Off-line for a couple days (also, Vance, and Wizards vs. Magic-users)

Heading out of town for a few days.
In the meantime, I’ve been reading me some Jack Vance – it’s amazing how many things, subtle things, that D&D jacked from him.

You hear “Vancian Magic” way too often in this hobby from people who don’t understand what it means. Yes, the disposable spells and imprisoning/memorizing them is Vance to the core.
It also implies a bunch of other shit. Research, experimentation, Lost Spells in the Dark and Weird places of the world, barely-controlled Tech and Nanotech. One of the reasons I’ve always had a problem with the 3x + (and even 2e to an extent) is that they simultaneously make research less-attractive/non-existent, and make magic too mundane.

See, a “Wizard” is different than a “Magic-User”. Magic-users, what the common folk call “wizard”, simply have magic. I’ve used several in the past that were 0-level NPCs and/or other classes, but had access to a magical tool, even a toy, or some internal mutation that gave them power.
A Magic-user is a deceptive bastard who uses fear and magic to keep himself off the pyre and serve his needs. Magic-users wield nothing more than a tool; they are laborers, not craftsmen, of Magic – and by 4e, they are all that remains.

(Reginald Balfour) This guy? Candles of Hypnosis and glasses that let him read any code. Boom - "Wizard".

(Reginald Balfour)
This guy? Candles of Hypnosis and glasses that let him read any code. Boom – “Wizard”.

Wizards and Magi, though? They almost understand magic, even are magic to some degree. A Wizard hunts power, knowledge, tools. He hoards as the Dragon, jealous of power, laboring to keep it hard by and thieve it from the less-worthy. A true Wizard does not have equals, but enemies, masters, inferiors, puppets; those with a hold on his soul or his power, and those who depend upon them. Wizards deceive, yes, but also play with Magic in a way a simple “user” never will.
Wizards study, and often die for, their Art – for a Wizard is an Artist, a Craftsman, a maker of Wonder.

The longer or more tightly-regulated the spell description (with limited exceptions), the closer you move to nothing but Magic-“Users”. When Grease stops conjuring a layer of bacon fat in an area and starts becoming “You can but make someone slip, or disarm them”, a Wizard isn’t the only one who loses out.
The entire game feels the hurt, for creativity and “breaking the rules” with magic are the very substance of the fairy tales and sagas we draw from.
More importantly, these acts should be part of the stories we write on our own every time we hit the table. Our tales are of finding wealth and creeping under the weight of dread, exultation and mourning, and above all being clever gits who do what we shouldn’t with every tool we have, because that’s the way Humanity works. It’s what we’ve done ever since we rejected the Garden, and it’s our fucking inheritance right alongside the weight of Adam’s Curse.
The Game shouldn’t be an endless walk down a barren corridor, whose seamless and indestructible walls lead into an unbranching infinity forever interrupted with doors, should not consist of hunting for the one and only key on our collective belt that will fit this lock.

Branch the corridor, tear down the walls. Give your players toys, not just tools; marvel at what they make of broad, Weird powers instead of simple rayguns and a really big sack they fill with FPS-style first-aid kits.

John_William_Waterhouse_-_Magic_Circle

(From John William Waterhouse)
When’s the last time one of your PCs had to do this to use a magic item?

Of Shares and Silver (Historical Inspiration)

With the capture of the pirate ship last session, one of those old DMing issues cropped up again. See, treasure’s always been a problem in D&D – hell, most of the verbiage that’s not tables in the 1e DMG’s section is about developing discretion with it, and making up “appropriate” treasures. It’s one of those areas where Gary’s personal experiences and historical knowledge made certain types of adjucation easy.. but he kinda forgot to mention it to all the newbies out there.

"Pandora" by John William Waterhouse. Public domain.

This is what rolling on the 1e Treasure tables feels like, half the time.

The topic of treasure sizes has been hashed over enough that I’m not addressing it today. There’s another, more pressing problem – what do you do once it’s rolled up? Division seems easy enough, but it can be a Hell of a headache for a GM and the players, especially with the big stuff.

That Class “A” treasure for knocking down a band of Men in the Monster Manual seems huge for PCs, but it isn’t a reward to the players for taking out the camp or ship.

It’s for paying the army it takes.

Think about it – most of the entries in 1e were scaled for stocking hexes or domain level play, not random encounters on the road. To take them out, you usually need an army or at least a band of retainers. Now, most heartbreakers and the main D&D rules vary wildly in their opinions of plunder. But IRL it’s been a thing since the days when an “army” was your cousins and the booty was a couple cows. The historical salaried pay for soldiers was much lower than their actual rates. Plunder was an expected part of their pay. I mean, seriously, would you go to war for the equivalent of about $20 a week? That’s a recipe for desertion and murder. Yes, they were endemic, but knowing that sacking that city over there would pay out in pants, meat, and enough cash to start your own farmstead was a Hell of a motivator. In fact, plunder was so normal, contemporary histories will often extensively remark on “no looting” orders in battles, along with the punishments offered and the general success of the order.

Unfortunately, with widening the scope of booty awards comes the necessity of figuring out who gets what. Now, there are a lot of traditional sharing mechanisms. They were especially important (and handled in much more detail in the literature..) among pirates, but every armed force used them.
Now, I should note that Lamentations already has a booty system, but a) not everyone plays it, and b) I’m a relentless tinkerer.
Here are a few historical examples, which I hope will make fiddling with your game a little easier, and inspire said tweaks.

-Smash and Grab
Can you carry it off? It’s yours. This is what your average rioting civvie is doing, and it’s popular among levied armies or other semi-organized mobs.
Problem is, this doesn’t work in a more structured society. Historically, it led to a lot of murdering and infighting post-battle, so more legalistic/”fair” options popped up almost immediately (either for the division or for the murdering..). If you have to wake up in the morning with the people you’re screwing you tend to treat them a little better in the act, as it were.

-Share and Share Alike
This was a simple split (popular among the more egalitarian revolutionaries and pirates)  and the one most DM’s use – it’s easiest to run with a group of alleged equals. Every man gets a share of equal value, and anything that can’t be split is converted to cash or “bought” with parts of your share. This is implied in the DMG, but contradicted elsewhere. It’s very easy to assign partial shares, however, and the general math is very easy.

-The Thieves’ Bargain, AKA The Pitcairn/Bounty split
A quartermaster is appointed or elected. He divides the booty into shares, then leaves the area, so he can’t see who takes what. He receives what shares are left at the end. A common variation allows each man in order (selected by lots) to take a share, with the quartermaster going last, then anyone entitled to a second share draws lots again for order until all shares are distributed (This means that whomever pulls the most shares also gets the last share left). Another common variation

In the Thieves’ Bargain, everyone gets a number of “whole” shares, rather than half-shares, so the individual shares tend to be smaller. It seems “fairer” to PCs, and offloads some of the work from the GM, plus it tends to increase player investment in the treasures. It does make it harder to “split up” magic items, or other high-value items; historically, they were often diced for – see the description of the Seamless Tunic from the Bible.

-Navy and Military shares
Most militaries had very specific policies, but there were some customary systems. Most of my knowledge is based on the early American and British Naval systems, along with medieval mercenaries and the Roman army; I encourage you to do some more research on your own. Even fishing boats still use a very similar system to the old US Navy divvy.
As with the Thieves’ Bargain, the unit or ship would have a Quartermaster or Paymaster. His primary job would be to issue goods like boots and weaponry, which were usually bought locally with an allowance from the Crown. He would also divide any plunder, but traditionally was not allowed to select the first share. The position was very, very frequently abused, with the QM buying shitty goods (or none at all) and pocketing the allowances, for example. Most armies tried to combat this by instituting particularly brutal penalties for abusive QMs.
There were also issues with lower ranks stealing and hiding loot; the usual penalty was forfeiture of all loot, with flogging, or even death.

In the Navy, prized (captured) ships were sold when they returned to port, or if they still had military value, commissioned and set under the command of the ship’s Lieutenant (necessitating multiple field commissions – 2 new Lieutenants, a Lieutenant of Marines, a new Doctor if possible, a Quartermaster and of course the brevetting to Captain of the old Lieutenant). Cargoes were usually sold and the cash divvied, with the crew having first shot at buying any special items. Prisoners were often enslaved, with any left after replacements (you always lost some in combat and from disease, especially at sea) sold off to middlemen.

The traditional splits varied: usually it was some variation on the following.
Captain/field commander: 3-5 shares, and often pick of the litter.
Lieutenants/officers: 2-3 shares.
Skilled junior officers, such as Doctors or Sailmasters, and non-commisioned officers: 2 shares.
Infantry, Men-at-arms, marines, or any other active combatants: 1 share
Non-combatants: 1/4 to 1/2 shares.
Camp followers, levied Serfs and slaves: nothing.

In a number of cases, you could also be awarded an extra full or partial share.
0 The first man over the wall/on deck in an assault was usually awarded an extra full share (or, more likely, his widow/descendants were). Sometimes this was given to the first survivor over the wall, or to the entire Forlorn  Hope (a slang term for the poor bastards who went through a breach in gates or walls). Used to encourage aggression.
0 Trophies – Bringing back the heads of enemy officers or other leaders. Rewards varied, but the practice was so common that Samurai ettiquette manuals included entire sections on how to clean yourself up, in case your head got taken. After all, it’s your last major social event, gotta be pretty, right? Used to minimize lower-class casualties (kill the officers and you break the army, not the people. Plus it makes it a lot easier to take over). If you just want to encourage slaughter, offer rewards for right ears, thumbs, noses, &c.
0 Pick of the litter – people with multiple shares were often allowed to sacrifice one to jump to the head of the line; if not, the leader of the force traditionally had the right to demand any one share of the loot. This caused some serious friction during the siege of Troy – Agamemnon demanded a specific slave-girl that Achilles had taken, which precipitates the entire last half of the Iliad (and the death of Achilles).
0 The Captain’s Take – In naval battles, the ship’s Captain, Leftenant of Marines, and the Quartermaster were each traditionally awarded the pick of one of the weapons taken before the remaining gear was shared out.
0 Ransom – Defeating a knight and accepting his surrender granted you rights to his arms and horse, which did not count as a share. Often, you had the obligation to take any reasonable offer for their return. In addition, you had the right to keep the Knight prisoner and demand a ransom for his person, or for his body (usually somewhat smaller..) from his fief.
0 Equites – A mounted man was often awarded an additional share for his horse.
0 Sundries – It was common to exempt clothing, food, and other trifles from treasure sharing; you could keep all you could carry, but any weapons or precious items had to be surrendered to the QMs

OSR Survey: Trolly Troll’s Top Ten Troll Questions for Your Game.

Got five posts in the queue, but I’m moving cities over the next few days. In the meantime, I’ll do another quizzy thingy, which I got from this dude. Hey, content, amirite?
On to the quiz!

(1). Race (Elf, Dwarf, Halfling) as a class? Yes or no?
Yes and no. I do use racial classes, but I prefer to do cultural classes instead of race-classes if I can (see the Tribal class I wrote up for LotFP a while back). If you want to be an Elf who trained exclusively as a Fighter, it’s fine by me; Slap a Chaotic alignment on there and you’re pretty much done.

(2). Do demi-humans have souls?
Soul, animating spirit, what’s the difference on a mechanical level? Philosophy is a question best left to the players. That said, there are some pretty heavily classical Catholic and Aristotelian underpinnings in most of the worlds I write. So.. Maybe? Elves could very well be demons lovingly shoved into a carefully-prepared Mandrake plant, for all we know, or Dwarves autogenerated when statues are left in the Deep.
…damnit, now I have more things to work into the world.

(3). Ascending or descending armor class?
Descending/THAC0. It’s easier and faster for my old-school wargamer head to compute on the fly. Mathematically, either approach is equally easy and valid, and it’s exceptionally easy to convert, so I don’t get butthurt about anyone’s preferences.

(4). Demi-human level limits?
Never been an issue in one of my games – either the game didn’t last long enough or the character died too soon for it to be an issue. That said, I’ve always thought the whole thing a stupid mechanical patch to justify a DM’s story conceit (id est, why do Humans run pretty much everything?)

(5). Should thief be a class?
Fuck yeah. Or rather, Specialist should. But Paladins shouldn’t – that’s what a Cleric already is. I do “Priests”/White Mages very similarly to druids, only generally with a few more restrictions. Also, staying a miracle-worker requires a dedication to others that most players aren’t willing to accept, when the path of the Church-Militant is so much easier and more.. well, fun, for many.

(6). Do characters get non-weapon skills?
Yup. You can also write a background, and I’ll give you some basic skills based on it. The ones on the character sheet are life-and-death shit, not what you do around the house. You want to be an expert appraiser of pottery with an unhealthy fondness for knots? By all fuckin’ means. Hell, some games – usually the really quick-and-dirty ones – I allow players to interject with a (cue Chekhov) “I can do thet!”. You just have to tell me why and how. It’s an easy way to get players to develop the character more at the table, and it helps define them more than sifting through a 50-page “skill” section.
Also, if you have a skill, it’s assumed to be at a professional level. That means you can accomplish routine things without rolling.

(7). Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?
It depends. See, the fighters usually have less raw power, but they also don’t occasionally explode into masses of writhing, fornicating batrachia either. Well, not unless the wizard really fucks up. The Winds of Magic have a bad habit of slapping down the arrogant, but they tend to be pretty precise most of the time. Also, wizards get a LOT of shit from the peasantry, where a Fighter can usually be a lot more local-hero material. If it helps, think Jayne/Zoe (Fighters) versus Inara (Yes, she’s a Specialist, but she gets treated a lot like a wizard. Incredibly dangerous Guild and vicious local prejudice included).

(8). Do you use alignment languages?
No, although Latin/Greek, Draconic, and Elvish are very frequently spoken by Lawful men of letters, unknowing cultists/Lemurians, and the Fae (respectively). Large cultural groups that interact regularly in a cooperative way – who, incidentally, often share an alignment for some reason – will usually have some kind of lingua franca. But the linguist in me just can’t quite tolerate the idea that all Chaotic creatures instantly speak the Language of the Fiends as soon as they bargain off their souls.

(9). XP for gold, or XP for objectives (thieves disarming traps, etc…)?
XP for gold, XP as a carrot for good behavior and smart play. Objective-based XP makes for shitty dungeons, because of the choices you wind up having to make with it.
On the one hand, if you want to be fair it can force you to design bite-sizer one-shots, or otherwise set it up so that every convenient “chunk” of the adventure has sufficient challenges for everyone to get the “necessary” XP. But then the players have to go to exactly the right spots to get what they “need”; this philosophy leads to railroading. Plus, the players will inevitably go off the rails, and then you have XP imbalance anyway.
Secondly, it encourages competitive gameplay and punishes players for not doing the perfect Five Man Band (Wizard, Fighter, Thief, Cleric, and a Token Minority). Fuck that. I want 5 Fighters to be able to go in and walk out with the same XP as the “balanced party”, if they play and roll just as well.
Then, if you don’t give a fuck about fairness, you wind up screwing over players in a way they feel is high-handed and arbitrary (and rightly so). Losing XP because they had to ditch gold to flee the orcs is one thing. Being 3 levels behind because the party isn’t finding traps and running heist missions is bullshit.
…also, this question assumes that the role of the Thief is disarming traps. With Specialist, that’s far from a fucking given.

(10). Which is the best edition; ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E ADD, 4E DD, Next ?
(I consider 3e to still be an inheritor of AD&D)
Of what’s presented, Holmes.
ODD and 1e are both complete, nearly unrunnable clusterfucks, 2e pushes Moral Panic bullshit. 3e is detailed to the point of meaninglessness, and suffers severely from the same splatbook explosion as latter-era 2e. 4e.. I’m just gonna shut up on that one.
I prefer Holmes to M&M mostly because I like his writing style and gaming philosophy.

Bonus Question: Unified XP level tables or individual XP level tables for each class?
I prefer individual XP for its elegance, but frankly it doesn’t make any damned difference for the first few levels of play. Think about it: 5000 XP, and you’ve got a L2 Wizard, Cleric, and Fighter, or a L3 Thief. Wooo. Add less than another grand to that and it really doesn’t change the party dynamic. Also, I find having varied character levels makes the players engage more. They have to make a whole different set of resource decisions when the party’s guide across the Lemurian Plains is a level 1 Specialist with a crossbow and the leader is a level 3 Mage, compared to a time when the leader’s a L3 Fighter and they’re uninvited in Elf territory with only a L1 Cleric.
Back, you filthy heathens. BACK I SAY.Peter Cushing image provided by Hammer Films, no challenge, no authorization, yadda yadda.

Reviews: My Criteria, & a Template.

After publishing a few reviews, I noticed that I haven’t really explained my basis for my RPG product ratings all that well. Consider this a manifesto and an explanation in equal measure.

I may seem critical in my reviews, but to paraphrase Tolstoy – the Good things are always more limited (and alas, easy to pass over in some cases) than the infinitude of possible errors and minute shades of Bad and/or just Not Good. I go in with teeth bared and blood in my eyes, but I never expect something to be perfect. I expect it to be average.

So.. what do I like in a game?
I like pulp that punches you in the balls and steals your Priceless Artifact for its Nazi Dinosaur employers.
I like Giant Robots that are only as good as their pilots, locked in strife, as Romance and Madness rage in the background.
I like stratified and vicious intrigue in the halls of power, where pulling a weapon means you’ve lost; where carefully-aimed scandal and boardroom sausage-making are the deadliest tools.

More germanely to this blog, I like Weird-ass fantasy.
Oz, Spencer, the fever-dreams of Dunsany and Coleridge, and my own ongoing folklore studies have influenced my tastes more than Tolkien or Lieber. Even Narnia is my kind of Weird, in its own way. Fey monsters with shortcuts to victory if you can only break the Magic that holds them in this world. Beasts that walk like Men (good, bad, hungry.. as long as they aren’t constantly going for “sexy” I’m down).
I like my hideous, twisted Evil beings to cackle madly and ride the Devil in the night. The cold, beautiful evils in the heights to sell their souls for power. The petty Evil of all men to turn away its eyes and damn itself with the easy path. I want the Good of a simple man to cut through it and blaze out over the world, even as his fellows turn, fall, fail, and die facing the corruption of the world. And I want every one of them as a potential player, not just the Heroes.
My games, unfortunately, have often been much more generic :/

I want my players to say, “Fuck you, I’m not going out on a mountain in a snowstorm” not because the cold will kill them, but in fear of the Yuki-onna and the Jotun; they must fear the forest not just for the HD of the monsters within, but for the half-seen things sniffing hungrily at their souls. (Links to follow as I post some of the more fucked-up monsters I’ve come up with in the last year..).
I’ve succeeded there on more than one occasion, up to the point where I had my players in near-hysterical paranoia in a sewer, up against 3HD worth of monsters.

I prefer my magic to be a rare and nifty double-edged blade rather than generic. Check the Archive posts to see what I mean. I like it when players seriously debate selling treasure, when they start keeping track of that sage three towns over who studies Dark Runes and spends his time collecting the inscribed Gem-Idols used by the Melniboniean emperors as currency.
Again, I’ve been dragged too often down the easy path, although keeping a commonplace book to jot down ideas I have, say, on the bus has helped greatly there. Damn you, ADD, I’ve probably lost more gaming material over the last 2 decades than I’ll ever publish.

I want my players to go off the rails, because they were a faint suggestion in the first place: I want them to MAKE a story, not “tell it with me”. I’m a referee, and hopefully always will be, not a Storyteller. I don’t want A Story for them to play out in what I buy. I want the web of relationships within a scenario explained, and hopefully some of the motivations behind them; I can riff off of a motivation a lot easier if I don’t have to infer it from reading the entire damned thing. Also, the players NEED to be able to fail meaningfully without necessarily destroying their entire adventure. I’m a mechanic: single points of failure (SPoF) – areas where failing stops everything cold – have no place in a working system constantly exposed to hostile action.

So here are my categories, along with a quick explanation of their rankings.
Utility
Could I use this on its own merits? Is the thing playable out of the box? File Formatting, Maps, and encounters all fold in, as does organization. Hiding critical encounter clues inside a monster stat-block three pages away from the first room they appear in is the tiniest bit counterproductive. If I can’t read your shitty hand-written and scanned prop, I can’t expect my players to do so. Language use is judged here on its function and clarity, not its artistic merits. If your writing is incoherent and ambiguous, I can’t adjucate with it.

1/10: Basically unusable. The file crashes my e-reader, pages are garbled, multiple critical parts of the content are left out. The author’s language leaves my eyes bleeding, or he makes retarded font choices. Also, the book could be severely disorganized, especially in PDF form. I have to generate craploads of content just to play (not to adapt, but to play it as intended). Maps and props are ugly and unpleasant to use (blueprint blues..). The book requires another supplement or secondary book to function (if you need a basic, “core” book you don’t get shafted here. Likewise, I consider the intent of the module: B1 is as much an exercise in learning to place encounters as it is a training module for the characters).
5/10: Readable, workmanlike, and functional. There are some annoyances, perhaps no index or Table of Contents, or page numbers are not marked. Some language errors, but no ambiguity in the actual rules text. Maps and handouts are readable, if occasionally hard to cross-reference.
10/10: Well-laid out. Finding information inside is a pleasure, and the writing is completely error-free. The maps are clear and may even include insets for particularly tricky or annoying bits. Chapters are coherent and arranged in a logical order. Files use hyperlink cross-references, and are well-bookmarked. All of the information I need to pick up and run is inside the covers.

Modularity:
I assume I’ll have to do at least some hacking with anything I buy – swapping out some of the encounters, changing out treasures, adapting backstories, whatever. This is a measure of how much work it will be for me to use it on the table, and how easy it will be for me to drop it in front of my players. Backstory (along with a bit of the encounters) folds into this as well. Canned encounters are a shortcut, but they make returning to the area difficult. You will likely have to excise and replace them if the players leave.

1/10:
I’ll have to rewrite this completely, spending a week or more, to play with it. It could be impossible to put it into a campaign world other than the “intended” one.
B1 gets a pass on content, for example, as it’s an exercise in teaching a GM to key encounters. Dragonlance.. not so much. It may be awesome, but bludgeoning the “Awesome” into something other than railroad tracks takes an offensive amount of effort.
5/10: Requires some hacking, probably a couple day’s serious work and brainstorming. There are several elements that, even in a book from which I wouldn’t use everything, I want to steal.
10/10: Holy shit, I want to use this right now. Hacking is minimal, or assumed and accommodated in a non-insulting way – preferably with some simple suggestions. Whole chunks of the product can be lifted and dropped, even between genres, and they make me want to.

Weirdness/flavor, modularity, and utility are always in tension – you add detail to increase the flavor, and every one is a potential chain to the creator’s expectations about the game or to his own assumed world. I like Weird, but not everyone does.

Weirdness/Flavor:
Weirdness generally only applies to Fantasy; flavor is for other genres, and covers the amount of story – NOT STORYTELLING – that will help me get my head into the scenario. The baseline on this is pretty conservative – I expect most modules not to be especially Weird, although I judge modules set in a Weird ‘verse like Oz much more harshly if they ain’t. Weird is a measure of how many encounters are ones that screw with the players or their perceptions, and how much of an odd flavor there is to the occupants. Flavor, by comparison, is the amount of self-contained information presented. Mysteries (solved or not – I can run with either. How many of the things described are related to each other, and how intriguing or inspiring are the connections?
Lizardmen “who are at war with the Kobolds”? Bleah.
“Within the cave lies a trapped, transcendental visionary society of gaunt albino lizardmen. They worship the god of Hunger, and make sacrifices by eating and letting their god steal away their sustenance. They snatch eggs from other creatures to give their god the nascent life-energy within. Kobolds are particularly favored, but almost any young creature will do” Oh Hell yes.
Likewise, the ratio of flavorful magic to “yet another +1, ooh, there must be something with non-magic weapon resistance” shit.

1/10: Banal, pulp in the worst sense of the word. All encounters are straight fights, with only tactics to differentiate them. Any magic is taken straight from another product without embellishment, or offers only simple mechanical bonuses.
5/10: There’s the germ of a couple of interesting things, an interestingly odd monster, or a good framework on which to build. Something I see in it immediately inspires me to embellish the module in a creative way.
10/10: Ju-On.

Puzzles/Traps:
How much do the non-combat obstacles to the players hinder them? Can they be overcome with wit and ingenuity, or only with luck? How interesting are they? Are there rewards, or do the traps just fuck you over? While you might consider rumors to be just Weirdness/Flavor, they allow you to seed out-of-context clues for your players as well as contextual cues. And lie to them, of course, but enough have to be true that the PCs seriously consider every rumor they know.

1/10: No puzzles/traps, all combat. All of the puzzles and traps can be defeated with simple Skill rolls. The players are punished for being sensible when they’re not under time pressure, or a single trap can end the adventure instantly and is unavoidable. Few, if any, secret doors, or multiple secret doors are absolutely required to accomplish the central goal. Secret areas required to advance are hidden in nonsensical parts of the map, and can’t be found by means other than skill rolls or blunt “pass or lose your arm” choices with no clues whatsoever.
5/10: Some bland, some interesting, but the mechanism is sufficiently-explained that a reasonably ingenious character can get through. Most of the traps have at least one indicator to a cautious party, and all the puzzles have a clue available to the PCs in some way.
10/10: The non-combat sections are engaging. Secret doors open options to the party, rather than blocking all progress; when you die to a trap, it’s probably your fault. The party stands a significant chance of losing a resource other than HP or henchmen – like getting their maps fucked up, or risking an anti-magic field to open doors elsewhere, or even losing time. Riddles are always a plus. There are multiple clues to puzzles and traps, and they aren’t always right in front of your nose.
Note: The Tomb of Horrors rates about a 2 on this scale. Most of the traps are bullshit or non-sequitur, you have to progress through a completely linear series of challenges that test your Saving Throws more than your noggin, and the reward is getting boned in the arse (see what I did there?)

Character Engagement:
Your player, standing at metaphorical entrance to your module, will ask himself one question. “Why the fuck am I going in there when I could be getting ale and whores”. Money and power only motivate for so long. Revenge (legitimate revenge, not “haha, I killed your backstory, now go get the guy responsible”) is always good, but hard to integrate into the START of the thing. Treasures of virtue (You saved our children! You have our eternal gratitude! <3) are a great motivation for virtuous characters. But.. well.. yeah. Hen’s teeth. Mystery, especially potentially lethal ones, is always fun.
You have to tread a fine line here; herding PCs is like herding cats. A good module will have fish, wet food, a spot of catnip and a sumbeam at the end, and a fleabath looming behind.

1/10: All rewards are in GP, there is no reason for the characters to adventure other than “we are adventurers”, and nothing encourages them to remain but masochism and the desire to play the game. “So this old guy walks up to you and points you to the Adventurer’s Guild Help Wanted board, and..”. The adventure opens with a 5-page canned sequence and/or a script. Emotions are forced on the characters on a regular basis. Likewise, there may be a “triggered-cutscene” plot which motivates the characters only into jumping the rails.
5/10: Some non-monetary rewards, and if the players leave they might come back instead of moving on. Special encounters inside or outside the adventure area offer a goal with a reward other than “all the cash you can carry”. Even if it’s “you won’t get enslaved/executed”.
10/10: Your players asked to return, and don’t even quote Monty Python for upwards of 30 minutes at a time. You wind up looking at the clock at some point and going “Holy shit, when did that happen?”, and the only place left open for you to eat at is Denny’s.

Treasure Engagement
Bluntly, will the players feel wealthier at the end of the module, or just richer? Are they keeping treasure as savings for an equipment/character upgrade, or because they like it? How much of the non-magic treasure isn’t sacks of coins? Are they likely to use some or all of the treasure as a tool rather than sell it? Are the players going to have to – and choose to – go out of their way to get it out? B1 was always especially strong in this regard, with treasures ranging from old tapestries to a room full of preserved tools and a set of weightlifting gear.

1/10: All coins/generic jewels, all the time. Perhaps the designer of the module offloads all of the treasure generation onto a random table in another product, or leaves all the goodies in the open.
5/10: Several items are unique, and there are at least a few consumable resources for the party.  Jewelry is well-described if present, and there’s at least one themed hoard. The players face a choice of what to bring out, and there’s a reason to take one or more items of lower cash value.
10/10: Supplies and other items are scattered throughout. Some treasures have obscure worth, while others are valuable but bulky and fragile. Players must make (educated?) guesses about what to bring out, and there is a strong flavor to many or most of the items.

Aesthetics
This is subjective as all hell, of course. Your mileage will vary, but I will always explain why I like or dislike the aesthetics of a certain product. I tend towards surrealism.. but then my favorite artists range from woodcutters to Japanese pornographers to Pre-Raphaelites, and I can appreciate a well-crafted example of an art style I dislike. Here I judge the beauty of the author’s language and font choices, not their raw utility. The art should reflect on the text – it’s not enough to have a pretty picture, let me see and feel what I’m trying to make my players experience. If that be revulsion, grotesquerie and offense, so the fuck be it, but make me experience something.

1/10: May have no art at all. Comic Sans and Times New Roman throughout. The layout is messy, and its language infelicitous. Words may be used wrongly, or there is a glaringly non-sequitur picture inserted.
5/10: The author clearly put some thought into the layout. What art there is is related to the text, although it may be displaced. The art is decent, if not inspired, or there’s a particularly excellent choice somewhere within. Word choices show the author is aiming for a tone, and most of the sections of the book have consistent style(s).
10/10: Excellent art and language choices. The tone of the work is not only consistent, but evocative; the art not just technically excellent, but inspiring. Tricky or key set-pieces are illustrated, and well. The book looks good on your shelf and in your hands.

Overall:
An average of the other scores I’ve awarded, and a summary of my opinion.
It doesn’t have to score highly in all categories to get a good rating. One of my favorite gaming books is artistically atrocious and basically unusable as written, but tremendously inspiring and modular. And no, it’s not the 1e AD&D books, although that was a good guess. It’s a “systemless” book, and among the many sections are a compilation of monsters from folklore and medieval bestiaries, and a summary of herb lore and sorcerous devices. The rest of the book is trash, and I have many primary sources to draw from scattered around the house, but it’s lightweight and incredibly useful as a summary if I need something now. The same is true of the Judges’ Guild Ready Ref Sheets. I also have a few supplements for games I don’t even play. They have little to no “utility”, or are atrocities on the engagement front, but the flavor, inspiration, and aesthetic value keep them on my shelf.
Finally, I’m a cheapass. If I say I’m happy I bought something it means I not only consider it above-average, but felt it was worth money I could have spent on, say, steaks.

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