Thursday, December 1, 2011

Land of Ice (PC Information, Part 1)

[The following setting material replaces the information found in the Basic and Expert sets; when using the Land of Ice campaign setting the following rules should be applied. Where the information provided does NOT contradict the normal rules, the standard B/X system should be applied]

Creating a character for LAND OF ICE consists of the following steps:

1. Determine Ability Scores
2. Choose Class
3. Adjust Ability Scores, Note Bonuses
4. Roll Hit Points
5. Roll Money, Choose Equipment
6. Determine AC, Attack Rolls, Saves
7. Name Character, Final Touches


Step 1: Determine Ability Scores

Characters in LAND OF ICE have the six ability scores found in B/X: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. When creating a character, each player rolls 4D6 a total of six times, discarding the lowest die rolled. The six sums are then arranged in any order the player desires.

Step 2: Choose Class

Players have seven classes from which to choose. Fighter, Huntsman, Magician, Skald, and Thief are the five classes available to northmen; there are also two non-human classes: Alfar and Dvergr. Only one skald may be present in an adventuring party; if more than one player wishes to create a skald, the PC with the highest Charisma has the first option to play the skald (of the PCs have the same Charisma, roll randomly to see who gets to play the class and who must play a different class). All starting characters begin at 1st level of experience.

Step 3: Adjust Ability Scores; Note Bonuses/Penalties

The characters in LAND OF ICE have no prime requisite scores, and thus do not make adjustments to ability scores based on class. Instead, players may add +1 to any ability score UP TO FIVE TIMES. These +1 bonuses can be added to the same ability score, or divided between ability scores, reflecting the extra time and effort the PC has devoted to the ability.

For every +1 bonus taken, the player receives one less die when rolling for money (see below).

Ability score bonuses and penalties are different from standard B/X play. Penalties are only assessed for scores below 8, bonuses are only received for scores greater than 13.

Strength <8 = Base damage is D4
Strength >13 = +1 bonus to melee attack rolls
Intelligence <8 = Illiterate

Intelligence >13 = Character has psychic talent
Wisdom <8 = -25% from earned XP

Wisdom >13 = +10% on earned XP
Dexterity <8 = -1 penalty to missile attacks

Dexterity >13 = +1 bonus to missile attacks
Constitution <8 = -1 hit point per level

Constitution >13 = +1 hit point per level
Charisma <8 = -1 to Reaction rolls

Charisma >13 = +1 to Reaction rolls

Step 4: Roll Hit Points

Hit points (HPs) represent a character’s luck, endurance, and physical conditioning. It is a resource pool that must be depleted before a character suffers real, physical damage. Weapons and hazards do damage to characters; this damage is deducted from HPs, first; so long as the character has HPs remaining, it functions at full capacity. When HPs are reduced to 0, additional damage is subtracted from Constitution, representing real, physical damage, as explained in Chapter 5: The Encounter.

Fighters roll D8 per level for hit points; all other characters roll D6 per level. A character always receives at least one HP per level, regardless of Constitution penalty. DMs may allow characters to reroll any result of 1 or 2 at 1st level.

Step 5: Roll Money, Choose Equipment

There are three types of currency in the LAND OF ICE: gold marks (gm), silver shillings (ss), and copper pennies (cp). 25 coins weigh one pound. One mark (gm) has the same value as half a pound of silver. One penny (cp) is worth one-tenth a shilling. This can be expressed as:

2 marks (gm) = 25 shillings (ss) = 250 pennies (cp)

Player characters begin the game with 6D6 (6-36) marks worth of wealth. For each +1 bonus characters added to their ability score, the number of D6 dice rolled is reduced by one. For example: a character that added +2 to strength rolls only 4D6 for wealth instead of 6D6.Unspent money can be saved for later expenditure. When creating a new player character, you may not spend more than half starting wealth on any one single item.

The following equipment is available for purchase:

ARMOR
Heavy furs/hides – 1gm
Studded leather jack – 4gm
Half-mail – 6gm
Full-mail – 10gm
Full steel helm – 3gm
Shield – 2gm
Horse barding – 30gm

WEAPONS
Axe, battle – 1gm, 5ss
Axe, hand/throwing – 10ss
Dagger – 5ss
Mace/war club – 1gm
Maul* – 1gm, 8ss
Pole arm* – 1gm, 5ss
Spear – 7ss
Sword, short (seax) – 1gm, 5ss
Sword, long – 3gm
Bow* – 4gm
20 arrows – 1gm
Crossbow* – 6gm
30 quarrels – 2gm
Sling – 3ss
*indicates a two-handed weapon, see Chapter 5

ADVENTURING GEAR
Backpack – 1gm
Flask of (whale) oil – 5ss
Hammer, small – 3ss
Steel spikes (12) – 5ss
Lantern – 2gm
Mirror, small – 1gm
Rations, iron (1 week)
Rations, standard (1 week)
Rope, 50’ – 2ss
Sack, large – 5ss
Sack, small – 2ss

Snowshoes – 10ss
Tinderbox – 8ss
Torches (6) – 2ss
Water/wine skin – 2ss
Wine (1 quart) – 5ss
Wooden pole, 10’ – 2ss

ANIMALS AND TRANSPORT
Canoe – 10gm
Cart – 10gm
Chicken – 1cp
Cow – 4gm
Hawk, trained – 8gm
Horse, draft – 7gm
Horse, good – 15gm
Horse, poor – 5gm
Horse, war – 50gm
Mule – 5gm
Pig – 7ss
Saddle bags – 10ss
Sheep – 5ss

Sleigh - 13gm
Tack & saddle – 3gm
Viking longship – 3000gm
Wagon – 30gm


Step 6: Determine AC, Attack Rolls, and Saves

Character saving throws and attack rolls can be found in Chapter 5: The Encounter. Armor class (AC) is a function of armor worn as shown below; a lower number is better (i.e. more difficult to hit).
  • None: AC 9
  • Heavy furs/hides: AC 8
  • Studded leather jack: AC 7
  • Half-mail: AC 6
  • Full-mail: AC 4
Armor assumes a light cap or helm. Wearing a full steel helm is worth a +1 bonus to AC (reducing AC by 1 point); wielding a shield is worth an additional +1 bonus (or more when “On the Defensive;” see Chapter 5).

Step 7: Name Character, Final Touches

Choose a name for the character (examples are provided at the end of this chapter), and decide on the character’s appearance. Beginning PCs start with 0 experience points (XP), and will earn more for winning renown and glory.

All player characters have a score called Reputation which determines how well-known they are. Starting Reputation for player character is 0%; this is adjust upwards 5% for each exceptional ability score (i.e. an ability above 13 or below 8). More information on Reputation is found in Chapter 4: The Adventure.

Space Prep

Just want folks to know I do plan on posting the next installment of the Land of Ice campaign setting today, but it might not be till later in the day...I also have to prep for tonight's game. This will (hopefully) be my first playtest run of the space opera game, and I'm excited to see how it turns out.

Anyway, I also have to do some real job-type work, too. I just wanted to give y'all a heads up.
: )

Wednesday, November 30, 2011

Land of Ice (Introduction)

If the gods are finally helpless before evil, men and women must be more so. The heroes and heroines of the early stories face disaster… This is the conception of life which underlies the Norse religion, as somber a conception as the mind of man has ever given birth to. The only sustaining support possible for the human spirit, the one pure unsullied good men can hope to attain, is heroism; and heroism depends on lost causes. The hero can prove what he is only by dying. The power of good is shown not by triumphantly conquering evil, but by continuing to resist evil while facing certain defeat.

From Edith Hamilton’s Mythology, The Mythology of the Norsemen


When is a legend legend? Why is a myth a myth? How old and disused must a fact be for it to be relegated to the category “Fairy-Tale?” And why do certain facts remain incontrovertible while others lose their validity to assume a shabby, unstable character?

From the introduction to Anne McCaffrey’s Dragonflight


We come from the land of the ice and snow,
From the midnight sun where the hot springs blow.
The hammer of the gods will drive our ships to new lands,
To fight the horde, singing and crying: Valhalla, I am coming!

Led Zeppelin The Immigrant Song
***

They will tell you they are descended from the gods, but this is not true.

They will tell you their ancestors came to this world by design, but this is a half-truth at best.

They will tell you their divine forefathers came from another realm beyond the sky, crossing the gulf between worlds in a ship of immense proportion and grand design, bringing with them the people that would populate the world, and this is accurate…though perhaps not in the way the skalds imagine.

They came from another world, fleeing fire and death, pursued by their hated enemy, the Jotun. They crossed the vastness of space travelling within the nothingness, that place between the icy emptiness of space and the fiery blaze of the stars, finding a way their pilots could navigate using their evolved minds and ability to sense beyond the physical. To this world they came, finding it a restful respite from the pursuit that hunted them for so long.

But it was never their plan to stay for long. The world was too metal poor for their purposes. Yes, there was gold and silver to be mined, useful in ritual and technology as well as decoration, but the harder metals – those needed for machinery, weapons, and space travel – these were conspicuously absent. Even poor iron was scarce except in the frozen mountains, extremely difficult to procure. And while there were gemstones to be had, the crystals they relied on as both power source and mental focus were nowhere to be found. No, they could not stay on this world.

But there were those that dissented from the opinion. The crew members of a more spiritual bent felt the world could be a new home, a fresh start, leaving the mistakes of the past behind. The stark, cold landscape had a pristine beauty that was a marked contrast from the extravagance of their former realm…and its very lack of distraction proved conducive to the exploration of psychic powers they hoped to develop, though their fellows mocked them for their vanity.

But these vanir (as they came to be known) were simply non-cooperative and apathetic; others took more direct action to sabotage the mission. The genetically engineered technicians of the ship had long felt their life as one of virtual slavery to their creators. With the opportunity of landfall, the dvergar (so they are called) found a way to shirk their yoke and escape into the hills, absconding with materials and equipment necessary for the repair and operation of the craft…including the focus crystals of the pilots.

Effectively hamstrung by this defection, the remaining crew members, organized by their captain, set-off for the south and warmer climate, seeking to escape death at the hands of the encroaching winter. The vanir elected to stay with the ship, having made contact with the native sentient species; a humanoid race of ethereal beauty, the newcomers called them “alfar,” though they had no name for themselves. A telepathic race, they and the vanir shared an interest in the development of their psychic potential, and over the next many years would work together to create the seidhr crafts. They would also find that the two species were physically compatible with one another, and children born of both races soon appeared, further rooting the immigrants in their new world.

Meanwhile, the remaining newcomers attempted to carve out a home in a fierce wilderness, using the tools and weapons of their former world. It wasn’t long before they realized the hope of rebuilding their technologically advanced civilization was a lost cause. The resources they’d brought were finite, and the environment yielded no replacements, especially the fuel and energy needed for their greatest machines. Much of their might was expended against the native animal life, deadly and predatory in nature, as well as combating the elements, which proved exceptionally hazardous. The rotation of the planet led to exceptionally long, cold winters and the erratic moons created erratic tides along the coast of the southern sea, to go with the hurricane strength winds. Blizzards out of the mountains and permafrost where mining might otherwise yield valuable mineral resources made it clear that taming the planet to their own purpose would be a losing proposition.

Still under the leadership of their captain, it was decided that a last push would be made to gather and unite the crewmembers and attempt to get off-world before their diminishing resources forever marooned them on a hostile world. Mustering their strength, they marched back to the north and to war with the vanir who, by this time, had no interest in returning to the stars. Even with the aid of their psychic powers and their alfar allies, the vanir were no match for the well-armed and organized crew members, and the vanir were forced to capitulate.

The victory proved to be a hollow one. Knowing the captain’s next step would be to root out the dvergar mutineers and force them to return the piloting crystals, the last of the vanir resistance did the unthinkable, destroying the bridge and piloting controls of the ship, permanently stranding the star-travelers in the new world.

A pragmatic man as said, the captain took stock of what was and put away the dream of returning to space. He ordered the cannibalization of the ship and organized the building of the newcomers permanent settlement. Envoys were sent to the dvergar, who declined to return to the crew (being wary of once again becoming servants) but pacts and agreements were reached for mutual benefit, and peaceful trade precedents were set.

On the other hand, the alfar had no interest in joining with the newly reunited crew, feeling those in positions of power were far too warlike and aggressive compared to the peaceful vanir (with whom they continued some relations). They removed themselves farther north into the mountains, and endeavored to have as little contact with the immigrants as possible.

The alfar blood continued to circulate within the population, however, often accompanied by a strong, natural psychic potential. The crafts (seidhr training) were still taught within the settlement, especially among the descendents of the vanir, but it was often viewed with suspicion as “sorcery.”

A new culture evolved among the colonists, one in which martial prowess was held the greatest virtue, and where pragmatism and acceptance of fate to be the preferred outlook on life. Courage was valued above cleverness…especially in the face of so many dangers (environmental and predatory)…after all, the courageous individual is more likely to save many while the clever individual seeks mainly to save himself. True or not, it is the way the newcomers have come to look at the world being correct more often than not.

Because of this, one’s honor and one’s oath need be defended at all costs, otherwise showing an individual as a weakling and a coward. As the centuries have passed, and the once star-faring race has become the equivalent of a medieval, feudal society, and such a reputation is enough to ostracize an person, possibly leading him to become a true outcast, forced to live a life of banditry outside the warmth of the communal halls.

Far better to die a hero than live such a life of shame. Far better to seek glory and fail than to seek comfort and ease. Such an individual as would do the latter is of little use to their clan, considering a hostile world where every able-bodied person is needed to ensure the survival of all. Life is harsh; accept it and prepare to meet it, axe in hand.

Welcome to the LAND OF ICE.

Tuesday, November 29, 2011

Money Issues

So today I've been researching medieval and ancient currencies in prep for my posted world setting. Ugh...what a freaking nightmare.

I won't say it hasn't been worthwhile reading, but it's a total pain in the ass trying to bend a fantasy game equipment list to anything historically accurate. And the conclusion I came to in the end is, it doesn't need to be "historically accurate." This isn't history we're talking about, it's fantasy.

Why does B/X D&D use a gold standard of currency instead of a silver standard? Because it's a damn fantasy world, that's why. While I can see that Gygax's AD&D currencies are based in large part on medieval England (with the pound substituting for the gold piece, the schilling for the silver piece, and the penny for copper...all in the appropriate rate of exchange of 1=20=200), who's to say what might be more (or less) valuable in an alternate (i.e. self-devised) fantasy setting? I'd want to build my fantasy economy on the silver mark, personally (the coins were a lot more portable)...but would a dragon want to sleep on a horde of guilders or florins?

[*sigh*]

I have seen, in more than one writing (and not just the internet) people complaining about the "unrealistic" costs of armor in the B/X system (for example, 60gps for a suit of plate mail, 40gps for a suit of chain). Per wikipedia (sorry) a hauberk alone cost the equivalent of 12 dairy cows and a full suit of mail might cost "as much as a small house." Well, okay then...how much would a dairy cow have cost in the 11th century?

Well, per one web site, the cost of a good cow in the 12th century would have been 10 schillings. If we use the AD&D Gygaxian conversion (pound = GP, schilling = SP, pence = CP) then a cow would be 10sp and a chain hauberk about 120sp (6gp, using AD&D conversion of 20sp to 1gp). The same site lists a 14th century merchant's house to cost from 33L to 66L (that's 33-66gp in conversion)...although a 14th century cottage is only 2L = 2gp. Guess it depends on your definition of a "small house."

The same site lists the cost of a suit of chainmail (12th century) as 100 schillings (sps); the equivalent of 5 pounds (or 5gp with D&D conversion). A complete suit of "lance armor" (plate & mail) as 3L 6S (that's 3gp and 6sp), while "ready-made milanese armor is L8 6S 8D (8gp + 6sp + 8cp), and "armor of proof" (plate tested against pistols and such) being L14 2S 8D. Under 15gp seems pretty good for firearm-sturdy plate armor, right?

As I said, it's enough to make your head spin. 13 schillings converts to about 1 silver mark. A silver mark is (or was rather) the value of half a pound of silver. In D&D terms, that's 5 silver pieces in any edition due to the giant-size of coins in the Gygaxian universe (10 coins = 1 pound). So if I do a straight conversion from real world to fantasy world (rather than just have the Gygaxian stand-in of 1=20=200 or L=gp, S=sp, D=cp), then you get this in real world terms:

Chainmail = 100 schillings
100 schillings = 7.69 silver marks (we'll round up to 8).
8 silver marks = 4 pounds of silver
4 pounds of silver = 40 silver coins in D&D (40sp)

Which means chainmail in D&D should be either 4gp or 2gp (in AD&D).

Now the cost of chainmail in B/X D&D is 40 gold pieces, not 40 silver pieces. Can we do a straight across conversion (i.e. real silver = "fantasy gold")? I mean it IS a "fantasy world," right? Sure you can...in which case, the costs in the B/X book seem just fine without blowing up the costs. I mean, the average cost of plate and mail is about 60 silver (i.e. 60 fantasy gold pieces). There may be an issue with the amount of starting wealth characters have (and some of the other equipment seems a bit over-priced), but I don't think inflating the prices makes the game more "realistic."

Interesting that "armor for the Prince of Wales, gilt and graven" cost a grand total of 340 L in the 17th century. Even converting pounds straight to gold pieces, I've seen an awful lot of "plate mail" listings post-B/X in the 400+ gp range (even DCC lists half-plate as 550gp and full plate as a whopping 1200gp!). Totally ridiculous!

All right, that's enough for now. My new world setting is going to be on the gold system, and costs will be fairly equivalent to B/X, but I plan on doing some weirdness with starting wealth (and I may also reduce the cost of some items...or not). But if anyone's wondering why I don't up the price of armor, well, this is why.

Monday, November 28, 2011

Cold Snow Bloggery

Okay, back to work.

Now that the Seahawks have tanked for the season, I can get back to work. Not literally, of course...today I have the day off (though I've been watching my boy all morning; he's asleep right now). And I think it's high time I returned to a bit of B/X madness...specifically with a wintery twist.

Before I explain exactly what I mean, I'd like to make a note of JM's recent post over at Grognardia. I didn't get involved in the discussion (and, frankly, stopped reading the comments after the first 60 or 70) because he specifically asked folks to be polite and respectful and I'm not sure I could have been such on something I consider to be a fairly silly topic.

What do I mean "silly?" Well, there seems to be an implication (and JM's own comments lead me to infer this also, not just the initial post) that there is a greater value to RPG material ("product") that arises organically from play. James isn't just talking about product that's been playtested versus product that hasn't...he's talking about "the origin of the content."

To me, the whole discussion is ridiculous. Look, there are folks who fancy themselves designers and publishers (like myself, in my own admittedly poor, small fashion) and there are those who simply "play." If the latter are creating material/settings/adventures, they probably are NOT interested in publishing their stuff (i.e. for money or "professionally"). If the former, than most ANYthing they create is given at least a cursory glance with an eye for profit.

I know I do...whether it's a one-page micro-system or an adventure for bar-hopping gaming group, there's a part of me that says, "hmmm...should I type this up and sell it as a .pdf for a handful of bucks?" That's just how it is. And when writing adventures for said game group, there's always the idea (in the back of one's mind) that this might be, or could be, a "future product."

Now, perhaps Mr. Maliszewski himself wasn't originally intending to publish Dwimmermount...it appears this was originally more of a thought experiment/blog stunt to see how the whole OD&D/megadungeon thing works. Maybe he never intended it (in the beginning) to be published and it is only now that he has amassed a substantial amount of material that he sees potential (monetary) value in a Dwimmermount product.

Fine and dandy...but most of us in the publishing business (and, yes, I again count myself as one of these, despite having printed only a single book) have more definite objectives in our own adventure creation from the outset. Why? Well:

- few of us have the resources to devote to game design full time
- time to actually game/play is limited
- writing and playtesting takes time as well
- the best way to kill two birds with one stone is to make sure your game/play time is being used to playtest that which you've written

Again, only so long as you consider yourself a game designer/publisher. If you don't, than play/game whatever the hell you want.

Anyway, having said that, I'm interested in writing up a little something-something on the blog for those folks who are into the B/X thang...specifically a series of posts detailing a possible world setting for a B/X campaign. This will, of course, be done with an eye towards future publishing (for the reasons outlined above) rather than for any particular game I'm running (since I'm still intent on playtesting my space game at my weekly session). However, if the series is never compiled/printed, that's fine too...this ain't something I'm particularly attached to, and it IS something of a thought exercise; I'm just not ruling out money as a background motive for the stuff I write.

Jeez...I do live in the real world after all.
; )

So, right...there are two ideas I want to postulate/discuss on this post ('cause I'm not sure how I want to approach them in the series):

Idea #1 - The Setting

My setting is going to be a very specific one, rather than a generic World of Greyhawk/Forgotten Realms/Etc. It's going to be set in a cold and snowy environment...something like the planet Fenris from the WH40K fluff/novels. This is due to my own interest/fear/fascination with things snowy, arctic, and mountainous. Monsters, characters, rules, magic, etc. are all going to be adapted/skewed to this setting. Here's the part I haven't decided: Do I make the default character assumptions one of Norse Mythology? Or do I do something more in line with MZB's Darkover novels (including ancient space colonists and psychic powers)? I have an attraction to both styles of "snow" and can see value in both, but to keep the setting specific, I feel I need to keep on a single tract. Since this is going to be published in installments on my blog, what would readers like to see?

Idea #2 - The Style

A while back I started working on my own Fantasy Heartbreaker, just to get the damn thing out of my system (basically, "knocking off" D&D with my own "fixes" or "what I would have done different from Gygax & Arneson"). While I made quite a bit of progress on the thing (about 30 pages, last count), it remains backburnered at this time because A) it's a FHB, and B) I have non-FHBs (i.e. potentially lucrative products) waiting in the wings. However, there are plenty of things about "my system" that I like...prefer in fact...to standard D&D. Should I incorporate some of them? A new setting book is a great time/opportunity to throw in some "house rules" that are setting specific. OR should I make the game adhere closer to the standard B/X rules? Or Labyrinth Lord for that matter...I could toss an OGL on the thing and see about making it a semi-official supplement for LL rather than a setting for an out-o-print game system. Again, the only plan at the moment is to post the thing up on my blog (I have one or two other books that need printing before this one)...what style would my readers be interested in? Do you want Vancian magic and Gygaxian combat? Or something different entirely?

All right...so now you know what I'm thinking about/plotting. Depending on feedback, I'll probably start the posts this week.

And whadya' know...I finished my post and the baby is still asleep! Maybe I'll take a little nap!
: )

Sunday, November 27, 2011

Tebowed or T-Jacked

This will...almost certainly...be my last NFL post of the season, for which several of my readers will no doubt breathe a sigh of relief. The reason being that, barring a near miracle, the Seahawks chances of catching the 49ers...or even a wild card berth...are near nil.

[I say "near" miracle as the 49ers have shown the ability to self-destruct in recent years; however, tough as their remaining schedule is, I'm pretty sure they can manage at least one win, which is all they need]

About seven weeks ago, Steve-O was telling me with great interest (on his part) that he'd read a rumor on line that the Seahawks might be working out a trade for Tim Tebow from the Broncos. This was, of course, back when Tebow was still riding the pine in Denver. At the time, I told Steve that, bad as the Seahawks quarterbacks were, just about the last thing we needed was a Tim Tebow being adding to our roster, and that I was pretty sure the Seahawk brain trust felt the same way. Also, I figured it didn't matter who was starting behind our O-line with the messy state of it. Finally, I also had some less-than-flattering words for what I though of Denver's chances should Tebow ever take over the QB job.

Welp, the Seahawks did NOT work some trade for Tebow, just as I told Steve. But that's about the only thing I got right. Tebow has continued to roll, "Tebowing" opponents and making believers out of his naysayers.

Meanwhile the 'Hawks have been "T-Jacked." That's when you get great protection from your offensive line, great running form your H-back, and pretty stout defense...and the QB play is so awful that you can't close the deal, even at home.

Oh, there are certainly plenty of problems with the team...T-Jack wasn't on special teams when the Seahawks squandered their momentum in San Francisco allowing to kick returns for TDs. T-Jack hasn't been the one jumping off-sides even in our home stadium, killing drives over-and-over again.

But there are quarterbacks that inspire and provide leadership, and there are those that don't. Pro-Bowl QBs like Tom Brady or, yes, Matthew Hasselbeck...or guys with some undefinable quality (and tenacious athleticism) like Tim Tebow. And having those guys leading your team can make up for a lot of other shortcomings.

All right, that's enough bitching. The family's still sick (the baby has had a cold the last couple days), so I haven't got much sleep (I was up six or so times last night), and am probably crankier about today's loss than I really should be. It is just a game, after all. I can still enjoy the rest of the season by picking other teams to follow/root for. Lord knows, I had enough practice doing that back in the 90s.

Okay, so, yeah...that's it for NFL posts (unless I'm congratulating the Super Bowl winner at the end o the year). The good news for blog readers is I'm starting to percolate a few ideas for a new, B/X series of posts. Just give me a little time to rest up.

Dragonriders of Pern

As others have mentioned around the blog-o-sphere, the scifi world mourned the passing of Grand Master Anne McCaffrey this week. Her accomplishments are a little too numerous to mention here, but folks interested in Old School D&D would do well to read her books, which readily mix science fiction and fantasy...she IS one of the authors listed in the inspirational source material of the Basic rules, and I know she's been an inspiration for me, even mentioning her Pern books as "game setting" material in my B/X Companion.

Though I haven't read a single one of her novels.

Nope, I haven't. Don't look at me like that! I have read many of her short stories, and I do know quite a bit about Pern. And her Pern novels are high on my list of "books to read" that I just haven't got around to yet.

[truth be told, I don't do much fiction reading these days, except for "research" purposes. Right now I'm in the process of reading someone's rather dry, if fascinating, doctoral thesis on the state of science fiction literature for young adults and children]

Thing is, when I was first introduced to her books (back in grade school by older friends), her stuff was a little "over my head." I was busy reading Piers Anthony and Robert Aspirin and Steven King...sleezy fantasy of the type that appeals to adolescent boys, in other words. But then, I'm a guy that didn't even get through The Lord of the Rings trilogy until after high school...

Anyway, that's all beside the point. I recognize her work and DO intend to read more of it (as soon as I can find it at my local used book store); however, my interest is more in the "game design" department than "classic literature" anyway. For me, I celebrated Ms. McCaffrey's life by picking up a copy of the Mayfair Games' old boxed set Dragonriders of Pern. There was a complete (though used) copy down at Gary's for $20 and I was more than happy to snatch it up.

Dragonriders of Pern was published in 1983 and I can recall seeing it at a game shop or bookstore "back in the day" and wanting it (my friends and I were into Anne McCaffrey, even if I personally hadn't read the novels at the age of 10-11), but having no money to spend. Or maybe I did, but I was put off by the fact that it was a board game and not an RPG (in my younger days, I snubbed many a game for not being of the "cooler" variety). As I hinted earlier, I was a pretty dumb kid when it came to some things.

I can say "pretty dumb" with my adult hindsight now because I spent yesterday reading and exploring the game: what a great piece of design!

[the following is a gross simplification, but I'm pressed for time at the moment]

Dungeons and Dragons started its existence as a war game (via Chainmail) and has (since then) moved into the realm of true "role-playing," given birth to numerous "role-playing" games, and then morphed (in its current state) into some sort of board game with computer RPG sensibilities.

Dragonriders is a bit of what Chainmail might have morphed into with an Indie-game sensibility and a strong commitment to the source material. By "indie-sensibility" I mean, the indie concept of making a game with a specific purpose in mind, rather than a generic "this game system can model EVERYthing approach." Dragonriders has definitive, specific objectives of play, not the least of which is being true to the themes of the novel. This in addition to being a fun, balanced game.

But what is this? you ask. Is Dragonriders of Pern some sort of role-playing game? Yeah, I'd actually go so far as to call it a primitive form of RPG...definitely moreso than Chainmail, maybe a bit less than OD&D. Here's how it works:
  • Each player takes the role of a specific weyr (i.e. "dragon rider clan") with specific named personalities.
  • Game play is played in turns consisting of two phases, an alliance (political) phase and a combat phase (where players must repel the spaceborn menace, thread, from threatening the planet).
  • Play continues until all city-states (called "holds") are aligned and all thread destroyed OR until the thread has managed landfall in enough locations wreck the ecosystem and cause mass extinction; in the former case, the player with the most political alliances wins, but in the latter ALL players lose.
Doesn't sound like much of an RPG, does it? It's not "open-ended." Play is divided into distinct phases (alliance and fighting). There's a definitive "endgame," and nothing in the way of serial/campaign play or character development/advancement. In addition, a number of external factors are determined by random "event cards" drawn each round.

And yet...

Players represent specific, named persons (characters from the novel); those familiar with the books can add their own spin to their actions. Each of the two phases have distinct "role-playing" opportunities...decisions that need to be made by players that are completely at the discretion of the players.

For example, the alliance phase...which dragonholds characters decide to "woo" to their cause, where they devote their resources (money and personality-wise) are all determined by the individual strategy of the players. However, players also have the option of playing (or not playing) Event cards that cause gatherings of individuals...conclaves, weddings, dragon hatchings...that are "invitation only," based on politicking and jockeying for position.

Likewise, the combat phase seems fairly simplistic...commit certain troops (dragon flights) to areas of thread incursion, roll dice and determine victory and casualties sustained. However, it's NOT straight-forward as that as:

- weyrs need to commit strong forces to fighting thread lest they risk threadfall hitting the surface and burrowing.
- damage to weyr forces means full-strength flights are not always available
- invitations to other weyrs can be extended...and the other weyrs can either choose to come or not

The invitations are complicated by the penalties imposed on ALL forces for failing to defend against thread, but calling for help means rewarding (monetarily) those forces that respond...possibly heated rivals or those who have been thwarting your alliance attempts or otherwise being a pain in the ass. And yet NOT inviting help can have absolutely disastrous consequences for your own weyr and for the planet in general.

It's an interesting, fine line, couple with the game's own explicit instructions regarding diplomacy:
Any deal may be made between players including exchange of Event cards and Marks, and permission to use another player's Weyrleader or Weyrwoman for an Alliance Attempt. No rule requires any player to fulfill his end of a bargain.
That's from the basic rules and is similar to what one finds in Monopoly...except in Monopoly there's no risk that the world will end and EVERYONE loses due to the petty squabbles and in-fighting of robber-barons.

I find it fascinating...especially with the addition of the Masterharper character, available in games of 4 or more. This Taliesin-like wild card picks his own agenda, not shared with the other players, of either favoring a specific weyr leader or maintaining the status quo. He then lends aid (or hindrance) to the various players during the alliance phases, along with his little apprentice helpers. It's a nice way to play "spoiler," though if he rocks the boat too much and the weyr leaders are unable to effectively fight thread then everyone dies...again, it's a fine line.

Couple all that with the in-gam glossary and discussion of how to curse with Pernese expressions...plus the example of McCaffrey's novels...and you have a game that can allow you to live the danger and intrigue of the Pern dragon lords.

Only if you want to, of course. I'm sure there are those completely uninterested in this kind of play, just as there are players of Once Upon A Time who don't give a shit if the story told is any good, so long as they can empty their hand of cards (yes, I've played Once... with players like that...it's a bit frustrating). Again though, to me the interesting thing is the rudiments and potential of an RPG in the game...one can see how one could easily elaborate on the existing system (much as D&D is an elaboration of Chainmail) to create a true RPG.

Not that I'm interested in doing anything of the sort...I've got plenty to do with my own RPG projects as it is. And Dragonriders of Pern is a fine game as written...I wouldn't mind playing it with some like-minded folks.
; )