Showing posts with label jason. Show all posts
Showing posts with label jason. Show all posts

Thursday, June 30, 2022

Full Circle

Yesterday, Maceo (another elvish assassin) was able to rejoin our campaign for a four-hour session (one more backpack to fill with loot!)...surprisingly, we were able to get him to join rather plausibly by simply having him follow the trail of bodies and destruction through the castle (we said his character had slept till noon and hadn't got up to the place till 2) all the way to the belfry/treasure chamber. Even more surprisingly, they decided to continue their explorations, eventually defeating three harpies (elvish blood), a flock of blood hawks, a nest of 37ish giant rats, a 5th level illusionist (color spray!), and a mother-f'ing banshee. The clock has just struck 5pm, there is four hours of daylight left, and the party keeps trudging up to tower roofs in their search for the Countess, figuring a vampire must be sleeping upside down somewhere like a giant bat.

*sigh* This is what comes from children not being allowed to watch vampire movies anymore. At least both Mace and Diego leveled up (4th and 5th respectively). Everyone is still alive, but the ranger was driven hopelessly insane following his perusal of a libram of ineffable evil. So it goes.

A couple folks (most recently Stacktrace) have brought up the the subject of my transition from being one of the "leading proponents" of the B/X system of D&D to now being chest-deep in AD&D. Since I've got a couple-four hours to spare, I figured I'd take the time to chronicle my personal history (as best I can) for readers interested in "the Evolution of JB." Not sure that's really enough time, but here goes:

Circa 1981 (age 8, 2nd grade): while at a Fred Meyer store, I see the Dungeon! board game on display and plead with my mother to buy it, citing the fact that it says its for children of 8+ years and I am old enough. Surprisingly, she does so (a fact that surprises me to this day: my mother was never one to cave to a begging/pleading child back in the day). I am somewhat disappointed by what I find inside...I had intended to purchase Dungeons & Dragons having already learned of this game from the playground at my school (and being, by this time, familiar with the terms "class," "fighter," "magic-user," "assassin," "magic missile," "Demogorgon," and "Blackrazor"). Still, the game provides an education into the very rudiments of D&D concepts (dungeons, monsters, treasure, secret doors, expendable spells, green slime, etc.). It contains a pair of green, plastic D6s with numbers etched on them (instead of dots)...the first I've ever seen. I still own this game today...my children have played it extensively.

Circa 1982 (age 8 or 9, 3rd grade): I discover the Moldvay edited Basic D&D box set at J.C. Penny in the toy section, and (again) talk my mother into acquiring it, perhaps explaining that this was the game I originally sought out. Again (surprisingly) this works, though this may have been in November and the idea was that this would be a birthday present for Yours Truly. I have detailed my delight and discovery of the wonders of this set in other blog posts. I read it cover-to-cover, struggle with the module, and instead create my own "dungeon" (a castle map, no doubt based on B2's Keep, that players must besiege).

Shortly Thereafter: my parents host a caucus at our house for local Democrats. I am upstairs in my room running my adventure for my younger brother. One Dem has brought her daughter, Jocelyn (a year older than myself) to the caucus, and my mother asks if she can join our game. I give her a halfling to play. When it is time for her to finally leave, my brother has been killed two or three times, and Jocelyn has infiltrated the castle, avoided all guards and is making for the castle treasury/armory. This is my introduction to a girl who will become my best friend, later co-DM.

3rd grade: I play D&D mainly with my brother and my best friend, Jason. Jason runs a thief named Sneakshadow. Jason is good friends with Scott (they both have single parents...moms...so they share time with each other). Jason's mom is our soccer coach.

Summer of 1983: I meet Matt during the summer during Little League baseball.

1983 (4th Grade): Matt has joined our school; we become friends. Circa November, I receive the Cook/Marsh Expert set, probably as a birthday gift. At a sleepover at Matt's house (I can pinpoint this to December, as I remember watching the Eurythmics video "Here Comes the Rain Again" on MTV), we make him a high level cleric to try the Expert set rules (giving him fanatic followers and sending him into the desert on a quest to find a blue dragon). Matt owns the Dark Tower board game, which I play long into the night after everyone else has gone to sleep. He also has a vinyl album with Conan the Barbarian stories. In later years, we will dive deep into his older brother's stack of Heavy Metal magazines and share a love of Thieves World books.

December 1983: Jocelyn gets me the AD&D Monster Manual as a Christmas gift. It is incorporated into our games, though a lot of it is difficult to parse as we are still using B/X as our rule base.

1984: We play D&D. Sometime in this year, Jocelyn discovers a copy of the DMG at the bottom of chest of old stuff belonging to her youngest brother Lacey (11 years her senior). I am allowed to borrow it on occasion...much of it is difficult to parse or completely alien. However, we begin to use the combat matrices (which seem to line up with the MM) and incorporate the expansive magic item list, especially the artifacts and relics. Some of the effects are waaay over my head (satyriasis? nymphomania?) but sex-change magic is always good for a laugh when your players include both boys and girls. Jocelyn's character, Bladehawk, has become the premier fighter of the campaign and is legendary for escaping death traps. At Jocelyn's home I run a game for four(?) players including my brother, Jocelyn, Jason (I think) and Jocelyn's friend Brian Hackett. Brian has a high level cleric with the blade barrier spell (also a hammer of thunderbolts) which, because we cannot find it in my rulebooks, I disallow. Years later, I will encounter Brian in high school (he was a junior when I was a freshman) and he will remember me respectfully as "The Dungeon Master."

Fall of 1984 (age 10, 5th grade): at soccer practice, Matt brings me a copy of N1: Against the Cult of the Reptile God, asking if I can run it for our group. While at first I am put off by the low-level of the adventure (our B/X characters have reached lofty heights), I begin to notice various strains of weirdness in the adventure: single class elves, "longswords," "ring mail," etc. Reading the cover ("for ADVANCED D&D game") and seeing the level range (1st to 3rd) it finally dawns on me that "Advanced" does not equate to "Expert" and that the MM and DMG must be for this other, mystery game. The key turns in the lock, the veil falls from our eyes, and all is revealed.

The start of 
my AD&D career.
November 1984 (age 11, 5th grade):
I receive a copy of the AD&D Players Handbook for my birthday, the only thing I wanted. Now, with my copy of the MM and Jocelyn's copy of the DMG, we can begin playing proper AD&D. I make a high level magic-user character for my (now) friend Scott, both to make use of the new rules (intelligence factor! new spells!) and to put him on par with other long-running PCs Bladehawk, Sneakshadow, and Sunstarr (Matt's cleric). His wizard is named Lucky Drake after a character in a Choose Your Own Adventure book. This will be the core of our group for the next several years.

[EDIT: I now believe that the PHB was a Christmas gift, not a birthday  gift. I still believe I received my first DMG slightly later]

December 1984/Winter 1985: my aunt's boyfriend, a DragonQuest player, gifts me with my very own AD&D Dungeon Masters Guide. No longer forced to borrow Jocelyn's (as she doesn't attend the same school as the rest of us, I don't see her often enough), I can delve the thing and really learn the rules.

Winter 1985: Matt picks up a copy of AD&D Deities & Demigods (cleric guy, remember?) and we immediately incorporate it into our game. Sneakshadow fights Thor and kills him.

Spring of 1985: I discover the appendices in the back of the PHB after trying to figure out references to the psionics and bards in the DMG combat tables (previously I hadn't finished reading my PHB as I assumed it was just "all spells" after the mid-point). I immediately make my own character: a half-elf bard with psionics named Landon Weiguard. I show him to Jocelyn. Jocelyn expresses interest in doing some DMing.

Circa Fall of 1985 (age 11, 6th grade): Jason leaves our school. In addition, his family become Born Again Christians and his mother no longer allows him to play D&D. I see him only a handful of times after this. Jocelyn and I decide to blow up our original campaign and re-start the whole thing (all 1st level characters!) as strictly AD&D. She and I alternate as Dungeon Masters. 

November 1985 (age 12): my brother gives me the Unearthed Arcana for my 12th birthday. Jocelyn already has her copy (and incorporated comeliness and all the rest into our new campaign). I believe I receive my copy of Legends & Lore in December, perhaps as a Christmas gift. This will be the bulk of our "canon" going forward, only occasionally adding bits here-and-there from Dragon magazine or the Mentzer Companion set (which Jocelyn owned). 

1985 to 1988: we play AD&D. DMing duty is split between Jocelyn and myself. When I run, I tend to run AD&D adventure modules, rather than original material. Jocelyn runs a couple pre-packaged adventures including (Ravenloft...though I wasn't present for that) and Castle Greyhawk. At some point we re-boot the campaign a second time (we now distinguish "eras" of play by campaign: the Original Campaign, the First (AD&D) Campaign, and the New Campaign), again beginning characters at 1st level. When we do this, we use the World of Greyhawk map, but add our own material (factions, politics, etc.). We have some DragonLance modules (we are fans of the novels) but only use them for the maps, judging the adventures themselves to be "terrible." As time goes on, Jocelyn does more of the heavy lifting of campaign management...I am (mostly) content to just play. We also venture into other RPGs: we play Marvel extensively, BattleTech, some Star Frontiers. We dabble in James Bond and Twilight 2000; get our first taste of Warhammer 40,000 (the book...none of us acquire minis). AD&D remains our main game, however.

Spring/Summer 1988 (age 14): Jocelyn and I have a falling out. Kids fall out with each other: that's a part of life. Often times, over the years, Jason or Scott or Matt would be "on the outs" with the group, but we would always (eventually, somehow) bring 'em back into the fold. As we were transitioning to high school (the boys...Jocelyn at 15 and already in high school) I was the one that got kicked...and the group never recovered. We all ended up at different high schools, going separate ways.

1988-1991 (high school): I make new friends, some of whom play AD&D. I do not play AD&D with them...instead I play Palladium games (Heroes Unlimited, TMNT, Rifts), Stormbringer, or (later) Vampire the Masquerade. I still collect old AD&D modules when I find them, including White Plume Mountain and Against the Giants. For about a year, I run my brother and his best friend Brandon in an AD&D campaign, up till about level 12. I do this mostly to try modules I've never previously run (including the Desert of Desolation series I3, I4, and I5) and to try re-capturing the magic of my earlier campaigns. It doesn't work and I quit playing AD&D.

1991-1995 (university): I do some gaming, mostly White Wolf stuff (Vampire, Werewolf, Mage, Ars Magica 3E). Towards the end of university, one of my buddies (Joel) suggests we start up an AD&D campaign; I agree only on the condition that it is 1st edition, none of this crap 2E stuff. While he consents, nothing ever comes of the conversation (no chargen, nothing).

1996 (after graduation): while living with a non-gamer girlfriend, I get heavy into WH40K. Fact is, our relationship was heading south (it would be very up-and-down for another year, up through 10/1997) and getting into some kind of gaming felt necessary for my sanity. A game shop close to our apartment ran 40K tournaments. We would break up (and I moved out) before she moved to New Mexico for grad school.

1997-1999: no real gaming, though I meet some guys (Kris, James, Alex) who played D&D in their youth. In 1998 I will run an aborted session or two, and play in James's (single session) attempt to start a 2E game. All of these ended in disaster. The weed probably didn't help.

March 1998: I meet my wife. Having grown up in Mexico, she has never heard of D&D before meeting me.

2000-2002: 3E is released. I acquire copies and run some games, mainly for my friend Kris and a couple randoms whose names escape me. By 2002, I am done. I am still collecting BECMI edition D&D (the Mentzer sets, the Mystara Gazetteers, the Rules Cyclopedia, Wrath of the Immortals) feeling it is the most "complete" version of D&D. I do a lot of solo stuff with it. In 2007 some stuff I wrote about the Greek Gods will get uploaded to Vault of Pandius. Mostly, I end up finding the BECMI edition to be (both) too staid and too childish for my tastes.

2003-2007: sometime in this period, I make the acquaintance of The Forge and indie gaming and start studying game design. I get the idea to write the Great American Indie RPG (trademark pending!). This is all crap, but it starts me down the road of taking RPGs (and my love of them) more seriously. I do not play D&D during this period, though I collect and read a LOT of other RPGs. As far as I can recall, I didn't play any RPGs at this time (some light indie stuff...Capes, InSpectres...with my nephews perhaps). Sometime towards the end of this period, a person posts an Actual Play report on The Forge about how they tried playing an old game of Basic D&D "by the book" and it was actually fun.

Circa 2008: While reading an interview with indie-game designer Kenneth Hite, I am made aware of James Maliszewski's Grognardia and fall down the rabbit hole of Old School D&D blogs. This leads me to a number of sites, the most influential of which is Pat Armstrong's Ode to Black Dougal. Having the fires of nostalgia stoked by memories of my first RPG, I decide to go "back to the beginning," where my love for the hobby first started.

June 2009: I write down a quick list of 100 possible blog posts (to make sure I can generate content) and start the B/X Blackrazor blog. 

2009-2011: I play B/X D&D regularly, mostly off-line (face-to-face), sometimes running up to nine or ten players at my local bar. This three year period more-or-less matches the time I spent playing B/X at the beginning of my gaming career (1983-1985). I write (B/X) books during this time that are still selling today.

January 19th, 2011: my son Diego is born.

2012: I start developing other games: Cry Dark Future (2012), Five Ancient Kingdoms (2013), various indie type games and other genre games using the B/X Chassis. At the time, if I'd been asked, I probably would have said I was showing the versatility of the game (or writing my own fantasy heartbreaker with regard to 5AK). However, I now believe I was beginning to run up against the limitations of the B/X system...I was growing bored. And I was becoming tired of writing my own "support" for the system.

2013-2016: I am in Paraguay until August 2016. During this time, I do not play D&D.  I reflect on it, read about it, blog about it, work on a couple different "new" heartbreakers. There was a lot going on for me (mentally, emotionally) and my gaming thoughts were pretty random. A lot of good reading on the subject of D&D care of Alexis's books...but I had difficulty grokking some of the concepts he was trying to communicate.

April 21st, 2014: my daughter Sofia is born.

2016-2018: no gaming. Back from Paraguay but too busy with new children in a new school and transitioning to that "stay-at-home-American-dad-thing." Blog posts from this time are depressing...reading through a couple makes me think of a dude who is in need of help but doesn't know how to cry for help because he is unaware of how helpless he is. The blog was treading water just to assuage the ego with "relevance." Ugh. 

August 2019 (age 45): I hit rock bottom while attending a Dragonflight Convention; a convention at which I had the opportunity to play four Basic (three B/X!) game sessions with four different DMs. I was done with B/X as my "go-to-game-of-choice." It is still...and always will be...a fine teaching tool for learning the basics of Dungeons & Dragons.

Circa August 2019: I discover Anthony Huso's blog.

Circa 2019-2020: I discover (and start tuning into) the rather amusing GrogTalk podcast. Because they moderate their language, I sometimes listen to the podcast with my son (especially when it's just the two of us on long soccer drives). 

October 2019: I decide that the only way I will ever be satisfied with D&D again is to commit myself wholeheartedly to running a campaign, rather than one-off sessions. Just like I hadn't done since the age of 17.

February 2020 (age 46): I run my children through their first B/X adventure.

March 2020: the COVID 19 pandemic hits in full force. Schools (and most everything else) close down.

April 2020: I decide to go back to the LBBs and play OD&D with my kids, feeling I can simply add to the game (from supplements, house rules, etc.) whatever is needed for the campaign. At this point, I still feel "tinkering with rules" is the thing that will get me to the game I wanted. Ridiculous. This lasted a month or so before I shut it down. I play no D&D for the next six months.

November 2020 (age 47): I begin running AD&D for my children, teaching them the Advanced game.

February 2021: Taking advantage of a Total Party Kill, I start the AD&D campaign over from scratch using Washington State (and the Pac Northwest generally) as my campaign setting. My world has been in existence for 17 months now...longer than ANY "B/X campaign" I ran back in my Baranof days. 

June 30, 2022 (today, age 48): I've now been running AD&D exclusively for nearly two years; we've only barely begun to scratch the surface of play. The system is so robust...and so deep...that I don't anticipate exhausting its possibilities any time soon. Fact is, unless I get sick of my world (which is hard to see happening, considering its "mine" and I can remake any particle of it, any time I choose), I don't see how the game would ever end. It can only grow larger and more developed with time.

Currently, the AD&D books are available both digitally an in Print-on-Demand form from DriveThruRPG. I recommend every D&D player who doesn't already own a set acquire copies of the PHB, DMG, MM, and Fiend Folio. The MM2, DDG, and UA have useful elements, but are not strictly necessary for play. 

All right, that's all for today. 

Thursday, June 4, 2020

A Hard Look At Thieves

I've written quite a bit about thieves over the years; this will be my 24th post with the "thief" tag.

While trying to put my thoughts on the character in order this morning, I asked my nine year old to give me his thoughts on the thief class. How do you feel about it?

"Overrated," was the reply. I asked him to elaborate.

"Even though thief can open locks and such, he's going to get killed." He said. "Especially in OD&D, he's just too weak in combat to survive; he doesn't get to use bows, he's forced to fight in leather armor, and even his chances of being sneaky aren't very good."

He went on: "In B/X the thief is a little better, because he can use bows and his dexterity gives him a bonus to his armor class. But you don't give DEX bonuses in OD&D and leather armor isn't good enough. They have useful abilities like climbing walls and stuff, but they're killed too easily."

What about his ability to backstab? "Well, there is THAT, but you need a couple beefy fighters in your party to distract the monsters so you can sneak around and get him from behind." You couldn't sneak up on someone? "Well, your percentage is really bad especially at low level. If I was going to take a thief to, say, the Tomb of Horrors, I'd want to be at least 6th level. At least! Then I could go armed with a sword and daggers."

So if you were to rank your class preferences, where would the thief land? "Hmm...top of the bottom." Out of four classes? "Oh, you're not talking about elves and dwarf classes? Well, if it's just the basic four [cleric, fighter, magic-user, thief] he comes in at #4 (last place) in OD&D, and maybe tied with cleric or slightly better than cleric in B/X." Clerics are worse? "Well, in B/X they don't get a spell at first level, and it's really tough that they can't use bows and arrows." That's the same in OD&D. "Yeah, but in B/X thieves get the DEX bonus and they can use bows." Oh, right, I see. And thieves need to use bows because they're kind of weak with bad armor? "Yeah, unless you're in one of Sofia's dungeons, because then you can talk your way out of fights with monsters and still get millions of gold pieces." Okay.

So is it worth having a thief in an adventuring party? "Yes, so long as they have fighters for protection. Then you can use them for other tactics." Tactics? "Like picking locks. But they need protection." Picking locks is useful? "Yeah, and fighters can't do it. Well, maybe they could, but they'd have a lot harder time. They don't have the right equipment or skills." Okay, thanks.

No mention was made of traps or hearing noise in this conversation.

As I mentioned (briefly, in passing) in my last post, I haven't actually implemented thieves in my OD&D game...if you were to read my compiled/cleaned up copy of Book 1, you would find no mention of a "thief" class. My son's inferences of the "weakness" of the OD&D thief come from (I believe) my OD&D rules (like the lack of ability score bonuses) and discussions of different weapon proficiencies in Advanced Dungeons & Dragons...the OD&D thief presented in Greyhawk appears to have the same proficiencies as the B/X thief (i.e. no restrictions on weapon use at all).

Anyway...I wanted my son's input before writing this because...well, because I appreciate his opinion on the subject. I understand that the D&D thief is/was an iconic character class for DECADES (only supplanted by the "rogue" archetype in modern versions of the game). But much as I've worked with it and used it over the years (24 posts!), I dislike the thief for a number of reasons:

- A skill set that dividing the party: picking pockets and "backstabbing" encourage PVP play. Moving silently requires the PC to be alone in her sneaking. Hiding in shadows requires the thief to be left behind (no movement) to be effective.
- An alignment restriction that might be at odds with other party members (if Paladins can't adventure with non-Lawfuls, and thieves cannot be Lawful, well...).
- Low survival rating (as pointed out by my son) without adjusting hit points and/or increasing attribute bonuses.
- As written (in OD&D and AD&D), providing demi-humans with a means of unlimited leveling, moving the game away from being humancentric by taking away one of the unique abilities of humans (the only species allowed unlimited leveling).
- Emphasizing mechanical "traps" in dungeon exploration, in order to give the thief a way to earn her keep. How many strongboxes really need poisoned needles?
- In OD&D: implies something strange with regard to the thief's (1d4) hit dice: that humans are weaker than originally modeled (1d6 hit points). I can take a magic-user's lowered survival ability being related to the pasty, sedentary lifestyle of an academic (or the corruption and body wracking toll of learning sorcery). Why d4s for thieves? Vice and (medieval) city living? Okay...but then that concerns ALL folks living in the squalor of King's Landing (or its equivalent).
- Thieves Guilds as required institutions.
- Lock picks on the normal equipment list.
- Combat considerations (backstabbing) that adds an element of tactical detail to what should be the abstract, chaotic swirl of melee. Extra justification required to explain just how backstabbing works with a number of monster types (slimes, golems, undead, beholders, dragons, giants, etc.) or else the inevitable restriction/nerfing of the class's beefiest attack form.
- Unique abilities (skills) that are so ineffective at low level as to discourage use.
- The ability to "read magic" without a spell or read and understand languages that the character doesn't know like some sort of super-linguist.

All that being said...

I could work with most of this. I have worked with most of this throughout my decades of playing D&D. And for many years I haven't had to do much with it because thieves are so garbage no one wants to play them...

[there are a lot of exceptions to this last. AD&D players with demi-humans always worked thieves into their multi-class mix. A level or five of "rogue" was often taken in my 3E days (both by myself and others). I've played thieves on more than one occasion, including a Nehwon based B/X convention game that included ONLY thieves and fighters. And my old friends Kris and Jason were notorious for ONLY playing thieves in D&D games]

I dislike that all thieves have the same skill sets, all progressing at the same increments. And yet I dislike EVEN MORE the idea of implementing a "skill system" to the D&D game.

I dislike thieves. I dislike them a lot.

The OD&D game has a character type that finds traps: the dwarf. The OD&D game has a stealthy character type: the halfling. The OD&D game has a character type that reads old, dead languages on maps: the magic-user (with the proper spell). The OD&D game has a character type that "hears noise" well: demi-humans. Does the game need to combine all these abilities in a single package?

What happened to having a party of multiple individuals contributing their individual skills, being forced to rely upon one another?

I think...I think that instead of including a "thief" class, I'd prefer to include a list of "adventuring skills" that player characters could choose from. Maybe someone is adept at free-climbing. Maybe someone is good at setting (and disarming) small traps. Etc. Characters could take a number of these skills based on their intelligence score (learning one such skill in place of a language they might otherwise know).

Maybe I'll include other skills like tracking, woodcraft, and herb lore (for healing).

I wouldn't tie success chances to level...skills would be either you have it or not. Climb sheer walls with 90% ability (penalties if doing it in windy, rainy, or snow conditions)...or whatever. Some players could build their own thief, mixing and matching the skills they want. Perhaps a magic-user was a street conjurer and pickpocket prior to her apprenticeship. Perhaps a fighter is skilled at commando-like stealth, having been a scout for the army. Whatever.

We've been playing OD&D without thieves for a while now, and I really don't miss the class. As a DM, I like having a character type that can pickpocket and backstab, but I don't like seeing it in my players' adventuring party (not in a "dedicated-to-this-way-of-life" type of fashion). My players haven't missed the class or complained about its absence. But they might appreciate adding an extra distinction to their character.

Yeah, thieves. I'm kind of done with them.

Wednesday, February 20, 2019

Class Proliferation

Just continuing from where we left off...

First off, let me say that, aside from the reasons I noted in my previous post, there's no special reason you need to have a "class system" in your role-playing game. Traveller doesn't need a class system. Neither does Pendragon or original Gamma World. There are some systems like Vampire the Masquerade that actually confuse their own design purposes by including a class system (see "clan"), though VtM does demonstrate yet another reason class systems are expedient: they limit what might otherwise be a baffling number of choices/options to a manageable number.

[I hear some folks might saying, HEY! Gamma World has classes: humanoids, mutant animals, and pure strain humans! To be clear, original GW only offers two choices: a PC with mutations or a PC without. If you choose the latter, you get some bennies when it comes to interacting with ancient technology. I don't see a "class" distinction when there's no real, mechanical difference between choices]

I'm not a stupid man (usually), but I just don't have the patience to wade through some of the character creation systems out there. I've played FATE games on multiple occasions (at conventions) and had a good time using "lite" streamlined chargen (once) or pregen characters. I own a couple-three FATE games. But I haven't run them...haven't even finished reading the rules. My eyes just start to glaze over when I start skimming the aspects and stunts and skill lists (skills! why are there always skills!). I have a much easier time managing a "light" class-less system (say Over The Edge) than something so robust...I don't want to "build" a game with a toolbox, I want to PLAY.

It may simply be that Dungeons & Dragons spoiled me a long time ago. The expedience of its class system with its distinct, recognizable archetypes just proves to be such a useful working template for fantasy adventure games that it's hard to get away from it...whenever I pick up an RPG that has  "quick-start" characters or archetypes (like Hollow Earth Expedition or Shadowrun or Deadlands), I always find myself asking 'Why didn't they just make this a class-based system? Wouldn't that have been easier?'

However, it's not always wine and roses in the world of classes. Class proliferation, the expansion of the choice list to fill an ever greater number of niche interests, can eventually lead to wrecking the joint...especially in games where the classes cease to be recognizable and/or the distinctions get muddied or outright buried. Palladium's RIFTS is probably "Exhibit A" for class proliferation leading to a loss of expedience due to proliferation: the original core book contains 28 distinct classes (or more if you count each "dragon RCC" separately) and each supplemental "World" or "Dimension"  sourcebook (more than 50 of which exist) add another half-dozen...or more!...new classes to the mix, many of which are no more than slight variations of others. Do you really need to include six variations of the juicer? For that matter, do you really need juicers and crazies and borgs? Aren't they all just enhanced/altered fighters with different downsides?

In the world of Dungeons & Dragons, class proliferation isn't nearly as extreme, but it IS present, and has been for decades. The original Little Brown Books had only three classes in 1974, increasing to five with the release of Greyhawk (1975), seven with Blackmoor (later in 1975), and nine (including the psionic variation which "drained" existing class abilities in exchange for psionic ones) with Eldritch Wizardry in 1976. That's nine classes if you're not counting each multi-class or race-class combo separately. By 1978 the AD&D Players Handbook had eleven classes available to players, with a character's race providing only slight variation (though many-many multi-class options).

While this was only officially increased to fourteen with the advent of Unearthed Arcana in 1985, the time between 1978 and 1985 saw the appearance of a number of classes in Dragon magazine, many of which were used in peoples' home campaigns (we used at least two or three, and I'm sure we would have included anti-paladins, if we'd had that copy of Dragon).

So how many classes do you really need? How many classes are "too many?"

It's pretty clear that most folks feel you need more than three (unless the capabilities of those three are so minimal in distinction that a race variation can make one feel "heavily modified;" see OD&D). But is 4th edition's 22 (spread across three PHBs), each possessing four "paragon" options (4E's equivalent of "prestige classes") that become accessible at 11th level, too many? I would certainly say, "yes," but it's possible I'm in the minority.

Classes (and class-race combos) are certainly something that can be tailored for each individual's campaign; in fact, in some games (like Rifts) I'm not sure a campaign can really function without a strong editing hand. But what a particular gaming group can stand with regard to class quantity is up for debate.

Back in D&D's "primordial ooze" days, new classes (and class options) were added in dribs and drabs until a saturation point was reached round about 1979. My evidence for this? The very unscientific fact that TSR was happy to stand pat with its "official" class list till 1985. While I realize that other things were keeping the company's main designers busy (lawsuits and finding new ways to spend their wealth), I have to think that if there'd been a real clamoring for new classes, the company would have found some way to put out a new or updated or modified PHB; heck, just a "revised edition" that included a handful of extra pages.

[by the way, this falls into the "more evidence" drawer when it comes to my idea that subsequent editions are written MAINLY for returning, experienced players. Once you've added a bunch of classes over time, veteran players come to a new edition with an EXPECTATION of being able to play with their favorite shiny bauble. It's why there's so little "pruning" that occurs between editions, despite the fact that a dozen plus classes is probably excessive for a new player]

So what, JB? Having classes is fun! Having more classes just means more options which means more fun! You just said that groups are going to vary in opinion over "how many is too many."

That's right; I did say that. I said that limits are going to vary depending on groups...but there reaches a point, with ALL campaigns, when the proliferation of classes is going to be too many. When the number of class options is so many that game play is no longer expedited. That number may vary from table to table, but each table has a number. And I think that knowing that number...or, rather, finding that number...can be useful.

I've delved into this a little bit in the past when I was reminiscing over the gaming group of my youth. While it lasted only seven or eight years, it represented a substantial investment of time (in hours spent) back before my friends and I had much in the way of responsibilities or distractions. I would estimate that we spent at least three times as much time on Dungeons & Dragons as on ANY year I've spent regularly playing as an adult, the equivalent of a 20+ year (adult) campaign. Which is about right for the power level we were often playing at.

[to be clear, we ran...roughly...three full campaigns during this time period, taking characters from 1st level up to (what would be) a retirement-worthy high level]

Most of this was played with 1st edition AD&D; our group disbanded shortly before 2nd edition was released. Including the Unearthed Arcana (we never used Oriental Adventures), here's our breakdown of classes:

Cavalier (subclass: Paladin): never used. Never ever ever. It wasn't that they weren't cool, or that we couldn't roll up characters with high enough ability scores. No one wanted to be strait-jacketed by their codes and alignment restrictions. Plus, what good is a horse in a dungeon?

Cleric (subclass: Druid): we saw several clerics over the years, though the first PC cleric did not appear until we picked up the Expert set (circa 1982) and the followers that came with high levels outweighed the lack of "oomph" at low levels. My friend Matt's longest running PC was a cleric of Athena. A visiting player brought his high level cleric to one of our game sessions (another cleric of Athena? Maybe). There were also two Drow clerics of Lloth at later points (one male, one female, both played by different players at different times); one of these (female) was multi-classed. We never had a PC druid (I rolled one up, a female half-elf with the oh-so-original name "Galadriel;" she never saw play time). One half-elf "converted" (mechanically and religiously) to a cleric of Artemis. There was also one "healer" PC, based on the NPC class published in Dragon magazine; "Fr. Cornelius" was Chaotic Evil and insane and lasted all of one session before being castrated and left for dead by his fellow party members.

Fighter (subclass: Ranger, Barbarian): my co-DM (Jocelyn) 's second oldest PC was a straight B/X fighter, and probably the most badass character to ever roam our campaign; she deserves her own post. My brother played a dwarf fighter/thief; another player (Crystal) played a 6'3" female human fighter fighter who sported about 50 weapons including a man-catcher ("to catch me a man") and exceptional (%) strength. My brother played a barbarian also ("Bork") who was killed at least once in an intra-party feud. There were a couple 1E bards who started in the ranger class (one was mine) but we never had any dedicated rangers. One of the earliest character sheets I still have stashed is a level one elf (B/X) named "Silver Fox;" no idea whose it was. Jocelyn's oldest character was a 1st level (B/X) halfling that I gave her when she randomly showed up to the first adventure I ever ran and needed a character...it is the only "halfling fighter" I remember anyone ever playing back in the day. Matt also ran a half-elf "archer," though I can't remember if this was taken from Bard Games' The Compleat Adventurer, a Dragon magazine, or was some kit-bashed combination.

Magic-User (subclass: Illusionist): quite a few of these, though most were played by one guy (Scott); his longest running PC was a straight MU named "Lucky Drake" (later "Lucius Draco"). He also ran an illusionist (who adventured through D1: Descent to the Depths of the Earth), and a (male) Drow magic-user/assassin with house-ruled pyrokinetic (psionic) ability. Also seen: a half-elven fighter/magic-user and a female (wild?) elven magic-user with red hair and a penchant for fire/arson. Now that I think of it, fire and arson were fairly common proclivities of magic-users in our games. Not Lucky, though...he was a strict lightning bolt type of mage.

Thief (subclass: Acrobat, Assassin): quite a few of ALL of these. Jason's longest running PC was a thief, grandfathered into AD&D from B/X. Matt had an assassin. Scott had the aforementioned magic-user/assassin. After the UA's release, most thieves (at least three, maybe four) chose to become thief-acrobats upon reaching 6th level (two bards did). In one campaign, my bard took assassin as his second class (instead of thief...no, this was not the guy who started as a ranger). My brother's halfling thief-acrobat was the kind of douchebag only an annoying younger brother can run. A couple of (prominent) halfling thief henchmen/NPCs. Scott ran a female half-elf thief who was brutalized and killed by a tribe of bullywugs (I1: Dwellers of the Forbidden City) in what may have been the lowest point of our many year campaign...a campaign that had MANY low points (see Matt's healer character above).

Monk: I created a monk character with the name "Soft Treader" (because I suck, okay?) who wore a cape with a hood that looked a bit like Moon Knight (not really an inspiration) and, as far as I remember never used his hand-to-hand attacks; had a crossbow and "jo sticks" instead and made it to about 2nd level before being abandoned (or killed...I honestly don't remember). Pretty sure he was Lawful Neutral, which didn't fit in all that great with the (usually Chaotic) party we were running.

Bard: three of these, though one (mine) really had three iterations across the years: first as a fighter-thief-bard, then as a ranger-acrobat-bard, and finally as a fighter-assassin-bard. The other two were both female; one (another half-elf ranger-acrobat) was a prominent NPC. The other was a crazy-ass mix of storm giant/human/elf that (I think) was of the "standard" fighter-thief variety...albeit one with a bunch of crazy air elemental type powers (this was NOT my character; another long post).

A few years after this group disbanded, I did have the opportunity to run a short (maybe three month?) AD&D campaign for my brother and some friends. They were in high school at the time and were tired of me maiming their PCs with Chaosium game systems (ElfQuest, Stormbringer, etc.). The group consisted of a fighter, a couple clerics, and an evil magic-user or two. Oh, and another (1E) bard who was sacrificed pretty early on in order to power The Machine of Lum the Mad. Since that time, I've really only run/played BECMI or B/X...at least as far as anything resembling a "campaign."

So what's the breakdown? How many different classes are we talking? Well, that's really only about EIGHT classes, plus multi-class combos and racial variation. I mean, the monk? I can hardly call a class played in one or two sessions by a single player (probably one just "trying out" the new rules) as really viable class. Other than the thief, most single-class characters were a "main" class: fighter, cleric, or magic-user. Subclasses were something to be shoehorned into a multi-class character (or bard) or left for NPCs. The thief subclasses were the exception for us, and I'd guess this was due mostly to them all being "thief PLUS" type classes: they had all the abilities of a thief, plus extra abilities. And UN-like other subclasses (paladins, rangers, barbarians, etc.) there were no behavioral restrictions mandated by their class. Any rule that restricted us with regard to who we could loot and what we could carry (treasure-wise) was enough to render classes undesirable and untouchable.

Getting crowded in here...
If we had played without behavior restrictions, would we have made use of more classes? Possibly. Certainly the cavalier's "boost ability score over time" looks like the kind of tasty exploit we would have lapped up. But it's hard to say: the original four B/X classes (fighter, magic-user, cleric, and thief) were so straightforward in how they worked. A class like illusionist seemed pretty easy to add, because it was (mainly) just about swapping out the spell list. And you can do a LOT with four classes, a handful of races, and an ability to combine the two (or more) elements.

Which, unfortunately, doesn't really answer my question.

I just want to add a couple-three more thoughts (as I wrap up an already-too-long post): one is that my remembering of my old campaigns' classes is probably not accounting how much of our enthusiasm or affinity for a particular class was due to level restrictions. No one played dwarves (for example) because they max level was capped in all but the thief class (and who wanted to play a dwarf thief? He can't even climb walls!). This was a major consideration for us "back in the day."

Secondly, regarding 3rd edition (and 3.5 and, by extension, Pathfinder): I've played this brand of D&D and despite it only having only 11 "core classes" (we won't count the later "Complete" line of 3.5 that added at least 12 additional "core classes" to the mix), it was TOO MANY for my taste, simply because of the lack of restriction in combination. I suppose there's nothing "wrong" with a gnome or half-orc ranger...in some ways, that's a nice option to have, an example of "outside-the-box" thinking, casting against type, etc. But there IS something about allowing (for example) ANY race to become a paladin, or a monk, or whatever that makes a class that once felt special and privileged to be "less special." And the open-ended multi-classing? That defeats the whole purpose (and advantages) of having a class-based system; instead you're doing a class-less system, just not one as robust as other "point-buy" RPGs (like GURPS).

In the original AD&D PHB, there were a total of 56 race-class combinations available to player characters (58 in games that allowed the human and half-elf bard options). 22 of these were specific, demihuman multi-classes, almost all of which were composed of primary classes (not subclasses). 50 is probably more than one will see in a long-running game (mine used less than half this number, and we enjoyed trying out new things and tinkering)...but I can see wanting to have 150% to 200% more available than what one would expect to find over the life of a campaign. For me, based on my past experience, 40 would feel like a pretty safe maximum.

Besides, I could always add more if some player really REALLY wanted to have something unusual (a half-giant pyrokinetic archer, for example).
; )

Thursday, January 26, 2012

Riding that Nostalgia Train

I can only take a certain amount of Aerosmith

I’m back at the Baranof, knocking back a stiff martini, and have Wolfmother piped into my headphones as I type. Why? Because Janie’s Got A Gun was just calling up bad memories. Not even memories really (there were no images attached); just weird-ass, hinky feelings. That song was popular at a time when…well, I don’t remember exactly what was going on at the time, but it couldn’t have been all that great, as I’ve apparently blocked it out. Let’s see: per wikipedia it was released in 1989 with Pump. Yes, I remember that. Peaked at #4 on Billboard in 1990 and was probably on extensive radio airplay the same year. In 1990 I was 17…that was the year my father left my family. (*sigh*) 

High school was not a fantastic time (for a lot o folks it ain’t; that’s nothing special). There were certainly some high points to go with the lows, and things actually started up-swinging for me in a lot of ways with 1991 so I won’t complain (plus I still have a pretty positive, if distant, relationship with my Dad, which is more than a few o my friends can say). But I was definitely pining for Dungeons & Dragons in 1990, that’s for sure. I stopped playing the game, pretty much cold turkey, sometime around 1987 or ’88. Shortly before the release of 2nd edition, which happened around that time. No, it had nothing to do with 2nd edition D&D; if I’d still been playing when 2E was released, I probably would have jumped on the bandwagon and bought into the Forgotten Realms and all that nonsense. No, my reason was both more simple and more complicated…I didn’t have any players. At least not the players I wanted. 

In high school, I did play role-playing games…a number of them, many of the Palladium or White Wolf or Chaosium variety (how’s that for a “grab bag?”). Hell, I made some pretty good friends in high school, some of whom lasted through college and beyond, and who did indeed play (1st edition) AD&D, even in high school. Plus my younger brother still played for awhile (as did his best friend or two) and I acted as a 1E DM for them on multiple occasions (as I’ve talked about before in this blog). But my little brother and his buddies…and even my peers who were in the same age and class as myself…were not “my type” of gamers. I really don’t know how to talk about this without sounding insulting or snobby, but I’ll give it an (admittedly half-assed) shot: none of ‘em were mature enough to play MY brand of AD&D. 

Prior to high school, I had spent…oh, let’s say five or so years playing hardcore with a small group of friends. Five years is an eternity to a kid who’s 14…more than a third of his life. I’m 38 now…I haven’t even been married for a third of my life, and I’ve been married for more than 11 years. Five years is a shitload of time for a kid that age. And consider how much time we spent on the game of D&D. Sure we had sports, we did Boy Scouts or family activities, and school (of course). But we played at school…the same way people “play” on the internet when they’re supposed to be working at their jobs. And we didn’t have jobs or careers…no soul-crushing 8 hours torn from our waking hours. Hell, we could talk D&D on our “commute” (to and from school, via foot and/or dirt bike) as we wanted. We could talk on the phone after school. We could see each other on the weekends. The only relationships we were bent on maintaining were our friendships…and those imaginary ones created in the game. 

My little circle of friends tired of dungeon-crawling pretty fast, as I’ve discussed recently. After that, it was more about creating a real, living and breathing (if imaginary) world. A world in which we were the “movers and shakers.” Our characters had loves and hates, likes and dislikes, friends, allies, and enemies. Hell, we had “turn-on’s and turn-off’s”…all noted on our (rather extensive) character sheets. All aimed at trying to flesh out the imaginary avatar. Give it life, the way authors do their characters. 

Crazy kids. 

AD&D was our jump board to a “higher state” of role-playing. You may disagree that there’s anything “higher” about it (just “different”), but I’ll stick with the term for a moment. We were still “going on adventures” but the adventures had more to do with the characters themselves than with anything insidious in the virtual environment. And little had to do with “backstory.” 

For example, one girl (yes, members of the opposite sex like RPGs) who played with us, Crystal, created a female fighter named “Tangina.” By virtue of random rolls from the DMG, we discovered Tangina was pretty goddamn strong and over 6’ tall…an f’ing amazon, if you will. Tangina also had plenty of gold to equip herself and spent it on half-a-dozen plus weapons, including both a two-handed sword and a man-catcher (“in case I need to catch me a man!”). Typical low-level character derived from random generation. Her “backstory” was pretty short…her family had tried to marry her off to a minor noble who was an asshole (or she just didn’t want to get married, I forget), and she fled to pursue an adventuring life. No one got killed, there were rumors that her ex- was still “searching for her” but I don’t recall a single appearance by him or his henchpeople. Mainly, she was just a wanderer with a simple story explaining why she wasn’t a medieval (very tall) housewife. She had a Halfling henchman named Shorty who was none too bright (in our games, halflings were always NPC comic relief, never as heroic player characters…I don’t think any of us had ever read Tolkien at that point). The point is, with minimal “characterization,” Crystal was able to drop into an imaginary life completely alien to her 13 (maybe 14 or 15?) year old self. Interacting with NPCs (not just killing orcs), looking to make a good (if imaginary) life for herself and NOT worried just about “gaining XP and leveling up.” 

And Crystal was a very minor player in our circle. There’s a lot of talk (at times) in the Old School realm about “D&D’s endgame:” build a castle, gain a dominion, settle down. See, for us, that wasn’t the end of the game but something around the mid-point. Getting the castle and the followers put you on a footing to interact with other landholders (kings and barons and such). It opened up other “adventures,” more interesting than simply “going down the hole looking for loot.” Political machinations and alliances, romances and marriages and betrayals, power and land grabs, revenge and vendetta…not to mention the quest for godhood (a personal favorite, none of this silly “quest for immortality” schtick from Mentzer…I’m talking about displacing Olympians in the celestial pantheon through right of conquest or occult subterfuge). 

These were the games I played as a kid. This was the type of campaign (and we had several) that we adapted to the AD&D vehicle. This was the kind of campaign I was running as a DM (or running IN, as a player), form circa 1983-1987. And I started playing the game in ’81 or ’82. But I lost those friends when I went to high school: Matt, Scott, Jocelyn, even Jason and Rob. It doesn’t matter terribly why our circle ended…I’ve kept in contact with those folks (off and on) over the years…but we did stop gaming together. 

And while I continued gaming, finding new folks that wanted to game, they weren’t interested in the same things I was. They wanted to go into that hole in the ground looking for loot. They wanted to fight through 20 levels of The Temple of Elemental Evil. They wanted to set-up simulacrums of their high level magic-users, blissfully constructing magic items on other planes for fun and profit. Role-playing was still fun…but when you played AD&D, it all came down to who had the biggest sword. 

And I didn’t want to play that. So when I did game with them, we played other RPGs. Sometimes incoherent, poorly designed games…but at least it wasn’t AD&D. Because I couldn’t bear to play a poor excuse for something that had previously lived and breathed and transported me…as both a player and as a DM. 

And why do I bother to write all this tripe? Who cares, right? Stop living in the past and get on with the good gaming available now…people who care (like me) know AD&D is a pretty crap system as is. [and, yes, I still think that to a great degree] But I’ve started playing in Alexis’s AD&D campaign, and its quickly becoming obvious the guy cares a great deal about the game world he presents…more than anyone I’ve met since those friends from my childhood. His approach is different from mine…more logical, more reasonable, more intelligent…but underneath, driving it, is a very similar passion. 

Look, I am very happy to be living in the time and place and real world that I am. I would not prefer to have been born in a medieval-type world with magic and dragons…I like electricity and running water and not needing to carry a sword on my way to work in case there are highwaymen about. I don’t go to RenFairs; I don’t belong to the SCA. 

[I DO own a real (non-replica) sword…but then, I was a fencer for a number of years and when you’re in Toledo, you owe it to yourself to pick up a piece of Spanish steel when presented with the opportunity]

I am NOT saying that I prefer fantasy to reality. What I’m saying is I greatly enjoy and appreciate a chance to dissolve into fantasy as an escape every now and then. And on a regular basis, if at all possible. And in order to do that, you have to have a certain level of “buy in” that meets your personal expectations. Mine are high. Alexis’s are off the fucking chart. I dig on that. 

All right, that’s enough for now. I’m just glad I’m getting a chance to play AD&D with some like-minded folks after so many years (you should see how these players get into character…and there are no funny voices or accents involved. Nice). Can't wait to get me some land grants and titles.
; )

Monday, May 17, 2010

Monday Morning Blues

AKA “Self Pity”

I’ve never considered myself an extremely creative person…or rather, I’ve always considered my creativity to be a bit of a sham. Certainly, it’s always felt like a lesser creativity, a derivative one.

Or maybe I should qualify that and say “until lately,” because I think I’m starting to honor and respect my creative juices; or (if not that) maybe I’ve been redefining for myself what “creativity” is.

For example, I don’t think my blog is particularly creative. Oh, it is definitely a form of “creative expression,” and I am “creating something” that wasn’t in existence prior to me putting it there. But is it wholly of my imagination? All I’m doing is stringing together words, words other folks have used many times before, just putting them in slightly different order. All I’m doing is distilling ideas, combining multiple concepts into singular ones. Riffing off the “true creativity” of others more often than not.

Or so I sometimes worry. After all, blogging seems pretty damn easy to me…too easy to be considered “art.”

Now as I said this is a life-long doubt that’s nagged at me regarding ALL my different attempts at artistic expression…my singing, my writing, my drawing, my acting. Hell, of all of ‘em, I think my acting was the best part and the greatest potential…in the end, I just wasn’t willing to do the hard “starving” part necessary to commit to the art. My singing is/was probably my second strongest suit, and perhaps strongest…but I haven’t taken care of the pipes over the years and my vocal chords just don’t have the same range and power that they once did.

Such is getting older.

Writing, I list as third on the list of “artsy things I’m good at” and yet writing wasn’t even my first love…that would have been drawing. Something I have never actively pursued beyond the doodling of figures and cartoons or the occasional sketch portrait.

I think that a lot of my self-doubt may actually be tied to my drawing ability and the comparisons I’ve drawn between my own artwork and those of others. Throughout school…elementary to high school and even some years in college…I have been surrounded by friends who were gifted artists in the visual/drawing sense of the term. ALL my friends could draw, to a greater or lesser degree, and in general I found most of their artwork superior to my own.

One of the few things I recall from the 1st grade (age 6-7) was a drawing contest between my friend and myself. I’ve mentioned Jason before…up until the 3rd grade or so, if anyone had asked I would probably have cited him as my “best friend.” When I started playing D&D, he would become one of the first “regular” members of the campaign with his thief, Sneakshadow (d4 hit dice folks, as God and Gary intended). He would also be the first of us to pick up Marvel Superheroes and start us on that particular path. Eventually, his single mom would become a Born Again Christian and D&D would be replaced with real life “communing in tongues” and well…he’d drift out of my life.

Jason was artistically gifted. He played the drums from a young age, and would be playing the electric guitar and growing his hair long by middle school. He was also THE best artist I knew until the age of 10 or 12.

However, I considered myself pretty hot stuff in the 1st grade.

How exactly we got into our dispute, I don’t recall. As I said this is one of only a handful of memories I can dredge up from 30+ years ago (no wonder people have such difficulty remembering past lives!). Jason and I were drawing monsters (something we did a LOT of back in 1980) and arguing over who was the best “drawer.” For some reason, our normal teacher wasn’t present, but rather two older girls (eighth graders, I think) that were “watching the class” for an hour or so…probably the reason the 1st graders had been given the time to draw and get into trouble in the first place.

So to settle our disagreement before we came to blows, our teachers/baby sitters decided Jason and I would each draw the best and scariest monster we could…and then our art would be judged by the entire class!

Well, we set about drawing our best mean and nasty, trying our darnedest to out-do the other. From what I can recall, my drawing was in profile, the monster a bit like Godzilla with “goggley eyes,” perhaps even on stalks, perhaps multiple arms, definitely with scaly skin. We drew on big poster board and the young ladies put our pictures on display in the front of the classroom for all to judge. Then they had the entire class vote on who they thought had the better drawing.

This was done by a show of hands…with our heads down on our desks and our eyes closed so only the teachers could see who voted for whom.

When the counting was done, the student teachers announced that the vote was dead even and the contest a tie…no one had received more votes than the other. Even at that age I considered this to be disingenuous…rigged to spare us any hard feelings of “losing” to the other. And this upset me more than simply losing.

What’s more, I remember feeling at the time that Jason’s drawing, hanging from the blackboard, was clearly superior to mine. More polished, more adult, definitely 100% better than mine. Even though I had been handed (or felt I’d been handed) a face-saving tie, I knew in my heart that I had lost. I never considered myself an equal to Jason in art ever again.

Strangely, I can’t recall a single thing about his drawing today.

Looking back on it, I wonder if this didn’t have a profoundly negative impact on me as a child. In a way, there was a “teachable moment” that got missed in this instance. Just because one loses a contest on a particular day doesn’t mean you’re going to lose the next day. Nor does it mean that you can’t get better with practice and effort. Nor does it mean that your effort is not a work of pure creativity, in and of itself, and worthy of celebration for that.

Instead, I took my tie result and my place of Co-Best Artist of the 1st Grade. And felt like a sham. And continued to feel like a sham for many years…at least in the fields of art and writing (my friend Scott, who I would also meet in the 1st grade was, in addition to being a good artist was an excellent creative story writer). Later, when I would get some accolades in the singing and acting fields, I certainly felt like I had something “special” about myself…but then again I wasn’t writing my own music or my own scripts. And what I was creatively expressing on-stage could not be bottled or packaged, picked up later and looked at and reviewed.

Furthermore, the higher one climbs in any artistic endeavor, the more outright brilliant people one finds. People that seem to outstrip your own personal glory by a mile-and-a-half. And if you have a giant ego like mine, and are trying to be “honest” with yourself, it sure is hard to be kept from those Upper Echelons; it’s hard enough to come up #2 or #3, but even more disheartening to not make the Top 20 or 100.

NOW having written all that, and having finished my morning coffee (perhaps waking myself a bit from that Monday Morning Funk). I have this to say:

No single person is responsible for all the joy and beauty found in any particular form of art.

Whether singing or dancing or acting or drawing or…yes indeed…writing role-playing games, there is no ONE person that is most responsible…or most ORIGINAL… with regard to the creativity found in these artistic endeavors. Yes, certain geniuses do occasionally emerge with innovative techniques…say Eddie Van Halen and finger-boarding…but even the “non-geniuses” are still making music (or whatever)…they are still CREATING. They are still expressing the Divine (God, the Universe, Spirit) into our material world through their own actions. THAT is what creativity is.

I stand for the possibility that all people have the freedom to fully express their own creativity.

Personally, I think this makes a better world. There is only One Source from which all things come, and humans’ ability to channel that source into the world as a form of inspiration and enjoyment for others is one of the greatest Gifts we have as a species.

Which, I guess, is all preamble to saying: keep doing whatever you are doing. Blogging, game design, doodling, writing Tolkien-esque poetry…whatever is your personal, inspired form of creativity keep doing it and don’t ever get down on yourself for what you do. And when OTHERS get down on you (as folks sometimes do), don’t let THAT stop you. They may not be your target audience after all (hell, your target audience may only be YOU yourself!).

I just want everyone to remember that I really, truly believe this…as I once again prepare to rip apart someone else’s beloved RPG system.
; )

Wednesday, March 10, 2010

Adding to the Collection

[FYI: sorry for the delay in posting; I won’t bother going into excuses for the several day lay-off as nothing was going on worth mentioning…I’m back for now]

Over the years I’ve played, owned, borrowed, and browsed many MANY role-playing games. To say I’m an avid gamer would be a bit of an understatement. “Connoisseur” isn’t too much of a stretch, especially over the last 20+ years when I’ve delved into various RPGs, analyzed, compared, and played them for my own pleasure.

But that of course is NOW. Prior to being a “connoisseur,” a better term might have been “game whore” as I went through a several year period of purchasing/collecting all sorts of RPGs with little regard for the actual game systems and nothing that could be called a discerning eye.

Which is fine and dandy. The point of games is to have fun playing ‘em, and though I may treat the hobby with a highbrow (or pretentious!) attitude these days, I feel I’ve cut my teeth on enough trash to be able to weigh in with my opinion. Some may not agree but, hey…it’s my blog.

Now having said all THAT, prior to becoming an eclectic collector I was an absolutely DEVOUT follower of TSR…I may have PLAYED other games but I certainly didn’t spend my hard-earned cash on ‘em. I know, I know…this sounds a little odd. Let me give you some examples.

B/X D&D was my first RPG. Pure and simple. It evolved into AD&D, a game I played for many years with a select circle of friends…up until age 14 or 15. However, even before I stopped playing AD&D (a hiatus that would last…well, I still haven’t gone back to 1st edition AD&D really), I played a number of games with this same circle of friends, but generally games they were bringing to the table:

- Jocelyn had ElfQuest, James Bond, Twilight2000…perhaps a couple others I’m forgetting

- Scott had BattleTech/MechWarrior, Shadow Run, as well as GURPS and Beyond the Supernatural (these latter two having VERY short runs in our camp)

- Rob had Classic Traveller and James Bond

- Jason introduced us to Marvel Superheroes (which we all bought into big time, picking up the Advanced Set and playing the hell out of); he also had some Christian version of D&D called Dragon Light or some such

Now in addition to D&D, I had copies of Gamma World, Top Secret, and of course Boot Hill. These were as much for cross-genre exploration (via the DMG) as anything else. I also owned Marvel (Basic and Advanced) and Star Frontiers which we had fun playing…but you’ll notice that all of these games are all published by the TSR stable.

By the time I finally started investing in other games in the late 80s/early 90s (Chaosium, Palladium, White Wolf), I had missed out on a whole slew of RPGs that had been published, advertised (in Dragon and elsewhere), and gone down the tubes…all before I’d taken my “TSR blinders” off. Oh, some were still around in 2nd editions (West End Star Wars for example) or under new flags of ownership (I picked up DragonQuest in its SSI incarnation). But others had dried up completely.

One such group was FGU: Fantasy Games Unlimited.

Aftermath, Bushido, Villains & Vigilantes…the ads for FGU games had always stood out for me from the pages of Dragon magazine as a kid. But with little disposable income and even less of a PLAN for getting my hands on new games (I was more interested in playing the games I already owned), I failed to get a single FGU system when they were in their heyday. Now, of course, I’ve heard ample good things about these games from the folks that cut their teeth on THEM as kids, but I dislike buying things off eBay and you just don’t see ‘em stocking the game shelves in the Used section.

Well, until a couple days ago. That’s when I was able to pick up the box set of Villains & Vigilantes for $5.

I’m sure I’ve mentioned before that I am an absolute sucker for superhero games…the quest to find the perfect Supers RPG is a Quixotic one, and probably one that will ultimately prove impossible. And yet I keep trying (no, I have heretofore refused to purchase Mutants & Masterminds…sucker, yes, but there are some lines I try desperately not to cross). And V&V is a game I’ve been wanting for YEARS.

I’m sure it’s due to a couple different things, this hopeless yearning of mine. Reason one, of course, is “The Quest;” not ever owning V&V how could I know if my Grail search might end could I just get my hands on a copy? But the foremost reason is those damn little ads in the old Dragon magazine…little character blurbs, complete with cool little stat lines that made me say, “wow, why the hell aren’t I playing THIS cool game.” I should point out for the record that not one of my friends was interested in playing a supers RPG until the advent of Marvel…I was the only one that ever seemed interested in combining the fiddly stats of AD&D with comic book characters.

Well, fine…I’ve got it now and…hmmmmmmmm…

Full review of V&V follows.

Wednesday, November 18, 2009

Paladins I’ve Known: Sir Alexander

Not be raised on OD&D has been in a boon in some ways and a bane in others (which, I suppose could be said for everyone regarding every edition). The main “bane” for me has been, that I have much less historical knowledge upon which to draw for my musings and rambling analysis of all things D&D…sure I have a copy of the LBBs, but have neither owned (nor perused) any of the original supplements, and the information I have on them has been scantily gleaned through on-line reviews and other folks’ blogs.

Which makes it tough when I’m trying to create something that wants to be at least semi-true to its roots.

Now having said all that, let’s get down to brass tacks and talk about the paladin class. Frankly, I’m surprised this guy keeps coming up in my posts seeing as how I have so little actual, visceral experience with the dude. But maybe that IS why I keep bringing him up…this blog is for the most part ephemeral and somewhat theoretical…why not analyze a character class with which I’ve had no direct experience.

Now, granted, much of my “D&D career” has been spent in the DM’s chair, but I went through a pretty long stretch (more than a couple years) as a player, and never once did I pick up the spurs and the Holy Avenger. Thing is, though, neither did the players in my game. In fact, it wasn’t until 1998 or so that I actually had an honest-to-goodness Paladin sitting at my table.

That was a one-off game, and one that ended prematurely I’m afraid, and the character was played by my good buddy, Alex. Let me wax on a bit about this guy:

Alex and I actually met at work and started hanging out…well, I don’t really remember why. We probably got introduced at some work party and hit it off; we’d sometimes go out for a beer and a game of pool after work. He was a good guy with a good heart and I was heavy into my New Agey stuff back then and would share my philosophy with him and provide romantic advice to him from an astrological perspective.

I don’t remember how I learned he was a gamer…I think he was over at my apartment one time and saw an old gaming book and told me he played a lot of D&D…and that’s why we decided to get together and try a game (which unfortunately terminated early due to another player’s abrupt departure).

Now Alex’s gaming experience was a little different from mine. For one thing, he was raised up on 2nd edition AD&D and this was his game of choice (and I ran our game using 2nd edition books). For another thing, Alex ALWAYS played paladins, as he readily admitted.

And if you’d ever met Alex, the paladin thing would come as no surprise. The guy DID have a big heart…not that he didn’t do selfish of dimwitted things sometimes AS WE ALL DO, but for the most part he always tried to do the right thing for the right reason. He didn’t drink much, and smoked even less (I was a chain smoker at the time, and he had maybe one puff off a cigarette the whole time I knew him). He worked out every day and was tall and VERY muscular/fit…handsome, too, with a chiseled jaw, blue eyes and close-cropped receding blond hair…kind of a younger, buffer Daniel Craig. In addition to looking good, he was also very charming and (as one might imagine) a hit with the ladies. Yet he was also a serial monogamist, generally in long-term relationships (or no relationship at all) the whole time I knew him.

In other words, the kind of looked and acted like the knight in shiny armor. It was hard not to say, ‘okay, yeah, you can play a paladin.’ I mean, that class was practically MADE for Alex!

Contrast him with my earliest 1st edition AD&D group and we seem like downright miscreants. I mean, we weren’t above some “power-gaming” back in the day (see, for example the female drow cleric-assassin played by a male member of the group) and the paladin class has some nice bennies associated with it. But the main thing that kept our players away from it was the damn alignment restrictions.

Now folks like Alex, who started off with 2nd edition AD&D telling him that he was playing a game of heroic adventure, probably don’t get this. For us that started with the earlier edition (and as kids) we had no illusions about our role in the D&D game world: there are dungeons with monsters and treasure. Your characters are “adventurers” (i.e. tomb robbers, mercenaries, n’er-do-wells) that go into said dungeons to kill monsters and take loot. Try not to get killed.

For us there were no great plots, no over-arching story-line (save what we created with the soap opera melodrama of our own character’s bickering, politicking, and in-fighting), no “dragon high lords” to bring down. And the paladin’s alignment restrictions were a real hindrance to anyone trying to live the life of a career adventurer.

And RESTRICTIONS IS the key word here. Maybe because we were kids when we started playing, we took the rules very seriously…as in, to the letter. Even though D&D extolled us to change rules as we saw fit to make the game “fun” the only thing we did was ADD rules when no rules were present to govern a particular system. Our “tweaking” of the system was additive only…we never dumped “broken” rules (if the rule was present in the system it was sacrosanct). For example, we were so downright GRATEFUL when the Unearthed Arcana came out with a much less complicated, more streamlined unarmed combat system, because FINALLY we could put it into our games. Prior to UA, we avoided unarmed combat like the plague, because whenever someone tried it we’d have to haul out the bulky-weird system in the DMG and try to work it out using the “official rules.”

Alignment was a RULE, and we adhered to it closely. There were no restrictions on which character classes or alignments a player could have for his or her character (often there would be at least one assassin accompanying the party), but most player characters gravitated towards a chaotic, neutral, or evil bent as it was far less restrictive for the (adventuring) work at hand. The point was to pick an alignment that BEST DESCRIBED the character’s personality…and then play that. And as I said, I suppose we had a bunch of thuggish players in our group based on the usual alignments.

Scott’s magic-users and illusionists were always Chaotic Neutral; other characters (elven and half-elven thieves) might be Chaotic Good. Of course, he DID play a (male) Drow cleric of Lolth (Chaotic Evil) and a half-elf magic-user/assassin (Evil of some sort). Matt usually played a Lawful Good cleric (because he was a cleric of Athena), but he often got subordinated to a lesser (support) role unless he was solo-adventuring; he also played the female Drow cleric/multi-something, a regular human assassin (evil), an insane Healer (Chaotic Evil; from a Dragon magazine), and a Chaotic Neutral Archer (also from Dragon, I believe). Jocelyn would have sweet little Neutral Goods or Chaotic Goods, but her badass fighter Bladehawk was Chaotic Evil (as a follower of Ares); however, earlier BH had been Neutral (in Basic D&D), and Chaotic Neutral (in her 1st incarnation as an AD&D character). Jason played thieves of miscreant alignment, and my brother’s characters (barbarians and fighters) were generally Chaotic Good to Chaotic Neutral; Alejandro was the latter. Crystal’s fighter was Chaotic or Neutral, and Rob…well, he always played a “good” guy and generally paid the price for it; he should have played 2nd edition.

As I’ve mention before, I generally played a bard, originally Neutral Good but eventually Neutral Evil. That’s just how we rolled…as I said, we were a bunch of miscreants.

Anyway, the rules were THE RULES. There is nothing in AD&D that says you cannot play a Chaotic Evil assassin, for example (so long as you roll the required ability scores), but there ARE pretty explicit descriptions of what a Chaotic Evil person is. And there is even more restrictive prose regarding the paladin class, not just the Lawful Good alignment…apparently too restrictive for my players’ tastes.

Hell, we didn’t even (that I recall) institute “level reduction” penalties for playing out of alignment. If a person wasn’t playing their alignment correctly we DMs simply said, “bam, your character’s alignment is changed.” If someone did something murderous they were evil; if they routinely broke the law they were NOT “lawful.” The only time alignment mattered was if you played a class with an alignment restriction (a ranger, a monk, a cleric of a particular deity). THEN sudden alignment changes might have an actual in-game penalty (losing one’s abilities). Otherwise, it still HURT…it was a blow to one’s ego when you had created a character of a particular alignment and your DM changed it on you. Basically, you were being called out for “not playing right.” I know, ‘cause it happened to at least one of MY characters…and damn straight I deserved the chastisement!

Anyway, as an older, more mature role-player I LIKE the idea of the paladin for the role-playing challenge it is (or maybe I just feel more heroic myself these days!). I like the Holy Avenger sword (though why they bothered to add a +6 version in the Unearthed Arcana, I can’t begin to justify), and think it could be used as an excellent “quest” treasure or basis for a plot arc of some sort.

Heck, I know I’ve written many times that I enjoy the whole “fall-from-grace-and-redemption” story line; to really make it work though, I think you’d have to make the paladin restrictions even more restrictive. Make them live a life of poverty and chastity and then cause them to fall through simple temptation (O foul wine, women, and song!). Man, if I was running an AD&D campaign again (something I do NOT plan on) I’d do it…hell, I’d let anyone play a paladin that wanted to (auto-raise that Charisma to 17 if too low) provided they live by the strictest of strictures (and should he/she fall, lose that bonus Charisma as well! Ha!). It would be fun to see just how long an “adventurer” could walk the straight and narrow. ; )

Two last notes: it seems weird that the “heroic divide” SEEMS to be between 1973 and 1974, as far as birth dates of players. Alex, Rob, my buddies Mike, Michael, and Ben (the infamous “god squad;” a bunch of atheists playing lawful good paladins, clerics, and rangers…weird). All these folks were born in ’74. Me and my miscreant 1st edition friends were all ’72 or ’73.

Last note: my buddy Alex got a job with Wizards of the Coast eventually and then got out-sourced to some baseball card manufacturer (don’t ask) eventually moving to California for work. I haven’t seen him since (though I “friended” him on Facebook). I miss the guy, 2nd edition or no. : (

Thursday, October 29, 2009

What Goes Around Comes Around - Karma & Marvel Superheroes


Since I mentioned Heroes Unlimited/Rifts the other day, and recently discussed "experience mechanics" in non-Old School RPGs, I figured this is as good a time as any to discuss that crazy mother-f’ing hybrid Marvel Superheroes.

[in fact, the original title of this post was going to be “That Crazy Mother-F***g Game” but I decided I’d save that for a future post about some other RPG]

I’ve played a lot of Marvel in the past, both the original RPG (released in 1984) and the “Advanced” version (released 1986); the latter being essentially the same game though with more bells & whistles. Part of this was certainly due to my age (from 11 to 13 were prime “comic book” collecting years), and part was due to the friends who owned it (including my old buddy Jason, whose Mom was NOT a fan of D&D once their family became Born Again Christians).

Anyway, we played quite a bit of MSH back in the day, though our longest running campaign was the Advanced version and involved ZERO characters from the Marvel universe. Not that we didn’t like the characters in the Marvel universe (my friend, Jocelyn was a big X-Man fan), but we certainly were more interested in creating our own superhero soap operas and a lot less concerned with whether or not Peter Parker was going to make his dinner appointment with Aunt May.

Plus, with the advent of the Ultimate Powers Book, character creation was “off the hook,” so to speak, and we had too many cool options to worry about Marvel canon.

However, going with our own “Marvel universe” led to certain issues between game expectations and system rules; namely, what to do about that damn Karma stuff. Coming at the game with a gamist (i.e. “raised on D&D”) mentality, Karma certainly got us into trouble.

Marvel, similar to Palladium, is a bit of a hybrid game, at least a step removed from Old School gaming. However, unlike Palladium’s Heroes Unlimited, its game design is both innovative and elegant. Ron Edwards has pointed out that in some ways it is one of the first RPGs to facilitate a Narrativist creative agenda (though he also points out that the game is explicit in its text about also allowing the game to be played “gamist style,” simply duking it out between Marvel characters to prove once and for all who’s the toughest of them all). The reason it facilitates Narrativism is its excellent Karma mechanic (the same one I just mentioned that gave us headaches as kids).

For those who haven’t played MSH, Karma is the game’s version of “experience points.” It is a point pool and points are awarded to players based on their actions in the game. In a very Old School way, Karma informs in game behavior as it is awarded in specific amounts for specific actions (for example, foiling a robbery is one amount; defeating a villain gives a specific amount). It’s not perfect, but good enough (and with enough examples, especially in published modules) that it’s workable. However, unlike D&D experience points or Gamma World status points, Karma can also be LOST. Not just SPENT (more on that in a minute) but LOST through less-than-heroic action.

This negative penalty is the first example I can think of where behavior mechanics are truly enforced with an in-game penalty of play (losing a level due to “poor alignment play” notwithstanding as that is arbitrary and subject to DM adjudication). FOR EXAMPLE (and this is the big one right off the bat): if a player character kills anyone, for ANY reason, then the character LOSES ALL KARMA. That’s it…karma goes down to 0. It’s the biggest penalty of the game (committing crimes or being a tool in general will cause your karma to take a hit, but killing is the only thing that zeroes it out).

Can you imagine being confronted by this as a player recently arrived from a cutthroat D&D campaign? Of course, this is before Dark Horse comics and “heroes” like Dead Pool…hell, even before the ascendancy of Wolverine as a solo cash cow for Marvel (before Weapon X, in other words). I doubt that young comic readers, used to the regular death and dismemberment in, say, the Authority universe or the Ultimate Marvel imprint would, frankly, understand the big deal about killing. I didn’t LIKE the rule, but at least I UNDERSTOOD it.

So what’s the big deal about losing one’s Karma? Well, aside from the pool of points used to develop one’s character (increase ability scores, purchase new powers/skills, etc.), Karma as a pool could be spent to influence dice rolls. Does the fate of the free world (or Marvel universe) hinge on the outcome of a single dice roll? Spend some Karma to ensure a critical success. Did the Juggernaut just crush some New Mutant’s flimsy skull with a lucky shot? Spend some Karma to un-do the hit.

The end result is two-fold:

1) It allows PCs to do all that crazy stuff that makes them survive and succeed even when (apparently) out-classed by a mega-powered opponent. Squirrel Girl defeating Dr. Doom? Sure…with enough Karma expenditure.

2) This is more subtle, but equally present: it allows PLAYERS (not just game masters) to address premise, allowing them to make a statement about a story’s theme BASED ON THEIR EXPENDITURE OF KARMA TO INFLUENCE DICE ROLLS. Do you want the game to have bystanders be killed through wanton destruction and flagrant power use? Don’t spend karma to avoid it. Do you want to succeed in some areas of the story (to show what MATTERS, what is INTEGRAL to the plot) then spend Karma there. This is REAL narrative power in the PLAYER’S hands…much different from any RPG before it.

Of course, as a 12 year old, I didn’t get this. Instead I focused on “why can’t I kill this villain? He’s a total asshole!” And kill the villain I would. Hey, once you went to 0 karma who cares if you continue to kill people?

Well, my GM for one. Scott (of whom I've written before) instituted a NEGATIVE Karma penalty…continuing to kill would dig me deeper in the hole. Now, unfortunately, there were no real repercussions for having a negative Karma (except that it took that much more to advance into positive numbers) and so I was content to be a Karmic “dead beat.” It didn’t help that development in MSH is glacially slow (this is by design; characters in the comic universe don’t often change power levels and so HUGE amounts of Karma were necessary for even minute changes), so I had little for which to “save up” points.

In retrospect, negative Karma IS both logical and thematically appropriate (at least if you have any understanding of the real world metaphysical belief of Karma). Being a much wiser individual these days, I would certainly institute real and quite possibly severe consequences for individuals carrying a negative Karmic debt…possibly including losing your character as an NPC vigilante/villain with a warrant for your arrest!

I would also like to note that when I GM’d Marvel (this was one game where we rotated GMs fairly frequently) none of my players ever had a “negative Karma” problem. Either they were all more mature than me (quite possibly), understood the basic premise of Marvel better (also a good possibility), or learned from my mistakes (less likely as I faced no consequences besides ridicule for my negative Karma).

Anyway, Marvel Superheroes was certainly a step removed from its Old School predecessors due to its Karma meta-game mechanic. Its action table is little different from rolling a 20-sided dice on a Hit Chart (a la D&D); the elegant/innovative part is that the same color bar system was used for all tasks, resistance rolls, etc., including ability to purchase things (no need to track money in a bank account, simply make a Resource roll!). Chargen was definitely of the Old School variety (random dice rolls determine almost every aspect of the character). Definite objectives/expectations of game play are present (in the karma rewards table).

But it is the USE of that reward system that is Marvel’s true innovation.