take on the guardians on that level, and was on my way to find some on a more shallow level when I died. For my second character, I wanted to choose a more conservative approach but all the easily-reached low level treasures had been snarfed up by other starting characters, so I couldn’t engage in what players of roguelike games (another branch of Dungeon!’s heritage) call scumming and instead had to dive a little deeper than I might have liked. This kind of thinking was totally natural from playing in the Glantri campaign and elsewhere; it’s one of many ways that Dungeon! crystallizes the experience I know from old-school D&D into a fast-acting nugget of crack.

In my next post I’ll talk about another old-school mechanic whose genome I think can be seen in Dungeon! – requiring variable amounts of XP for different classes to advance.

EDIT: As shown in the letter below, Gygax and others added a number of monsters and treasures to each level of the boardgame when it was published by TSR. Doing so would have given him some hands-on experience achieving monster/treasure ratios by level as well. Letters I didn’t take photos of might confirm that this development process began before D&D went to press, in the period when Gygax was shopping the game to Guidon and other publishers.

Letter from Gary Gygax to Dave Megarry, dated April 18, 1975

04
May
12

Dungeon! and the Invention of the Dungeon

Dave Megarry showing a Gary Con IV attendee a variety of editions of the Dungeon! boardgame he created, including the original prototype

Eric’s post about the re-release of the Dungeon! boardgame reminded me that I still haven’t written about meeting its creator, Dave Megarry, at Gary Con. It was awesome and painful in equal measure, as I was torn between:

  • playing the game for the first time and coming close to winning the Guinness Book of World Records’ Longest Game of Dungeon Ever
  • picking Dave’s brain, and that of his wife Rose, both of whom were wonderful to talk to and quite graciously tolerant of my frantic inquisition
  • reading through a folder of correspondence between Megarry and Gary Gygax as the latter tirelessly shopped the game around a number of publishers before finally bringing it out as TSR
  • absorbing an invisible radiance from two artifacts Megarry brought to the convention – his original board for the Dungeon! prototype, and the ping-pong tabletop from Dave Arneson’s basement on which the original Blackmoor sessions etc. were played out. Both can be seen in the picture to the right.

As I heard it from David Wesely, the story of Dungeon! is inseparable from the story of Dungeons & Dragons. After a few sessions of the Blackmoor campaign, Arneson’s group had explored all of the parts of Castle Blackmoor that could handily be represented by the “Branzoll Castle” model on that ping-pong table. This was back in ’71 or so, well before D&D came into being, and – if I understand correctly – before they were using rules for Blackmoor at all; adapting Chainmail mechanics to provide more structure for the Braunstein-style game play came some time after the first dungeon adventure.

So Arneson decided to use pen and paper to map out the dungeons beneath the castle. (A possible inspiration might have been the siege rules in Chainmail, where the players use pencil and paper to track the progress of their sappers, but at Gen Con ’09 I also heard Arneson talk about using similar hand-drawn maps to deal with fog of war situations in their pre-Blackmoor, pre-Chainmail Napoleonics campaigns which were otherwise played with miniatures).

Apparently Arneson didn’t think that the invention of the dungeon was anything special, but after the session Megarry raved to him about what a great concept it was. For Arneson it might have been a nifty solution to the problem of not having miniatures to represent everything; Megarry perceived that it was an even better solution to the problem of endless free choice. On an unbounded tabletop, you could go off in any direction you liked. This was a difficult for the referee who had to be prepared for 360 degrees worth of adventure, and having too many choices made it hard for players to reach meaningful decisions.

Being a computer science student, Megarry saw that the dungeon acted like a flowchart, providing players a way to visualize the choices available from any given point and referees a way to present a manageable set of options. Excited about this conceptual breakthrough, Megarry proposed to Arneson that he would create a board game based on the dungeon idea, while always giving credit to Arneson for having come up with the concept. A handshake agreement was reached, and the stage was set for the development of what we now know as Dungeons & Dragons.

There’s a great deal more to be said about all this, which I will undertake in future posts; this is just the starting square in an multi-level exploration, not unlike the one in the prototype at right.

28
Apr
12

To Hell with ACKS, Let’s Play Scout Destroyer Unfathomable

Over at the Autarch forums there’s been some discussion of taking the Adventurer Conqueror King System past its current 14th level cap. There are many subtle design and setting-economy challenges involved, which pale before the question so what  comes after King then, huh, smart guy?Fortunately I have a ten year old supply of child labor around the house, which can be usefully put to work on thorny issues like these. As it happens, Javi already solved this one over a year ago. Hearing me talk about names for this thing I was working on, he was like “yeah that’s a pretty good system but it doesn’t go far enough.” Here are the expanded titles he rattled off :

  • -1: Egg
  • 0: Chip
  • 1: Scout
  • 2-3: Wanderer
  • 4: Adventurer
  • 5: Leader
  • 6: Commander
  • 7: Overtaker
  • 8-10: Conqueror
  • 11 – King
  • 12-13: Overlord
  • 14: Destroyer
  • 15: Legend
  • 16: Legend-King
  • 17: God
  • 18-21: Alpha God
  • 22: Controller
  • 23-24: Unfathomable

The first two things written here are eggs and chips, but I think that’s because I recorded this on the leftover Gary Con event ticket I was using for a grocery list.  I can see Eggs as a level title for a zero level character, but leveling up to Chips is harder to explain.

EDIT:

added my guess at their ACKS equivalents, and Egg and Chip 

24
Apr
12

The Seven Geases

"Inhabitant of Hyperborea", by Clark Ashton Smith. Rumors that this was Rahbar Vooz's character sketch are unfounded.

Clark Ashton Smith’s “The Seven Geases,” which Michael Mornard says was his and Rob Kuntz’s pick for the quintessential literary expression of what Dungeons & Dragons is about, can be read online. Go do so now, and then I will ruminate on some passages:

The Lord Ralibar Vooz, high magistrate of Commoriom and third cousin to King Homquat, had gone forth with six-and-twenty of his most valorous retainers… He and his followers were well armed and accoutered. Some of the men bore coils of rope and grappling hooks to be employed in the escalade of the steeper crags. Some carried heavy crossbows; and many were equipped with long-handled and saber-bladed bills which, from experience, had proved the most effective weapons in close-range fighting with the Voormis. The whole party was variously studded with auxiliary knives, throwing-darts, two-handed simitars, maces, bodkins and saw-toothed axes. The men were all clad in jerkins and hose of dinosaur-leather, and were shod with brazen-spiked buskins. Ralibar Vooz himself wore a light suiting of copper chain-mail, which, flexible as cloth, in no wise impeded his movements. In addition he carried a buckler of mammoth-hide with a long bronze spike in its center that could be used as a thrusting-sword; and, being a man of huge stature and strength, his shoulders and baldric were hung with a whole arsenal of weaponries.

Everything about this passage, from the big party of henchmen to the details of their equipment, is pure D&D.

“Most of the caves were narrow and darksome, thus putting at a grave disadvantage the hunters who entered them; and the Voormis would fight redoubtably in defense of their young and their females, who dwelt in the inner recesses; and the females were fiercer and more pernicious, if possible, than the males. “

The discussion of women and children amongst the humanoids of the Caves of Chaos often focuses on Gygaxian naturalism, but Clark Ashton Smith is no naturalist.  There is something pulpy and visceral about the image of  Ralibar Vooz slugging it out bare-handed with the females and the young of the Voormis; I think it’s the implication of savagery on both sides, so far removed from a duel between gentlemen with shiny epees and clean white fencing jackets.

“You speak in terms of outmoded superstition,” said Ralibar Vooz, who was impressed against his will by the weighty oratorical style in which Ezdagor had delivered these periods.

I think I remember reading that Gary wasn’t a CAS reader; certainly Klarkash-Ton is the most notable omission from the AD&D Appendix N reading list. (CAS does appear among the Moldvay recommendations.) However, whimsically baroque dialogue is a key ingredient in the D&D canon  by way of Jack Vance. Vance was famously influenced by P.G. Wodehouse, which suggests a line of transmission to Terry Pratchett. The Discworld books were ones Gary said he would have added to a modern Appendix N, and in our last session of Ramshorn Dungeon Mornard used a reference from a Pratchett (was it The Truth?) to describe how rapaciously the locals tried to pass themselves off as potential hirelings to claim the free meat and ale I foolishly promised.

Owing to such precipitancy, he failed to notice that the web had been weakened and some of its strands torn or stretched by the weight of the sloth-like monster.

I was (mis)telling the plot of “The Seven Geases” at Gary Con and Jim Skatch said “That’s the same story as Gilgamesh.” Notably, this was before I got to the ending!

I’ve been talking recently about whether role-playing games are truly a new thing under the sun, and if so, why it is that they weren’t invented sooner. I think that for lots of human history, legends were lived as much as told: sacred narratives incorporated into one’s daily experience, such that each of us takes on the role of the hero. The ending of “The Seven Geases” holds nothing sacred; the protagonist’s striving and fate are enjoyed from an ironic distance.

As literature, this distance lets us admire the impressionistic color and Smith’s lingustic brushstrokes. As source material for a game, it makes room for uncertainty and multiple protagonists. Attempts to make D&D into a heroic myth are unsatisfying because the hero’s triumph is foreordained, and the possibility of failure is necessary for player agency to be meaningul. And on a practical level, having one mythic hero who represents human aspiration is a bad fit for RPGs as a group activity; who is going to play Gilgamesh’s sidekick?

“The Seventh Geas” says that you can have any number of characters as bad-ass as Lord Ralibar Vooz, with his mammoth-hide buckler and 26 dinosaur-leather-clad henchmen, since any of them can have their illustrious career ended by a failed Spot check. Lots of later editions focus on fulfilling the promise of epic heroism; “The Seven Geases” says that the original game is really about coming oh, so close.

I should also say that Mornard uses “The Seven Geases” to illustrate that D&D is the story of the world, not the characters in it. I don’t have a particular quote to make that point, and hopefully he’ll do the job better in the comments than I could have.

23
Apr
12

Female Fighters of Color in Reasonable Armor

Illustration by Julie Dillon for Martial Power II, copyright 2010-2012 Wizards of the Coast.

A post in which I talk about an art order gone wrong has gotten some attention in internetland, so I thought I’d celebrate an instance of an illustration becoming better in the transition from a designer’s vision to an artists’ hand. Above is Julie Dillon doing it right, below is my original art order:

Illo #4: Brawling Fighter
Specification: 1/4 page color

A FEMALE HUMAN FIGHTER grabs the wing joint of a GARGOYLE with her left hand while swinging a FLAIL towards the monster with her right hand. The fight takes place on the rooftops of a sprawling fantasy city, but the background is mostly dominated by the gargoyle’s spread wings. The figures are struggling at CLOSE QUARTERS, and the gargoyle is trying but failing to claw its way out of the woman’s grasp.

FEMALE HUMAN FIGHTER: She’s compact and sturdily built, with close-cropped curly brown hair and colorful earrings visible because the gargoyle has knocked her helmet off; it might be visible falling toward the bottom of the frame. She has dark brown skin and brown eyes; on Earth you’d guess she was from sub-Saharan Africa. She’s wearing SCALE ARMOR, a coat and Roman-style skirt of steel plates covered in colorful leather, with chainmail on her arms and greaves on her shins; in places the leather has been clawed away to show the metal underneath. Her FLAIL is a simple but brutal wood haft as long as her forearm, with a spiked ball on a chain about half the length of the haft.

GARGOYLE: The gargoyle should appear as depicted in the Monster Manual (115), except that it has moss and lichen growing on its surface.

The details that I described that weren’t picked up on, like the helmet falling off (to justify showing a face and still upholding reasonable armor), are more than made up for the sheer awesome of the gargoyle’s piteous expression as it tries to escape.

At the time I did these art orders I’d been reading about the Race in D&D presentation at Nerd Nite. In addition to having my own old-school agenda in describing weapons and armor that could possibly relate to the viewer’s experience of life and history, I was interested in seeing how many non-white depictions I could get into a D&D book. Here’s another Martial Power II illustration Julie did, followed by its art order:

Illustration by Julie Dillon for Martial Power II, copyright 2010-2012 Wizards of the Coast.

Illo #44: Arrowhead Commander
Specification: 1/4 page color

A FEMALE ELVEN ARROWHEAD COMMANDER squats on the ground and uses an ARROW to draw a TACTICAL DIAGRAM in the dirt, which looks a little like a football play illustrated with circles and arrows. With her free hand she points at an ally outside the shot, telling them what their part in the plan will be.

FEMALE ELVEN ARROWHEAD COMMANDER: She wears HIDE ARMOR made of the skin of a colorful snake and has a LONGBOW and QUIVER OF ARROWS slung over her shoulder. Her face is lined with age and experience, and the brown hair she’s braided over her ears is turning grey. Her skin is leaf-brown, and her nose and cheekbones are as bony and angular as the male elf shown in the Player’s Handbook (40).

Let me start by noting that a frequent reason my art orders didn’t come out the way I write them is that I don’t know what I am doing while art directors and artists are experts. Looking at this illustration, it is clear to me that if she was drawing with an arrow and pointing at someone at the same time, she would fall over.  Thinking about issues of representation has to ride on top of accounting for the pragmatic business of illustration, about which I am largely ignorant.

The character shown here was not taken from actual play. However I did write this around the time that I started using a d6 to randomize the age and gender of my PCs and NPCs, which caused elderly women to show up a lot more often in my games. There’s a little gray in the hair of Julie’s illustration, but it’s not striking. I don’t know whether the art direction process toned down the character’s age, or if my description passed through untouched but lined faces were just not something the artist was interested in.

I took the language about leaf-brown skin directly from the 4E PHB – I wanted to be sure what I was asking for was within canon, and it’s noteworthy that this was explicitly said to be a way elves might look – but that detail doesn’t seem to have made it into the finished piece. I’m inclined to think that it dropped out in the art direction step of the process, given Julie’s  proven flair for painting dark-skinned women:

Planetary Alignment, copyright 2012 by Julie Dillon. Click to purchase prints.

To give some props to my fellow writers on Martial Power II, its art director, and Julie once again, I’ll close with a kick-ass illustration fitting the title of the post which I didn’t do the art order.

Illustration by Julie Dillon for Martial Power II, copyright 2010-2012 Wizards of the Coast.

20
Apr
12

I’m a Third Level Gen Con Industry Insider Guest of Honor

I am proud to make two announcements concerning yesterday’s events:

  • My Glantri character, Gael Ur-Boss, reached third level – the greatest such achievement of any PC I’ve played in Quendalon’s campaign!
  • I was announced as one of the Industry Insider Guests of Honor for Gen Con ’12.

Particular reasons I care about these announcements:

  • Playing Glantri is fun. Having a character who is more capable will make it more fun (although it is to be noted that third level is nowhere near making Gael a force to be reckoned with in any Glantrian party these days).
  • Doing panels and workshops is fun. Having a larger audience resulting from the extra publicity from these being on the Industry Insider track will make it more fun (although it is likely that the bulk of this audience will be attracted by those GoHs more illustrious than myself: Wolgang Baur, Stan!, Dennis Detwiller, James Ernest, Matt Forbeck, Jess Hartley, Kenneth Hite, Steve Kenson, T.S. Luikart, Michelle Lyons, Ryan Macklin, Dominic McDowall-Thomas, Jason Morningstar, Susan Morris , Mark Rein-Hagen, Elizabeth Shoemaker-Sampat, Gareth-Michael Skarka, Christina Stiles, George Strayton, Richard Thomas, Rodney Thompson, and James Wyatt).
It’s a truism that no one wants to hear about your character. I’m deliberately drawing a parallel by talking about my beloved Gael (did I tell you that s/he got a +1 to Constitution just from becoming a six-year-old orc instead of a five-year-old one, even before s/he leveled up?) in the same breath as my Gen Con appearances. These are games you can play within the world of roleplaying. If you invest enough time and effort, you’ll get a recognition which is meaningful to the other players in your group.  But even should you make it to name level, it’s still a game that’s pretty uninteresting to anyone not intimately involved.
That said, here are some reasons you might care about these announcements nonetheless:
  • You will be adventuring in Glantri and need a comrade with not zero, not one, but two whole first-level cleric spells!
  • You will be at Gen Con this summer and might be interested in stuff I’ll talk about at the panels and workshops I’ll be on.

Panels etc. are yet to be determined, but here are the ones I said I “would feel comfortable hosting” in the application to be an Insider GoH:

Fund Your Game Project with Kickstarter (panel)             

From publishing your RPG or boardgame to opening a gaming café, learn how crowdfunding can help you achieve your dream from those who have succeeded (and failed) with Kickstarter.

Raising Money for Charity with Gaming Events (workshop)

Learn how you can use your gaming skills to help a good cause by studying previous examples, getting practical advice, and participating in a celebrity roleplaying event to raise money for a gaming-related charity.

Record and Share Your Roleplaying Sessions (workshop)

Podcasts and actual play videos are increasingly popular as ways to share the excitement of your games and help bring new players into the hobby. Learn how to get started!

Teaching Games (panel)

Educators, parents, and kids share their experiences with programs that introduce kids to gaming, from school curricula to homeschooling to summer camps, and pass on advice and inspiration.

Getting Paid to GM (panel)

A survey of professional opportunities for roleplaying gamemasters and advice on how to get started.

Lunch hour being over, I should get back to the business of Getting Paid to Have a Day Job, but will perhaps come back to this topic (or ones raised in comments) in future.

18
Apr
12

More Concentrated and Powerful than the Original

An OSR blogger in the making, presuming that these '60s types are about to roleplay with Perky Pat

This week’s New Yorker has a piece about the phenomenon by which the forty-somethings who act as the gatekeepers for popular culture like to examine events “forty years past… the potently fascinating time just as we arrived, when our parents were youthful and in love, the Edenic period preceding the fallen state recorded in our actual memories.”

Some thoughts inspired by this:

  1. My own current fascinations are indeed more often not things I actually experienced, but those that I was too young to appreciate; the OD&D and Judges’ Guild stuff I didn’t own has more of a hold on me than the AD&D and TSR stuff I did.
  2. The writer, Adam Gopnik, talks about a 20 year cycle riding within the 40 year one, “by which the forty-somethings recall their teen-age years”. This could be used to point at any number of things in the OSR, and the fondness I felt for the movie Detention, which involves time travel to 1992. (Nick Mizer liked it too and is not a forty-something. The actual teens in the audience were not impressed, despite the reviewers who thought you’d need to tweet a thousand times a day to enjoy the film.) She Kills Monsters also combined ’90s and D&D nostalgia.
  3. Gopnik uses Mad Men as his example, which is a good a reason as any to point out that the ’60s science-fictional predictions of roleplaying invariably involve hallucinogens –  Thomas Disch’s ”Everyday Life in the Later Roman Empire” and Philip K. Dick’s “The Days of Perky Pat“. SF about RPGs after 1974, like Dream Park or “The Saturn Game“, clearly seem to be talking about D&D instead of altered states of consciousness.
  4. From the article: “It is the forty-years-on reproduction of a thing that most often proves more concentrated and powerful than the original. Dixieland gets played more often than archival jazz.” Likewise I find it hard to believe that the way we approach games that were played back in the day does not achieve the old-school ideals more often than people were able to at the time, given how many more years worth of experience we bring to the task. (This is not to say that experience with wargames, which I lack, is not as important to good RPG play as anything else; it’s more that I have the advantage of having grown up in a culture in which games and fantasy of whatever kind were more prevalent .)
  5. Also from Gopnik: “If we can hang on, it will be in the twenty-fifties that the manners and meanings of the Obama era will be truly revealed; only then will we know our own existence.” I’ve already seen this happen with decades I lived through, and remember waiting for the ’90s to end so someone would explain what they were about.
  6. I think that Gopnik’s argument about the Beatles doing ’20s pastiches because it pleased/teased George Martin holds true the more you’re in a domain with a gatekeeper. With TV and contemporary art exhibitions, I am fully convinced.
  7. With fantasy specifically, I still think that there is something about the looking back to an idealized past that is endemic to the endeavor – we may be nostalgic for the D&D of our youth, but even in our youth it spoke to a nostalgia for the never-was which is perhaps something else altogether. However, thinking about the popularity of Mad Men helps pin down how much of our thing is this appeal of fantasy vs. the general pop-culture retrocycle.
16
Apr
12

Everything I Need To Know About Business I Learned from D&D

I am a firm believer that the heist caper is a basic model for old-school RPG play, and ACKS encourages playing out other more legitimate kinds of enterprise (running a mercantile trading outfit, building a fortified village) as well as the established criminality of managing a thieves’ guild.

None of my real-life business dealings would make for interesting roleplaying even by the standards of Papers and Paychecks*, but they have given me the experience of trying to work with both gamers and non-gamers to set up a collaboration and get something done.

Role-playing gamers tend to have two fundamental skills. I take it for granted that we apply these skills to all areas of our life, so it is bizarre and alienating when I am in a meeting with non-gamers who don’t follow suit:

  • We are all part of the same party, working for a common goal. D&D teaches us not to let personal agendas or enmities get in the way of looting the treasure and splitting it up fairly.
  • When the dice have been rolled, you have to accept what they say. RPGs teach us to accept facts that are not what we would have wished**, and look for ways around them instead of hoping the facts will change if we complain or barging along despite all evidence to the contrary.

Folks who’ve been exposed to my conversation for any length of time are likely to have heard me say this before (unless they took sensible precautions like listening to their iPods throughout), but Tim Hutchings seemed to think this was deep and essential at breakfast during the ACA/PCA conference so I’ve posted it here. Note that it may be interesting to think about gamers who share these virtues (like you, dear reader) but not to speculate on the folks who don’t that I’m referencing here: trust me, that’s deadly dry Papers & Paychecks territory of the kind you’d venture into only in order to get paid.

*P.S. This is a worthy Papers & Paychecks scenario:

**RPGs which violate the “no backsies” design principle  advocated by Invincible Overlord are thus demonstrably morally pernicious.

11
Apr
12

Memorizing Spells with Assistance

'Conjure Maitz', 30" x 30", Oil on Masonite, ©1987 Don Maitz

Untested house rule for the White Sandbox:

If you can cast spells, you can prepare extra spells when you have assistance throughout the process of memorization.

One assistant of your own level can help you memorize an extra spell of the highest level you can cast. It is common for adventuring parties to help each other in this way.

You need an additional assistant for each level of spell below that. These old magics aren’t as interesting to you, you need more people involved to get excited about these lesser levels of mastery. In the picture to right we see a third-level magic-user who has recruited a dancing twin and an old carpet-scriber to inspire her to focus on charm person when she’d really rather fool around with knock. When she reaches fifth level, she will require one assistant to memorize an extra fireball, two to memorize an extra knock, and three to memorize an extra charm person.

Assistants must be compensated beforehand. At least one of your assistants must be a spellcaster of a level equal to the level of the spell you are trying to memorize. Zero level assistants will help for nothing beyond the services listed below; higher level assistants may be hirelings paid as per the Adventurer Conqueror King System rules, but will also require these services.

Lawful types traditionally cast a spell that serves the assistant’s goals. This must be done within a day and a night before the memorization takes place.

Neutral types traditionally give the assistant a page from a book which they have written or annotated. If the assistant is not happy with the page offered, they have the right to take a page at random from any of the spellcaster’s books; it is thus standard to negotiate carefully beforehand.

Chaotic types traditionally provide the assistant with a helpless living creature of hit dice equal to the assistant’s, and allow the assistant to do with this creature as they wish.

Other forms of recompense are possible, but these are known to satisfy the requirements of the ways of spellcasting.

The goal of these house rules is to further encourage characters to travel with an entourage, like how Gene Wolfe’s wizard-knight Abel accumulates squires and servants, and provide a way for the entourage to be doing interesting things in the preparing-to-go-into-a-dungeon phase of play. Note that if, as in ACKS, memorizing a spell means having it available to cast spontaneously, allowing these extra spells increases the caster’s flexibility but not their overall power level.

Next up: assistance for fighting men to increase their hit dice on similar principles.




Past Adventures of the Mule

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