Tuesday, November 12, 2024

Answering the Dragon's Call

In my last post, I discussed my discovery of the old podcast "Chasing the Dragon" (a somewhat amusing title, considering I associate it with heroin smoking) in which a young-ish DM discusses his foray into learning 1st edition AD&D...a project I think is great. In his first episode, he asked a couple gamer buddies...both of whom had some 1E experience...a series of questions, getting their thoughts on the game.

I didn't like the answers they gave.

Of course, this was 2016. Back then, I wasn't worried in the slightest about AD&D (being rather preoccupied with living in Paraguay and raising a 5 year old boy and 2 year old girl). However, if Jason "the Mad Cleric" were to ask me this same set of questions, right now in 2024, here's what I would say:


(02:33)  "Have I absolutely lost my mind? Is learning AD&D and trying to go through all of Gygax's modules just absolutely crazy? What are your thoughts?"

I assume that by "crazy" you mean, 'Is this a waste of my time?' Specifically with the context that there have been some half-dozen D&D editions published since 1E and 1E not being supported by the company currently publishing the brand. The short answer is "no." There are plenty of people still playing 1E, plenty of of folks still interested in learning to play 1E. These people are all over the world, united by the internet, and many of them are kids and young people. It is a viable system, and one that is readily available...currently...via 'print-on demand.' In my own opinion, it is the only edition worth playing (I'm a busy guy). Most (if not all) of the editions published since 1E were done so MAINLY for business reasons.


(04:36)  "When did you first play? What do you remember from that first experience? What did you take away from it?"

I've detailed my personal history with D&D elsewhere; my friends and I started playing "full AD&D" (i.e. not some hybrid/Frankenstein game) circa November/December of 1984. I played till roughly 1990, when I put it aside in favor of other RPGs. I returned to 1E play in November of 2020, and have played it ever since. With regard to my first experience, I don't remember much specifically, save that it was exhilarating and exactly the creative outlet my friends and I needed. What I took away in 1990 (when I quit the game) was the false idea that one needs the right mix of friends/chemistry to make the game work, something I never thought I'd achieve again. However, I now understand that making the game work is largely a matter of commitment, something that (until I restarted four years ago) I had been unwilling and/or unable to do. As I wrote previously, I now consider it the only edition worth playing.


(10:03)  "So how long did you play AD&D?"

Roughly six years the first stint (1984-1990). After that I played many other RPGs NOT named Dungeons & Dragons. I got back into D&D play circa 2000 and back into old edition play around 2009. I've played 1E exclusively since November 2020...however, I've continuously owned and studied all my old books since the days of my youth, so even when I wasn't playing I had plenty of exposure to the system and Gygax's writings.


(12:34)  "Where do you think the AD&D mechanics excel?"

AD&D's mechanics excel at facilitating adventure gaming, a type of role-playing utterly unconcerned with "role-playing" (in the sense of portraying some sort of fictional character) or "creating stories" (in a literary sense). It does this by providing the tools...both in terms of mechanics and (what I'll call) "attitude" for long-term, engaging game play.


(15:16)  "Tell us how the skill checks would be dissimilar from Pathfinder or another game you might be familiar with?"

With the exception of a handful of highly specific classes (thieves, assassins, monks, and bards) there are no ubiquitous "skill checks" in AD&D. All classes in AD&D have their own suite of capabilities, but the ability scores are not used (unlike post-2000 editions of D&D) for determining "chance to succeed," instead providing modifiers to specific, targeted mechanics. Later books in the 1E series (Oriental Adventures, the Dungeoneers Survival Guide, the Wilderness Survival Guide) offered a rudimentary "skill system" (as the term would be thought of in modern "trad" gaming) based on "non-weapon proficiencies," but these were never integral to the 1E game (being given in HIGHLY OPTIONAL supplementary texts) contribute nothing of note and are (IMO) poorly done. With regard to the "skill checks" of the specific classes mentioned, "thief skills" are rolled using percentile dice; actual targets are based on the level of the character and slightly modified by race and DEX scores...success is accomplished by rolling UNDER the target number; in 1E, "higher" does not always equal "better."


(25:30)  "Why is this game, 1st edition, like that [an adversarial, tactical skirmish game instead of a 'role-playing game'], do you think?...and it's been kind of passed down to the other editions...do you think it's because it was written by one guy, and he was a war gamer in the past? And it just kind of bled over into his book? What's your take on that?"

It is like "that" because it was specifically designed in this way; D&D originally carried the subtitle "Rules for Fantastic Medieval Wargames." Modern understanding is poor when it comes to what D&D is and was, let alone its potential. Why was it written as a "war game?" Because it was created by war gamers Gary Gygax and Dave Arneson. The "role-playing" part grows out of game play organically, but AD&D is first and foremost a GAME, as Gygax makes abundantly clear in the text of his Dungeon Masters Guide. People who want to make it something other than "that" would be better served by finding an RPG aimed specifically at the type of gaming their looking for. Plenty of RPGs on the market to meet different needs.


(28:52)  "Have you guys actually played any of [Gygax's] modules? Because my understanding...and I haven't read any of them yet...is that a lot of them are just meatgrinders, absolute meatgrinders. And your character's going to die, and there's no time to pause, there's no real storyline to get to the end...is that descriptive of all of his stuff? What have y'all played of his modules? And what'd you take away from it?"

Your "understanding" is poor. Gygax wrote exactly 17 adventure modules for D&D, only 16 of which were written for (or adapted to AD&D (The Keep on the Borderlands was written to be included with the introductory Basic D&D box set). Of these 16, I own all but three and have run 11 of those 13 (I will note that I have run B2 KotB MANY TIMES, but only for B/X, never AD&D...it is not designed for AD&D). I wouldn't characterize any of Gygax's modules as "meatgrinders," with the possible exception of Tomb of Horrors...then again, much depends on how you define the term "meatgrinder." AD&D is intentionally designed to be adversarial, and poor play often results in character death; if your only experience with D&D play is a latter day edition in which death is rare (5E, for example) then, sure, you might consider ANY of the old TSR modules fairly bloody (with the notable exception of UK1). Gygax's modules specifically apply pressure and challenge in masterful fashion to provide a rich gaming experience; his adventures are widely considered some of the best published, and I don't disagree.


(33:57)  "Do you think players today would have patience for that [losing a high number of PCs...like one for every 1-2 hours of play...to in-game "death"]? Do you think people would be like 'this game sucks, let's play another game?'"

Having introduced the AD&D game to MANY players over the years, some as young as 9 or 10, my experience is that players love AD&D and are just fine with the level of danger it presents. And I kill a LOT of PCs in my games...I don't really 'pull punches' when it comes to running D&D. However, losing a character every 1-2 hours is pretty exorbitant...my players (all under the age of 14) can go many sessions without losing a PC to death. 1E is actually quite forgiving compared to OD&D or the various Basic D&D games and their clones: higher PC hit points, more clerical/healing magic, and a negative hit point "buffer" all provide AD&D characters with more staying power. And yet TPKs still happen (when players really screw up)...and that constant threat of death makes the game experience very fun, even as the plethora of "raise dead" options means a beloved character can usually be brought back to life...for a price. No, I don't ever hear cries of 'this game sucks' at my table. 


(39:39)  "You don't hear about a lot of people that are playing 4th edition saying, 'Hey, I'm going back to 1st edition because it was so awesome, and that was the game that was so much fun!' So what about AD&D is just not good? Like, what is it that was a misstep, that you're so glad they fixed...in 2nd edition or some later form?"

You don't hear a lot of 4E players saying they want to "go back" to 1E, because many of them...like YOU...have no experience playing 1E. They started with 4E...or 3E or 2E...and, frankly, don't know what they're missing. Others may have started with 1E but are slaves to playing whatever new hot edition is supported by "the company" and don't have the gumption to stick with something "outdated." Still others played 1E poorly...or had poor experiences with the system...and have never experienced the edition's full potential. Again, what you may not understand is that the company moved on from 1E mainly for business reasons: TSR ousted Gygax from the company but he continued to collect royalties for any book that carried his name, and 2E was a means of breaking that financial leash. But after Gygax's removal, TSR largely became a paperback novel publishing company (rather than a game company) and the quality of gaming material went down the tubes. 3E was published after TSR was purchased by WotC and a new system was designed to rehab the brand using "modern" game mechanics. 4E was published to give the company a cash infusion (i.e. forcing players to re-buy the new core books) and to capitalize on the MMORPG craze of the time (specifically World of Warcraft). 5E was rolled out as a "great compromise edition" specifically with the goal of recapturing marketshare and brand recognition after the disaster that was 4E. So, NO...1E wasn't "fixed" by any of the later editions. Later editions of D&D have only served to make the game worse in various ways. I have my own house rules...as any long-running 1E Dungeon Master is inclined to have...but NONE of those come from later editions of D&D. The vast majority of later edition changes have only served to make the game worse (although they also served to make the company money).


(44:30)  "So...do you think this game punishes players? It sounds like it's a 'DM's game' more than a 'players' game.'"

Again, the game is designed to be adversarial...it is designed to challenge the players. For the challenge to be real (i.e. for the challenge to matter) there must be consequences to failure. If there isn't, then there's little point to playing except mental masturbation. So does the game "punish" players? No, it "punishes" poor play (if you want to call those consequences "punishment;" I don't). But I've found most players ENJOY the type of adventure experience the AD&D game provides. 


(47:38)  "So, for myself or for anyone else who wants to learn AD&D what advice would you give? And with your advice I'd also ask for your two best house rules that you can remember."

I put these questions to my kids (ages 13 and 10) and they gave great advice: know the adventure you're running, know the rules you're running, prepare to adapt your game to the actions of the players. The house rules  they felt were most important included all dice rolls in the open, no PVP ('player vs. player conflict) at the table, no cell phones at the table, and no goofing off.  With regard to specific rule tweaks, the two most important ones I use are A) clerics need not memorize their spells ahead of time (they pray for their spell when a specific miracle is needed), and B) spells that are "ruined" in combat (because the spell-caster is damaged during the casting) are not "lost;" spells are only expended upon a successful casting. If I could ONLY change two rules in the game, those would be the ones...and if I could only change ONE rule, it would be the first (regarding clerical spells). Everything else in AD&D (especially racial class restrictions and level caps) I either enjoy or can easily live with.


(56:34)  "Do you have any final thoughts?"

So many. 1st edition AD&D may be difficult to parse and figure out, even for an experienced Dungeon Master, but it IS possible. My friends and I did it...at the age of 11 and 12...without any mentoring or parental help. I understand that the rapidly declining literacy of our culture may make this more difficult, but it's still possible. And its embarrassingly easy to teach people how to play (as players), even kids as young as 7 and 8 years old. I grok that some folks may be intimidated to play 1E, but it's really not rocket science, and there are many on-line groups, forums, discords, etc. where one can find advice, support, and help with learning. The game is easily (and cheaply) purchased through P.O.D. sources, and even cheaper if you just want a PDF/ebook. For less than $50, you can buy all three core books (PHB, DMG, and MM) plus a set of dice and you'll have a game that can provide DECADES of enjoyment. It's the greatest game ever published. And it's unfortunate that so many RPGamers...probably the majority...will never figure this out. However, there are some of us out here that are willing and able to help...willing and able to provide whatever knowledge we can, to aid in spreading the love for this game.

Best wishes.
: )

Friday, November 8, 2024

Chasing The Dragon

So, I like podcasts. As a stay-at-home dad, I'm busy (a lot) but usually not doing stuff that takes up too much of my 'mental attention.' Throwing on the headphones while cooking, cleaning, or driving is something I do.

[okay, no, I don't use headphones while driving...but you get the drift]

Most often, it's sports or news-related, but...as often as I can find it...I like to listen to podcasts about gaming. At least, about the type of gaming I do.

So it was Tuesday, that I was searching through my iHeart radio app, looking for podcasts...any kind of podcast!...about 1st edition AD&D. Because I needed something to occupy my mind, and throwing on CNN in the background was not my idea of "relaxing white noise."

And LO I found one: Chasing the Dragon, by a guy named Jason Wood, AKA The Mad Cleric. Started in 2016 (jeez...pre-Covid), he dropped all of six episodes, documenting his "quest" to learn and play AD&D (1E). No idea if he's still playing AD&D...his last 1E-related blog post appears to be from 2017 (though he did attend GaryCon in 2024). His is not a very active blog.

ANYhoo, I listened to the whole series. It's pretty good (very listenable) but also...so, so frustrating.

I'll explain: Jason (or "TMC," as I'll hereafter refer to him) first started playing D&D in 2011 with the 4th edition. Would have been in his mid-20s at the time (a little older than most folks stumble into D&D). at the time of the podcast he was 32 years of age. 

And yet he wanted to learn 1E!  Mainly, he wanted to play all those classic 1st edition adventure modules using the actual system for which they'd been written. It was a gaming experiment...and a pretty cool idea...for a guy who'd never had the chance to play in the heyday of the 70s and 80s.

[ha! Funny thing...the television series Stranger Things came out in 2016. TMC makes reference to it in his final podcast...the serendipitous coincidence of people becoming interested in 1E at the same time]

And me? I feel like a heel listening to this. Because I was so NOT into AD&D in 2016 (remember that it wasn't till 2020 when I finally broke down and returned to 1E). If TMC started his podcast today, I could actually help him and provide him with good information and context for much of the weirdness of the game...but in 2016 it wasn't even on my radar. Hell, I probably would have advised him to play B/X if he'd asked me my opinion back then.

And this is SAD. I feel sad about that. Because when it came to trying to LEARN the game, TMC ended up tapping a bunch of different people for advice, most of whom had no good advice (or very little) to give. And some of whom actually gave him counterproductive stuff...the kind of stuff that, in my opinion, would result in a frustrating, crappy game and (even worse) probably just lead him back into the stifling WotC embrace of 5E.

Does that sound harsh? Uber-hyperbolic? Okay, maybe it is. But yesterday, in anticipation of this post, I was re-listening to Episode 1 and jotting down notes (mainly timestamps) and my son asked me what I was listening to (he was doing geometry homework at the kitchen counter at the time). I told him: I'm listening to an old podcast about a guy trying to learn AD&D and the questions he's asking from these guys who don't have much expertise with the system. Kid asked if he could listen, too (i.e. take off the headphones, papa). So I did. After a few minutes he said: "These guys have no idea what they're talking about! They're just yapping; they're not actually SAYING anything!"

Yeah. I know.

The time stamps I was making note of were questions that TMC was asking his guests...because I figured I'd list them here, on Ye Old Blog, and write out the answers I would have given him. But after seeing how aghast my son was, I decided to do something different: I forwarded the podcast to one of the questions, played it for my son, and then asked him what answer he would have given the interviewer (stopping the podcast so he didn't hear the guests' answers). My daughter wandered into the kitchen at about this time, and I ran her through the same exercise.

Here's the question (from 47:36 of the podcast):
"So, for myself or for anyone else who wants to learn AD&D what advice would you give? And with your advice I'd also ask for your two best house rules that you can remember."
Diego's answer: Advice? Be prepared. Know the adventure you're running. Know the rules. Two best house rules? #1: all dice rolls 'in the box.' #2: no PVP.

[we have a puzzle box lid that we roll all our dice in. Only dice that land in the box "count;" any die that bounces out of the box gets rerolled]

Sofia's answer: Be prepared for anything. Best house rules? No "goofing." No phones at the table.

My kids. So smart. Their answers were ten times better than the ones I would have given. 

SO...maybe I won't harangue and berate and belittle the poor guy for his near-decade old podcast. Hopefully, TMC has continued his 'experiment' and is still playing 1st edition today...hopefully, he's discovered for himself how and why the game works...I mean, nine years? That's a pretty good chunk of gaming under the belt. Plenty enough time to "figure things out."

Isn't it?

For me, I suppose I have a burning question of my own: if a person sits down to learn AD&D with a concept of role-playing shaped by latter day editions, are they going to be able to realign their expectations? Shift their paradigm, so to speak? For myself, who played plenty of "trad" RPGs in the 1990s, I can tell you there were subtle tweaks of reprogramming that needed to be rewired in my brain. You can see it in my older, dumber blog posts. Fortunately (for me), I already had a foundation of D&D play from my youth...I'd been witness to successful D&D play, and it was just a matter of digging out WHY it had been successful.

Which is easier said than done (no one really knew anything about this damn hobby when I was a kid). But after two decades (!!) of speculation on gaming and game design, I've got a pretty good handle on it. Maybe a smarter, wiser person than me could figure this out in half that time, without the foundational play experience? Maybe?

Ah, well.

I know...I know..that I have readers who are going to see this line of thought as incredibly presumptious and arrogant. Because, in a nutshell, I seem once again bent on dragging "edition wars" into this glorious hobby of ours, being judgmental and thick-headed about what makes "good play" or "bad" and yadda-yadda-yadda. Yeah, I know. "D&D has evolved," right? It ain't the same game it was, it serves different needs, the people playing it are different, etc., etc.  Okay, sure...I don't want to fight you folks (much) over the subject. I'm just a salty curmudgeon made saltier by the trends I see in the country I live in.

[and that's all I'll say about the election other than: boy, am I glad I live in Washington State!]

Anyway, I'm NOT (really) trying to come down hard and "judge-y" on people who play D&D differently from me. My frustration...which I feel the need to express...is that there are people out there, who might want to play D&D the way that I do...and who could!...if they only could get the few, simple answers they need. There ARE simple answers! Not easy ones, perhaps, but simple. There is a roadmap to (what I call) "solid D&D play." But getting it into the hands of the right people at the right time (2016! 2016!) is a tough ask.

SO...if you're a buddy of TMC, or happen to have run into him or gamed with him at GaryCon, give him a shout out from me. Tell him there are people who have only just discovered his stuff and are curious to know how it's all worked out for him in the intervening years. We'd like to hear more about his travails with AD&D 1E, and see how much (if any) they mirror our own. Tell him, the system is still being played by folks...many folks...around the world. 

Just let him know. And happy Thursday folks.
; )

[posted Friday because my Thursdays always seem to bog down. Darn it!]

Monday, November 4, 2024

Why D&D Works

I had an epiphany Saturday night, something I'd been struggling with and considering for years: why does D&D work, i.e why does it have staying power as a role-playing game, when so many other RPGs do not?  What is it that sets D&D apart from all other systems, genres, and competitors?

Saturday, while walking to the store to pick up some beer, it came to me: raise dead

Now, to be clear, there are a lot of reasons why D&D works...and works really well...for long-term (campaign) play. The driving force of the advancement mechanics (the x.p./leveling "carrot"). The plethora of challenges that scale from low levels to high. The micro-/macro- scale of the setting (i.e. the premise of exploring closed "dungeon" sites, and the endless possibility of exploring a whole world or different dimensions/planes). 

But all these things can be (and are) replicated/implemented in other genres of games: lots of games have "levels" and/or points-driven systems. Lots of of genres feature "adventure sites" for drilled-down exploration. Most RPGs present a scale of challenges from the beginning stages until the later.  Many, many games have emulated these particular aspects found in D&D. 

However, while those things, when implemented, can add staying power (i.e. sustained interest/engagement with game play) in practice, I've never any of those games to last for longer than a few months...and generally not even that long. 

[cue all the folks who've been running 20+ year Traveller campaigns to pipe up]

Here's the thing: I think (I think) that unless you have some slavish devotion to a particular genre/setting IP (for example, the person who ONLY plays Star Wars, because they love-love-love Star Wars and would not play RPGs at all without system to allows them to live in the SW universe), for sustained engagement over time, the participants require two things:
  1. a real, true challenge that tests them (no matter how poor the player, they become competent with enough hours logged), and
  2. a "tangible" (I use this term VERY loosely) form of accomplishment/reward demonstrating their impact (i.e. there has to be something to show for the time spent).
And the area where D&D differs from pretty much EVERY GAME on the market (certainly every game I can think of...which is more than a few), is the presence of of game mechanics that allow dead/destroyed characters to return to the game without breaking the verisimilitude of an escapist (fantasy) game. This is not "plot armor" for characters; instead magic like raise dead, reincarnate, resurrection, and wish are all baked into the system...these spells are a hard-wired part of the game's setting.

So what does this mean? Why is it important?

Well, for one thing, it means a DM can push the players as hard as he/she feels is appropriate for their capabilities without fear that beloved characters might be killed derailing years of work and investment. See, I readily acknowledge that players develop attachments to characters over long periods of consistent play...and not just attachments to their own characters...and DMs are not immune to this effect either. You work a character from 1st level up to 5th or 8th or 10th+ level, and the character takes on the same status in the minds of the participants as a major character in a favorite television serial.

It happens. It's not about creating a nifty "backstory" for the character, or developing a PC's "personality." It's about actual play, over time. Such characters matter to players.

And D&D provides means of bringing them back to life. The D&D world is a magical world...by definition and by design...that presumes souls (and spirits, yes, I see you DDG) do not immediately depart to their eternal reward upon expiration of the physical body. Players know this going in to the game. No, it's not necessarily easy (nor cheap) to do so, but there is always room for an Orpheus like quest. I've seen it happen...more than once in more than one campaign.

And so, because of this possibility, DMs can push the players hard. The kid gloves can come off. The DM is free to create dangerous scenarios, and run those scenarios by the rules, letting the dice fall as they may, and allowing the players to suffer and strive and triumph and fail on the basis of their own abilities and their own luck. Without the need for plot armor immunity, "death saves," or comic book style "ret-cons." Real Play; Real Stakes. Death on the line. 

Which, by the by, makes the experience of playing D&D all the more visceral...all the more adrenaline-pumping...for the people sitting around the table. Cheers and groans and fear and real tension. And, upon success, real feelings of achievement. The kind of roulette spins that breed gambling addicts...which is why people who enjoy D&D play, will continue to love and enjoy it. 

It's not an interest in improv that keeps them riveted.

So, yeah, this is the difference between D&D and (pretty much) every other RPG on the market. Superheroes, space opera, horror, espionage...none of them offer both the hard challenge of D&D, and the setting ingrained "get out of jail free" cards that take the sting out of loss. Of course, the D&D game has more wonderful things than just the magic of raise dead (including asymmetrical game play, a reward system that encourages action and cooperation, etc.), but this is the thing that, I believe, is UNIQUE to Dungeons & Dragons, and it facilitates long-term buy-in and investment which opens the potential to see how a campaign can unfold...in all its glory.

Happy Monday, folks. 
: )

[and, if you're an American, please don't forget to exercise your right as a citizen and VOTE]

Friday, November 1, 2024

The European OSR: Tourney

Happy All Saints Day! Time for another Friday morning blog post to read as you recover from your candy and booze hangovers!  Had a frightfully good Halloween myself (okay, sorry, bad pun).

As I mentioned in my original post of this series, even though I couldn't get over to Cauldron this year, I provided them with "tournament adventure" to run. Since I've fielded several questions about this the last few days, I figured a blog post might be the best way to disseminate information.

SO...y'all have heard of OSRIC, right? For those who haven't, OSRIC was one of the first D&D retro-clones published...in fact, I believe it was The First retro-clone published (unless you want to count HackMaster).  OSRIC is a clone of 1st edition AD&D; originally compiled by an attorney with the free time and passion for the project, its goal was to provide a framework through which hobbyists could write 1st edition adventures ("written for OSRIC") without getting C&D letters.

[if any of that info is incorrect, please feel free to ream me in the comments]

Anyway, the folks behind OSRIC are working on releasing a NEW edition of OSRIC; cleaned up, clearer, better usability, etc. While I don't see any news about this on their web site, this isn't some big secret: it's been a topic of conversation on several discords I read, and there have been forum announcements about it. The kickstarter hasn't launched yet, but I know it's in the works.

What might be a secret (apologies for the spoiler) is that, some months back, several folks were asked to help with the KS by writing adventures...presumably for 'stretch goals' or the like. I was one of the people invited to participate, and I offered to do "something with pirates and saints' relics," this idea rising from the world/setting concept presented.

Enter my adventure: Children of the Sea. Here's the blurb from the intro:
A holy relic has been stolen, and the Church of Sacramental Bliss has offered a substantial reward to anyone that can recover it. Careful investigation has revealed the lair of the pirates holding the blessed item: an abandoned temple on a small, craggy island. Can brave adventurers recover the relic before someone else claims the prize?
That was written in early October; I can see from my laptop that I created the document that would become Children of the Sea on September 30th (for the interested, the maps were created October 4th). 

But I'd had several months to ponder the project: I was first contacted about penning an adventure in May...but summers are busy 'round these parts (I told them it would be tough for me to get it to them by August but November/December wouldn't be an issue). It would sit percolating on the mental 'back burner' for a while...

However, in July the fam and I travelled to Europe and I had a chance to meet up with Prince of Nothing in Amsterdam (that will be the subject of a later post...). Even by then I'd started thinking about offering "something" to the Cauldron people...some way to 'keep my hand in,' even if I couldn't make it to Germany. When I broached the idea of an adventure to Prince, he suggested I just take the idea direct to Settembrini (the main con organizer), whom we'd both met and knew to be an amiable guy.

So I did...in September. As I said, summers are busy times for us and the start of the school year ain't anything close to a "slowdown" in the action. On September 16th I mustered the courage to send an email, writing:
"While I won't be at Cauldron this year, I'd like to offer a new adventure that can be run at the convention. Similar to the old tournament modules of GenCon's yesteryear, this would be a short 1E module, fleshed and prepped, that willing DMs could run and (hopefully) help fill out your event schedule. I'll include pre-gens, etc. to make the thing as easy to "read and run" as possible, and it will be of suitable length for a 4 hour time slot. 

"My thought is that (if several DMs were willing to run the adventure) such a thing could be a shared "touchstone" for Con-goers."
However, I did not start writing (being busy and then suffering a bout of Covid) and, instead, waited for a very busy man to get back in touch with me. Which he did on the 28th. Buoyed by this affirmation,  I set to work and had the whole thing out the door by October 5th.

Cauldron is a fairly small convention..."cozy" is the word that comes to mind. Some 54 (55?) people live, eat, and game together in a German manor house over a long weekend; in 2024 folks arrived Thursday afternoon and departed Sunday morning. Games are played in four hour blocks from 9am till...well, till whenever people decide to sleep...with meal breaks in-between. Seven "official" gaming blocks were assigned Thursday through Saturday, with Sunday being reserved for brunch, awards, packing up, etc.

Children of the Sea was run by six different DMs for 43 total players, providing a shared gaming experience for 90% of Cauldron participants. Better than I'd hoped for when I first had the idea.

I don't know if GenCon still runs tournament adventures. But I know they used to, and several adventure modules rightly called "classics" started their lives as tournament scenarios. We laud those old adventures because they are so ubiquitous...so many people have played them over the years, the S-series, the G-series, the C-series. That shared experience is the thing that keeps them in our memories, more than whether or not they are exceptionally written and/or designed. So many of us can crow about how we dealt with the giants or bitch about getting murdered in a Tomb of Horrors trap or whatever. Common war stories...THAT is what we get from these things. Like the way I've seen war veterans from different social classes and different ethnic backgrounds still bond with each other. 

Yeah, it's fun to have a D&D "competition," but the tournament exercise also strengthens the community.

Or so it seems to me.

Anyway. Much fun was had by all. Certificates for winning play groups (and runners up) were given out. One group's score sheet was misplaced and was later found to have actually had the most measurable success of all (they will be acknowledged in the published version of the adventure). From all the reports I've received and read on-line, it was a good experience with all groups managing to "win" the scenario to one degree or another and with only a fifth of the players being killed or "transformed without their consent." 

The Cauldron people have decided to make it an annual con event: the "Blackrazor Cup." Named for the iconic AD&D sword, not for me (the "Becker Cup?" Hell no...hard pass on that!). It will not, of course, always be an adventure penned by myself (though I am already thinking of what I might write for next year), but it will...I hope!...always be done in a similar spirit: providing a shared gaming experience where teamwork and cooperation and ingenuity are needed to overcome challenges and obtain great reward.

As for the adventure? I am currently in the process of polishing the thing for the OSRIC release, incorporating the feedback I received from both players and DMs alike...that's a lot of playtesting that got done in Germany!  My own gaming group didn't have a chance to play it till this week (Wednesday afternoon). We ran Children of the Sea exactly as written for the tournament, including drawing our six PCs from the tournament pre-gens, and setting a time limit of four hours.

The result was a TPK with 105 minutes still left on the timer. But I'm a pretty ruthless DM.
; )

[the kids still had a blast]

Happy Friday, folks!