Archive for the 'Uncategorized' Category



16
Sep
13

Logic and the Mythic Underworld

The logic of the dungeon is something that used to bother me when I was in my teens. Even in a world featuring magic, gods, and other inexplicables the idea of an underground fortress filled with random traps, tricks, and puzzles, well, sometimes I would get distracted by disbelief. Other than “mad wizards and insane geniuses” or their close relations, inscrutable deities, who would bother to build such a thing, for any reason? I spent time trying create dungeons that would make “sense” and be designed according to some purpose.

As I got older I simply shrugged, suspended any disbelief, and was happy with how fun the game is to play. Who cares? I am content to think of it in terms of Philotomy Juraments’s “mythic underworld.” But every once in a while I would still catch myself thinking about the logic of it all…

But I have been cured of that now. Now I know that any sufficiently powerful intelligence able to casually play with the weft and warp of reality will create haphazard environments as a matter of course. There will be dead ends, half-completed projects, empty rooms, traps, traps that don’t work, random features in random places.

Oh, there will be some completed projects, certain things that make obvious sense. But around them will be forgotten or incomplete efforts, prototypes, projects that make sense to no one but the creator. Little of it will make any sense to an observer exploring the results.

I know this because I have seen my six-year-old play Minecraft.

And I have played Minecraft too. Given the opportunity to randomly create stuff in a sandbox environment it is easy to see how a dungeon created by a magical power would end up unexplained by architect’s benchmarks of usability, engineering, and cost-per-square foot.

If you have the resources to create, you will be creative. The process is messy. And I believe dungeons I create in the future will be more interesting and fun if I can imagine like I am six again.

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11
Sep
13

Some random treasures

When playing as a DM I like having random lists to hand for commonly needed things like treasures, wandering monsters, names, etc. For some of these things I want the random aspect of rolling on a table, but want to have prepared a bit more flavor and detail.

Below is one such random list of treasures that may be substituted on the fly for a given pile of coins (simply assign the item the value of the coin hoard).  In addition to variety unique treasures provide opportunities for mischief and world building. 

Hopefully some of you will find this potentially useful and tuck a copy away for future use.

  1. Long scroll illustrated with valuable inks and gold leaf. The scroll lists all the official visitors during a six month period to an unnamed border fortress. Several names in the middle have been carefully obscured.
  2. Quilt sewn with gold and silver threads and depicting a complicated geometric design. Any dwarf will recognize the design serves as a map of the corridors and intersections of an ancient dwarven city whose location has been lost for centuries.
  3. 31 sheets of fine parchment wrapped in a leather skin and tied with cord. If a magic-user or scribe carefully examines the bundle they will notice that one of the sheets in the middle of the stack has been writ on and then clumsily scraped clean. Careful restoration (taking a week of game time) will reveal a scroll of dimension door.
  4. Finely carved diorama depicting several fops paying court to a noble. It is entirely carved from one piece of bone. The slightest of blows will shatter it.
  5. A beautifully glazed porcelain sake set with gold rims. Set includes a serving flask and three cups.
  6. Finely made doll with parts carved of ivory and wood, real elf hair, crystal eyes. Clothed in valuable silks and includes clever features like eyes that open and close, mouth full of bone teeth, and articulated posturing so it can be sat or stood up. A fit plaything for the child of a King or Empress. [Optionally this doll may prove to be animated. If so it will take the single most valuable item it can carry and disappear the next time the characters sleep or are otherwise distracted.]
  7. Stone carving of a round birdbath, about three inches across, with small, ruby-encrusted bird-of-paradise perched on its edge.
  8. Ornate lantern. It will only burn fine oil, but has a clever reservoir and metal siphon that acts as a permanent wick. The sides are formed of silver wire twisted to cast the shadows of people and a castle. Shadows cast by the lantern will occasionally act out scenes from Macbeth.
  9. Gloves made of an odd, scaled skin. They are made of cockatrice and a sage or druid who examines the gloves will identify them as such. Will allow the wearer to touch a cockatrice without effect.
  10. Bag of 20 flawless crystal spheres, 1” diameter each.
  11. Ornate bronze torc made for a human-sized creature. The runes and sigils inscribed on it authorize access to the stacks of an ancient library in a far-away city. Of great interest to certain scribes and clerics.
  12. Wooden box containing a writing set including ink-jar, small knife, sealing wax, sander, and six quills. If carefully examined, players will discover that five of the quills are sharp but the third is blunt and plugged with wax. It contains 1 dose of the drug mnophka.
  13. 16” by 12” oil painting depicting a fantastical beast in combat with several men. (Show players the bulette portrayed on the title page of the Monster Manual.)
  14. 12” section of ivory horn about 3 inches in diameter and carved to to resemble a wizard’s tower. 1 in 6 chance anyone examining closely will discover it to have several rotating seams: it is a puzzle box. Requires 1d4 turns to open (less a turn for INT over 13). Currently empty.
  15. Knight’s campaign bed consisting of interlocking wooden poles and canvas stretcher. When assembled it forms a comfortable cot about a foot off the ground and six feet long. Likely made for a noble, as the four corner posts feature mother-of-pearl inlay. Disassembled it forms a bundle three feet long and about 8” in diameter.
  16. Small wooden chest 18” by 12” by 8”. Opens to reveal eight padded compartments, each containing a small, stoppered bottle of fine liquor. This is someone’s traveling liquor cabinet; three bottles are full.
  17. Silver snuff box with image of laughing cow on the lid. The greyish, ash-like substance within is not tobacco. (It is grave dust).
  18. Beautiful hand-tooled leather belt with bronze buckle. Careful examination by a thief will reveal a lockpick concealed in the buckle. No one else would notice.
  19. Crystal decanter with a copper pouring spout. Exceptionally fine work; the lack of any adornment only highlights how skilled the maker must have been. Bottom is encrusted with the dried remains of a bottle of red wine.
  20. Seal featuring crest of minor royal family from the west marches. Polished walnut handle is fastened to the brass seal with a solid gold screw, giving the seal a pleasant balance.
  21. Iron egg filigreed with gold. The egg can be opened and is held shut by a clever clasp formed of two small rubies. If an actual egg is placed within and the lid is shut, the egg will be transformed to a pinch of sulpher. (Note sulpher is cited as a material component for the spells flame strike, resist cold, fireball, fire trap, conjure (fire) elemental, guards and wards, and cacodemon.)
  22. Lapis lazuli conductor’s baton with a gold knob. Looks like a wand to a non-musician…
  23. Small crystal bottle, approx. 2 oz. with a glass stopper. Full of extraordinarily fine perfume.
  24. 8” high soapstone statue. Depicts a petty god of foolishness wearing a baggy tunic that says “college.”
  25. Three-foot folding tripod with hanging incense censer. Tripod is made of telescoping wood legs with brass feet and hinge. Chain is silver and the censer is made of brass chased with gold.
  26. Leather case containing rolled-up skin of a basilisk, the petrified antenna of a rust monster, a dried bull pizzle, and 7 withered orc ears. It will not be obvious what these items are.
  27. Water-stained codex written in common. It describes the deadly exploration of an isle far off the coast. The author relates encountering fearsome giant lizards, flying monkeys, and frighteningly intelligent giant spiders. There is description of how the author hid a large cache of gold on the island. Unfortunately the first signature of the book is missing: references throughout the rest of the volume indicate the first chapter included maps and a description of how to navigate to the isle.
  28. Set of 6 silver knitting needles in leather sack with several rotting skeins of wool.
  29. Wooden box containing 20 vials, each with a tablespoon dose of Eli’s Evident Elixir. (The elixir is molasses mixed with clove oil and brandy. It will soothe a teething baby).
  30. Treatise on the herbs and flowers of an island to the north. If carefully studied will reveal an easy brew-your-own recipe for a potion of healing requiring two of the herbs depicted in the volume.
  31. Bag of ten bandages individually wrapped in silk pouches. These gauzy pads are made of woven spiderweb. Use of one immediately after being wounded will stop bleeding and prevent shock. Packaging indicates they were issued to some forgotten army.
  32. Small pouch containing a collection of silver spoons. They have clearly been “collected” from great houses through the land since each features the crest, sigil, or stamp of a different regal family, guild, or personage. Crumpled at the bottom of the bag is a torn handbill advertising a reward for a missing spoon from the house of “His Magical Eminence Guichard Snabe.” There is a spoon inscribed with a stylized GS.
  33. Huge tome bound in gold-edged ivory plates. Difficult for the layman to make sense of, but it seems to be a treatise debating alternate ways to determine who acts first in a given turn of an obscure game under different conditions of play. Virtues of several different systems are debated and re-debated at length. There is no definitive conclusion.
  34. Set of copper tweezers, picks, clamps, and probes. Exquisite workmanship and quality of metal, purpose unknown. Would serve as thief’s tools or be useful for a jeweler or horologist.
  35. Set of two well-made leather fire buckets. They are filled with sand (a pouch containing 5 p.p. is buried in one).
  36. Silver fife inscribed with flowing elvish-looking script. The writing is fake and says nothing.
  37. Fine goblet carved from a single piece of translucent, blood-red stone.
  38. Well-preserved velvet hood and cloak. It is deepest black and may not be noticed if it is hanging in shadow. Fit for nobility.
  39. Book that tells a fanciful story of two children who accidentally discover the secret to operating a powerful magical artifact (in form of a tree house that can travel through time and space). The children have many adventures but always return home safe and sound.
  40. Set of four sturdy lead goblets studded with semi-precious stones.
07
Jun
13

eating out with renfield

what’s he building in there? a slow cooker no doubt

I was at a holiday party with some folks at Tor a long while back, and the editors were telling me that (at that time) the big thing was the Supernatural Romance sub-genre, with Supernatural Tourism, Supernatural Buddy Comedy, and Superntural C++ Programming Manuals as close runners-up.  I guess this must have been around the time that Twilight hit the shelves and every book with a vampire on its cover was flying off the shelves.

With my recent interest in the 2004 game Vampire: the Requiem (haven’t hit half-life yet, unfortunately) I think I have invented THE BEST COOKING CHANNEL SHOW EVER.  Do you remember how in Dracula there was crazy old Renfield, who somehow concluded:

  1. Count Dracula eats humans
  2. Count Dracula lives forever
  3. If I eat humans, I will live forever
  4. Therefore I shall eat bugs

I propose a cooking show where “Renfield” travels to various picturesque cultures and eats their Scary Magic Food like a maniac – like a strict diet of nothing but this thing, whatever it may be – and at the end of the week reports whether he has gained magic powers.  ANTHONY BOURDAIN meets GHOST HUNTERS.

This is fucking bank.

22
May
13

half-life of gaming lust

After flirting with several different game systems lately, I am now conducting a scientific experiment: how long will it take for me to get sick of Vampire: the Requiem, and by implication, other games that I get momentarily infatuated with?  (The answer: I was fed up with the presentation and authorial voice instantly.  But maaaaaaybe there’s a game worth playing hidden in between the schlocky writing?)  I ask this because I was recently enamored of Star Frontiers and then Gamma World, only to have those feelings quickly dissolve within a few days.

star frontiers: what am I doing here, captain

Our group has been wrestling with science-fiction games for quite some time.  By New York State Law I am forbidden from playing Traveller, but it doesn’t quite seem to get a critical mass of interest from the other Red Boxers.  I know the Alternity system pretty well, but its spaceship combat rules are awful, character design takes forever, and I’m a perfectionist about designing a scenario in these types of system-is-everything games.  A friend wrote a beautiful hack of Starships & Spacemen that some of us used to play a joyous Star Trek rip-off, but he doesn’t want to run it any more.

Anyway, what with one thing and another, I figured I’d check out Star Frontiers, given its TSR pedigree and remembering incomprehensible adds in Marvel Comics.  Frankly, I am not sure what Star Frontiers is about.  Apparently you’re like, the Away Team sent down to hex-crawl across alien worlds and zap things. Several of the modules take this approach, and the game’s tagline, “Exciting adventures on alien worlds!” seems to bear that out.

Somewhat awesomely, all of human knowledge has collapsed into thirteen fields of study, of which a full seven (54%) directly involve killing things.  (This amazes me mainly because in Alternity, the sci-fi game I’ve played most, there are like 109 skills, of which like 25 directly involve killing things.)  Also, the aliens aren’t described in much detail, but they’re fairly non-human, which is a plus in my mind.

Part of the problem with Star Frontiers, maybe, is that it is deliberately non-political science-fiction: that is, science-fiction that’s designed to be bland.  Star Trek‘s original series is infused with mid-1950’s techno-utopian thinking, Cold War tension, and late-60’s cultural concerns; the later iterations of the show tended to veer toward the police procedural genre, albeit ones where the police get trapped in caves a lot or date women who are actually disguised space-monsters.  Star Wars (the watchable movies, at least) is an admixture of Zen platitudes, anti-fascism, and perhaps a qualified rejection of the Industrial Revolution.  But those two are only the big sci-fi franchises in hindsight.  In the early 1980’s, there was also Buck Rogers and Battlestar Galactica and many other things besides, and it feels like Star Frontiers was just trying to fit in with the crowd rather than stake out new territory.

Certainly some people love the hell out of this game, enough to create a deluxe, high-quality remix of the rules with better art.  I do find it curious, though, that a company like TSR / Wizards has never tried to squeeze more juice out of this game.  Maybe the Williamses wanted the company to start fresh with Buck Rogers XXVc or something.

gamma world: that’ll do, pig

After quickly growing bored with Star Frontiers, I got into Gamma World very briefly after Tavis was kind enough to run me through a goofy little half-scenario in which my twice-super-intelligent pig, Boss Hogg, who I imagine is the Samuel L. Delany of post-apocalyptic Hazzard County, helped some benighted villagers understand the mystery of witch-fruit (“it’s really a tuber”), found them a robot-obstetrician to help with their appalling infant mortality rate, and fed pig-slops to a smelly toothless hobo, just like the real Samuel L. Delany would.

Gamma World 2e (which is kinda the Moldvay equivalent of the 1e rules) looks like a lot of fun, precisely because it’s what disappointed me about Star Frontiers: you’re some weird freak rollin’ around in an “alien” world.  Why this appeals to me in Gamma World but disappoints me in Star Frontiers is a mystery, and probably unfair.

I mainly fell out of love with Gamma World when I realized it seemed to be D&D with a facelift: modern-day ruins instead of medieval ones, tons more hit points, and an unchanging list of magic spells mutations.  To whatever extent D&D is a game about managing your resources wisely, this seems less true Gamma World in the main (though I guess you’d have to ration your D batteries pretty carefully).

I still wanna play that pig, though.  Boss Hogg, Edible Consultant, has a lot more adventures left in him.

i hope vampires are not too stupid

Over the weekend I got hopped up on old Tomb of Dracula comics, and took down my old unplayed copy of Vampire: the Requiem down from the shelf.  So my experiment started on Sunday night and I’m waiting to see when I get tired of this thing.  That way, whenever I fall into the grip of some new gaming passion, I will know to wait _____ days before taking it seriously.

I am not, and probably never was, part of the target audience for Vampire: the Requiem.  I don’t like horror movies, LARPing, or freeform role-play twiddle-twaddle.  I hate the book’s padding and fake-ass lingo.  I strongly doubt that whoever called it “Modern Gothic role-playing” had read The Castle of Otranto.  This book is not meant for me.

On the other hand, I really, really dig the idea of what a pain in the ass it would be to only be active at night.  I can barely get my shit done in 18 hours; now I’ve only got 12?  Man, what if I want to check out some Isaac Asimov book from the library and it closes at 5 p.m.?  Can’t see no animals at the zoo.  Can’t see no kids on the playground while strolling around.  Can’t renew my drivers license at the DMV; can’t pick up Amazon boxes at the post office.  Plus, every night you gotta drink blood instead of having a toasted cheese sandwich or whatever.  This is not enough to make me all emo and mopey, but it would be an interesting problem to have for few sessions.

Stripping down the game to the basics, it seems that what you’ve got is a game about extremely territorial cannibal-folks with magic blood-powers, who more or less hate each other but any big move would set off a gang war apocalypse.  There’s also some stuff about enslavement and addiction, and a risk of growing insanity, which has to be carefully managed to avoid being disabled for years or decades.  It looks like there’s a playable game lurking in there, if you can avoid the pretentious nonsense.

I expect my interest will fade by the end of the Memorial Day, but we’ll see.

23
Feb
13

“oriental adventures” class summary charts

“My cossack asks the Leprechaun, ‘Why did you sabotage that aqueduct?'”

The other day Zak was talking about how come nobody seems to use 1985’s “Oriental Adventures” rules, written by David “Zeb” Cook with material from François Marcela-Froideval.  I think it’s an interesting effort, and one I’ve always been intrigued by, but (among many other problems) the book suffers from some truly bad organization and editing.  If I’m remembering correctly, Cook has said he was bascially handed Marcela-Froideval’s manuscript on Friday and told, “Have this thing ready to publish on Monday.”  That’s not the correct deadline, but it’s that type of story, where publication date had been set way in advance of when the manuscript was actually ready.  And it shows.

Anyway, what the hell: I spent a long time compiling all the information about the “Oriental Adventures” into a set of charts which hopefully are easier to use than the book itself.  I was thinking mainly for use with AD&D 2e but I guess you could port it to whatever you like.

21
Feb
13

charlemagne: by the cross and the sword

Image

Yes: Christopher Lee recorded a heavy metal album in which he pretends to be Charlemagne.

Because I’ve been enjoying Pendragon so much, I became curious about how to adapt a historical low-fantasy environment to Dungeons & Dragons.  Turns out dudes already beat me to it twenty years ago with HR2: Charlemagne’s Paladins.  I’ve been messing around with this book, and it is weird.  

The sourcebook groups its rules options into Historical (pretty close to reality), Legendary (pretty close to most European epic tales), and Fantasy (pretty close to D&D-style fantasy).  Under the middle-of-the-road Legendary set of rules, everybody’s human, and the only available classes are the Fighter, Paladin, Cleric, Thief, and Bard. 

Even more critically, spells are very tightly restricted in terms of subject matter.  Bards get Illusions, Enchantments, Conjurations, and Divinations only; (Christian) Clerics get Healing, Divination, Protection, and a tiny percentage to cast some other spells.  So right there, nobody is tossing fire ball to vaporize a horde of angry Visigoths, or teleporting from Aix-la-Chapelle to Roncevalles to send Roland some reinforcements.

But even more importantly, spells take “one unit” longer to cast.  So a spell with a “casting time” of 4 segments, now takes 4 rounds; a spell that takes a turn to cast now takes an hour; etc.  (The book doesn’t say it, but presumably the compensation is that the durations are similarly extended.)  This has the effect of turning spells into ritual type performances, which is kind of cool.  But it also means that it’s almost impossible to cast spells in the middle of combat.  Magic is something you plan ahead of time; it’s not your “oh dang we need immediate crisis control” toolbox

As an experiment, I’ve been playing “solitaire” by running some sample characters through a randomly generated dungeon.  Unsurprisingly, with the spell-casting classes crippled, the Fighter dominates.  The game is still playable, and even still recognizable as Dungeons & Dragons, but there’s definitely a “Gladys Knight & the Pips” thing going on. 

(In fact, this is exactly how things go in Pendragon: in 4e, you could play a magician or a miracle-worker, but what you can do is so limited that you really should be playing a knight instead.)

The whole thing makes me wonder what the idea was behind the Historical Sourcebooks.  “It’s the D&D you know and love!  Minus the races, the classes, most of the magic, most of the monsters, and all of the really cool treasures!  Doesn’t that sound fun?” 

To me, it kinda does, actually: there’s a viable sub-set of D&D in here.  But I think the audience for it is likely very small.

04
Feb
13

OSR 2.0 and the ACKS Player’s Companion

The Player’s Companion for the Adventurer Conqueror King System is now available in PDF and as a hardcover + PDF bundle.  If this is a thing you’ve been waiting for, go order it now. When you get back I want to talk about what it means for the current phase of the OSR.

At Gen Con last year I gave a seminar on the Old-School Renaissance in which I said the OSR was dead. This wasn’t a point I expected to make, and it depends on the idea that the OSR is or was an entity like the Roman Empire, where being alive means it has borders that it defends against its enemies and can expel people from if they don’t meet the requirements for citizenship. By this analogy “the OSR is dead” looks a lot like “the OSR has won“. More people than ever use Roman numerals and live in representative democracies now that the emperor can’t send centurions to enforce the right way to do it. Likewise, it’s easier than ever to find a group of gamers who are eager to play in the old-school style now that it’s spread past the point where old-school cred is a requirement for entry.

Over at Greyhawk Grognard, Joe Bloch has a post about the OSR Phase II that uses less incendiary terms to make many of the same points I cited at that Gen Con seminar:

  • The level of philosophical analysis has decreased dramatically both on the blogs and message boards. If the job of the OSR was to analyze and rediscover the essentials of old-school play, I feel like this job has been done. (Playing at the World can fly the “mission accomplished” banner for the subset of historical analysis). The folks who started out pursuing these questions have, if not reached consensus, at least publicly worked out their own positions in enough detail that newcomers can dive as deep as they like to gain an understanding of OSR philosophy. If there are burning philosophical issues left that are specific to the OSR I can’t think of them, and I think it’s notable that our most consistently brilliant philosopher is now working on carrying his line of analysis outside our scene’s boundaries to games belonging to other movements and to the nature of roleplaying systems in general.
  • The scene now focuses an enormous wave of practical application, including many more reviews of new products, analysis of older non-D&D games, and organization of face-to-face and virtual events. One of the reasons we started The Mule Abides was to share a perspective from New York Red Box’s regular engagement in TSR-era D&D, mixed with other old- and new-school games, that seemed unique. That’s no longer true. Old-school play is very popular and diverse at nerdNYC’s quarterly convention Recess, and I bet you’re seeing the same thing happening through hangouts if you’re on G+.

I think it’s significant, although Joe doesn’t make a point of this specifically, that much of this practical application is also commercial. For example, here’s the “mission accomplished” banner that marked the Player’s Companion having shipped all of its rewards to backers of its Kickstarter last week:

Here’s why I think increased commercial activity in the OSR matters:

  1. Each time that someone starts a business in the OSR, they’re betting on its permanence and popularity. When I run along the Hudson after dark I often surprise rats on the pavement between the river and the park. It turns out that the speed at which they try to scamper away is close enough to my jogging pace that I can chase them for minutes at a time. I enjoy this activity quite a bit, and NYC being NYC no doubt I could find other weirdos who’d also find it fun. But before I launched a adventure tourism enterprise around river-rat chasing I’d have to be pretty sure that there was a regular enough supply of runners and rats to keep the business afloat. 
  2. Commercialism fosters professionalism. As a blogger if I say “I’m going to write a multi-part series of posts about moving into the dungeon” but never do, I feel sort of bad but don’t lose any sleep over it. I only realize why this is an idiom when I’ve taken people’s money for a thing, there are delays in delivering it, and more nights than not I wake up frantic with dream-logic solutions, still carrying on imaginary conversations with upset backers, etc. I aspire to honor all my commitments but there’s no denying that the commercial ones carry more weight and are more likely to get done.
  3. Businesses seek to expand their markets. One of the first OSR controversies I was involved in was TARGA’s plan to create an outreach program for old-school play. It foundered over a number of things that seem outdated, including questions about whether it was even desirable to bring in outsiders. Now that it’s clear that outsiders are extremely interested in our thing and eager to spend their gaming dollars to find out about it, outreach stops being a community question like “what kind of missionary should we send to the South Seas” and becomes an individual one like “should I go pan for gold in California” – or, to carry on the OSR is dead analogy, “go loot the treasures left behind by the fall of the Roman Empire’s boundaries”. Even when I’m not trying to sell anything I think expansion is a good thing. I recognize the value of having the OSR’s borders hotly defended back when a core group needed to be undiluted long enough to define and tackle the key philosophical issues, but I really like how easy it is nowadays to to find common ground rather than fight turf wars.

The remainder of Joe’s post talks about published material he sees as exemplifying a shift towards OSR phase II. He includes a number of games that I’ve talked about before as second-wave retroclones. This phrase balances looking backwards (the “retro” in retroclone) and forwards, with the presumption that there will be a progression of waves, each building on the last the way the second-wavers built on the original OSRIC, Basic Fantasy, Labyrinth Lord, and Swords & Wizardry. The Player’s Companion is the first supplement for ACKS, and it’s considerably more progressive and less retro.

ACKS features several things that I think go beyond looking backwards and make genuine additions to the canon. Its economy was one I focused on in the post about building blocks of the next wave of retroclones. By this I mean not just the integrated structure that makes the price of swords line up with the wages of a swordsmith and the cost to field an army of swordsmen, a thing I admire but was never a problem for a GM as loosey-goosey as myself. The contribution from ACKS’ economy that I only vaguely realized had been lacking in my OD&D-based White Sandbox campaign was the way it contextualizes the heroes in the game world. Some vagueness about what’s beyond the dungeon was ideal at the start of a play-and-find-out campaign, but at the stage where they started looking to make a mark on the town and wilderness with their newfound riches and power, I found that I had no basis to adjucate key questions like “how far do we have to go to find someone who will buy a scroll much too potent for us” and “if the local ruler wants to challenge me to a duel, how tough is he?” For a sandbox game where you don’t have details all worked out for every society the PCs might visit, nothing beats ACKS’ brilliant insight that, if most XP come from bringing gold back to civilization, you can use the size of any given civilized area to determine on the fly how many heroes it has and how much of its resources they’re likely to control.

Melee combat, and specifically the linear fighter/quadratic wizard thing, is another problem that my White Sandbox players were frustrated by & ACKS solved.  One reason the OSR is so devoted to B/X D&D is that Moldvay’s presentation of melee is so tight. Many of us may have sought out the old-school in conscious rejection of 4E’s mathy talk of the sweet spot for combat effectiveness, but there’s no denying that this kind of thinking is part of our zeitgeist, nor that a finely honed balance between heroism and lethality is a great asset for a fantasy RPG. ACKS takes this lineage of the “alternate combat system” already refined through multiple waves under TSR and passed on to us via Labyrinth Lord, bolts on equalizers for fighters in the form of a damage-by-level bonus and the ability to cleave, and preserves the narrow level cap it needs to not break down. (The mortal wounds/tampering with mortality charts have worked to solve another combat-related problem in the White Sandbox, the transition from the early stage where we wanted it to be easier to survive past zero hit points and the post-raise dead stage where we wanted death to be more consequential.)

Keon and Leo

These guys are my family’s second and third waves. Their parents are now old enough that any subsequent waves will have to actually be clones.

So let’s imagine you’re looking to make your own perfect system for fantasy roleplaying, which is to say that you are a gamer. Even if you accept that ACKS’ work on economic and combat balance is an improvement you want to incorporate, you’ll want to leave lots of the other choices we made in ACKS on the scrap heap and come up with your own best solutions. Here’s where the Player’s Companion comes in. While writing ACKS, Alex Macris was also figuring out the  design space for two key elements of the Moldvay miracle, character classes and spells, and this book is where he puts the guidelines in your hands. In my next post I’ll show how you to can use the Player’s Companion like a Rosetta stone to drive other kinds of classic gaming with the ACKS engine, or to pioneer an all-new approach in your own third wave retro-clone.

However, I’ve already gone blah blah blah for a long time and the baby strapped to my body will soon wake up. I hope you’ll accept that attaching these pictures of our newborn twins is a kind of negative-space Joesky tax, since otherwise I’d be tempted to put them in a post all their own which would have no gaming relevance at all.




Past Adventures of the Mule

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