Posts Tagged ‘Escapist

13
Sep
10

A Walkthrough for B2: Keep on the Borderlands

Go N. Hail castle. Go N. Get mission. Go S. Go S.

As readers of the New York Red Box and Red Box Vancouver forums know, I’ve been working on a piece for the online magazine The Escapist‘s Issue 271: The Red Box Diaries, “How a decades-long love affair with Dungeons & Dragons is reshaping the industry.”

My just-released article is called “Imagine Your Perfect Arcade Game“. The title refers to one of the key metaphors I use to talk about what makes Basic D&D and the way we play it unique, shamelessly lifted from cr0m’s blog post Running a Red Sandbox: “Red Box is an arcade game, not a video game.

In my enthusiasm for the subject, I ran well over my word count. Heroic editor Greg Tito just emailed me to say:

I cut it down a little bit more to get it under 2000 words. Unfortunately, the anti-walkthrough was a casualty, even though I thought it was hilarious it just didn’t illustrate more than what you are already saying with less words in other places.

As an appetizer, then, here is that excised tidbit: an illustration of what it would look like if you tried to write a video-game style walkthrough for the original Red Box’s starter adventure Keep on the Borderlands, meant to illustrate how radically different its improvisational approach is from the kind of RPGs most gamers know from computer games or even most modern tabletop ones.

Enter the lowest cave to the north. There is a 33% chance six kobold guards are here. If so, your DM may roll dice to see how they react to your arrival. If they want to be your friends, just play it by ear; maybe you can guess what explanation the DM has dreamed up to make sense out of this turn of events. Don’t let the conversation go on too long or you could be interrupted by a random wandering monster! If there are goblins, and they decide to fight, according to the rules your best weapon is flaming lantern oil. However, since one of the DM’s jobs is to model the physics of the imaginary world, you should first make sure no house rules have been introduced to reflect the danger inherent in tossing Molotov cocktails around a cave the size of a schoolbus.  If you can kill one of the goblins, and the DM is using the optional rules for morale, a lucky roll may cause the rest to run away from you. If not, you might need to roll up a new character. Try to get more than one hit point this time!

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