Showing posts with label history. Show all posts
Showing posts with label history. Show all posts

Friday, May 31, 2024

The Berlin years

When I got to start at University, I had some spare time and converted Rocky Horror Picture Show, which I liked and had an audience participation tape of, into a RPG location for D&D, Frankenfurther Mansion

Once courses started, I wore a T-shirt with the cover Iron Crown's Gorgoroth, sporting three Nazgûl riders in front of Mount Doom. That way I met Dirk, who was a D&D 1e player from Tübingen, and also a cool older student whose name I now cannot remember, I think Martin, and another co-student, Thomas, and we had the makings of a gaming group. Yvonne, also a co-student, joined in, and one of her girlfriends for some time to, as did one more co-student whose name now eludes me, a skinny blond guy who liked to wear black and was into industrial music. 

Dirk also introduced me to Myra, of a play-by-mail from Tübingen that was playing in a world established by a German pulp-magazine fantasy series I had never heard of nor read. I started playing a pirate kingdom on the world segment of Corigani for a few years. Later I repurposed the rules mechanics to run a middle-earth play-by-mail for a few years too. Back then there was no internet quite yet, so you would get real letters and make photocopies in a copy shop to mail out the newsletters of the last turn. 

Berlin as Germany's biggest city of course was a heaven for role playing (or any other fringe hobby really), with multiple shops selling role-playing books and paraphrenalia, and several cons being organized, and there also was Nexus E.V., a roleplaying association. Yvonne dated Raoul, one of the people running Nexus who was a super nice guy and native Berliner. At these cons, I attended other play groups' tables, and ran some games too, for example a Castle Ravenloft one-shot with pregenerated Characters, and through this found serveral new friends and play circles.  

One of them was André, a guy from a low-education background, was another native Berlier and  lived in a bad part of the city. He was smart and funny but always embroiled in some kind of financial difficulty or dubious business venture. He tried occutism and magic tricks, had unhealthy eating habits and was heavily overweight. I played turn-based strategy games on the computer with him, Warlords and such, which was fun. 

We did go to a retreat on a cottage in Schwaben that Dirk organized, and where he ran the D&D classic Desert of Desolation, with Yvonne and Thomas, Raoul (Yvonne's boyfriend), and were joined by a Richie, a super nice and laid back friend of Dirk from Tübingen. I also mastered a cottage playing Elric!, with a fantastic unpublished adventure by Dr. Stephen Schütte (that I got via Pittel, see below), Arioch's Children, one of the best I ever played. Thomas had nightmares from being in prison in game. We continued the Elric adventure in Berlin, and Andr'e joined us. It stressed him when the weird people from behind the mirrors wanted to observe his character around the clock. We also then played Warhammer Fantasy Roleplay where André GMed, or Call of Cthulhu where I did. 

At another Con I met both Pittel and Daniel, both also native Berliners. Daniel had a GM named Frank, who lived with his ancient grandmother in a nice old villa with high ceilings in Wannsee. I would treck out there once a week for a game in his hombrew "Silvermoon" version of Dark Sun, playing homebrew rules derived from 1e D&D. In this group I also met Stefan, and a few other regulars. These were nice adventures, although Frank ran a tough, though campaign. You had next to no resources, and were constantly struggling to just survive. 

Pittel was part of a group of people that included another Daniel, a friend of Greg Stafford and Sandy Petersen and old-time Glorantha/Runequest player. I played in his Runequest group regularly, and got to meet Niels and his cute girlfriend Claudia, who also was a role player and competitive archer, Daniels wife Kerstin who would not play, but made delicious guacamole crackers for us, Robin who played a humakti duck, and Eini, an old schoolmate of Pittel. We also played regularly at Eini's place in Potsdam im Schwerterweg (Sword Way, a nice street name for a role player), also Runequest on Glorantha, and Earthdawn (to this day I get an earful from Claudia that I killed her fairy with my necromancer), and we started a large scale battle game which never took off. They also organized Glorantha-related cons, were you would meet people from all over the world, many from the UK. 

When Magic the Gathering came out in 1993 and flooded Berlin's role-playing scene, I caught the bug too.  Nils, who was a mathematics student, introduced me to it, and trashed me with a black vise. Soon I was building lots of decks and playing a lot. Most of the others also did a little, Yvonne and Raoul. Daniel and Stefan likewise were more seriously into it, and of course we'd meet many other players, including Pischner who for many years ran an MtG blog and was a regular author in the German MtG scene. That is a different story, though. Pittel disliked Magic because it pulled people away from RPGs. Raoul also sold his cards after a while. I still continued to play role playing games, but not that much any more.

Thursday, May 30, 2024

Old DSA Games of our youth

We originally played Das Schwarze Auge (DSA). We played it for several years, with me as DM and mostly the same party, from 1984, when DSA it came out, to about 1989, when we started to explore other systems. Four years of magical childhood and youth. 

Before we brought in other players, my brother Marc and me we wrote and played a couple of our own adventures, that each would run for the other, one-on-one. The oldest one where some notes are still preserved  is from him. It was written and played in the old Black Forest cottage where we spend many of our childhood vacations. I recall it had a Tazelwurm, the most terrible monster in the origianl rules, and a deadly fight for a first level character, but he also put a weapon in it that could kill or scare off the wurm with a single use. Soon we brought in other friends from school.

The original play-group consisted of my brother Marc playing first an adventurer called Frodo (yes, I know ... we were kids and it was not that unusual for early RPG to have blatant ripoff names) and later a druid named Bombax (and after that, another one named Dan Gat). His friend and classmate Andi first played a dwarf named Ragondir Zornbold, the name was from the intro booklet, and later a wizard named Madruk; my friend and classmate Dieter played a rogue ("Streuner") called Spuk (I think named after a character in pulp horror magazines he enjoyed), and later a fighter called Quintus; and another of Marc's friends and classmates, Marian, played a fighter called Tschaba de Hut (yes, like the villain from Star Wars) -- he dropped out after some time. The rest of us are still playing, 40 years later.

The first adventure was "Silvanas Befreiung" (Freeing Silvana), the intro adventure from the rulebook, sporting a small dungeon under a house in the port city of Havena where the initial self-play adventure in the intro booklet also plays. After the players cleared that dungeon, they made it the base for their adventuring, outfitting it with traps and a treasure vault. 

We played every week on Fridays, and in the beginning, there were only four published adventure modules available.  From todays view, I would say that some of these early adventures were badly designed, but we were kids, and we knew no better: these worked for us.  

  • "Wald ohne Widerkehr" (Forest of No Return), level 1-2, you had to defeat an evil necromancer in a ruined castle in the eponymous forest. This was fun, fond memories.
  • "Schiff der Verlorenen Seelen" (Ship of Lost Souls), level 1-3, a ship with bullywugs and crocodile lizard men; cannot recall much. Not great.
  • "Die Sieben Magischen Kelche" (The Seven Magical Chalices), level 1-4, from which mostly an atrociously out-of-universe riddle is memorable - the answer was "Rolling Stones" and the riddle was talking about the real-world rock band 
We missed playing the best-known one of the original four modules, "Das Wirtshaus zum Schwarzen Keiler" (Black Boar Inn) for level 1 characters, as we played others first then our characters were already too high level to go back to it. 

Other adventures then were published by Schmidt Spiele along with an Expansion rule set. Of those we played the following (we mixed them in with the self written ones listed further down but my memory is vague after all these years to reconstruct any exact order):

  • "Unter dem Nordlicht" (Under Northern Lights), level 3-8, an adventure in an ice palace, with puzzles. I recall a puzzle with symbols that were the numbers 1-9, with their mirror images aligend to them. Not as cool as it sounded. I wrote my own ice palace adventure, too (see below).
  • "Durch das Tor der Welten" (Through the Gate of the Worlds), level 3-8, a weird adventure on a huge "world-tree". I checked the weight of equipment the party carried the first time, and was shocked that some lugged around 400+ pounds of armor and stuff, with extra full plate mails in their backpacks. I had them drop all the excess. It think this experience is why to this day I'm a stickler for encumberance rules. The module sucked so we cut it short. 
  • "Der Streuner Soll Sterben" ("he Rogue shall Die), level 4-8, only recall the undertaker who had entirely black skin.
  • "In den Fängen des Dämons" (In the Demon's Clutches), level 5-10 - had a great scene with the wizard casting an illusion, and a nice cupboard of magic potions. Overall this was fun. 
  • "Der Strom des Verderbens" (River of Doom), level 5-10. First PC death due an instant-death critical hit to Dieter's character by an Ogre from new critical rules we used.  
  • "Zug Durch das Nebelmoor" (Trail through the Mistmoor), level 1-3, this was fun, with an annyoing Kobold. It worked even though it was for a much lower level range, as it was not focused on combat, and DSA characters were less crazy at higher levels than D&D ones.
  • "Die Verschwörung von Gareth" (The Conspiracy of Gareth), level 7-12, a medieval tourney.
  • "Die Göttin der Amazonen" (Goddess of the Amazons), level 7-12. This was OK.
  • "Die Fahrt der Korisande" (Journey of the Korisande), level 9-13. 
  • "Der Wolf von Winhall" (The Wolf of Winhall), level 10-14, we played this at school, in "project week". Dieter's fighter Quintus cought lycanthrophy and nearly was burned at the cross.
  • "Verschollen in Al'Anfa" (Lost in Al'Anfa), level 10-14. A entertaining puzzle dungeon, with a nasty twist at the end.
We also played solo adventures, but they did not count towards the campaign, and did not use our normal characters

  • "Nedime, die Tochter des Kalifen" (Nedime, daughter of the Caliph), a level 1-4 was solo adventure impressed me with  the layout of the house around a central courtyard. 
  • "Borbarads Fluch" (Borbarad's Curse) was a sore disappointment. I expected to explore the tower of and meet Borbarad, the legendary evil necromancer behind Schiff der Verlorenen Seelen und Die Sieben Magischen Kelche. Instead it was a scifi mashup with a spaceship and no Borbarad to be seen. Big letdown, a little like D&D's 2es Castle Greyhawk.  
  • I also bought "Das Große Donnersturm Rennen" (The great Thunderstorm Race), not a solo and an interestign adventure about an overland race with many parties, but we were off to playing D&D by then and never played it.
I also wrote the "Bierabenteuer" (Beer Adventure, this link is a polished version), on a school trip with our class, which was played with Dieter and another classmate, Michael, not with the main characters. The original notes are lost, but here is an ad-hoc recreation early on I made to play it with a stranger on a train ride to introduce her to RPGs, and here is a later sketch, where details differ as this was also from memory. Similarly, my bother and I made and played side adventures with our friend Stefan while we were visiting the UK with a hostess family for a few weeks. The Palace of the Ice Witch for 2 adventurers of level 1-3 may have been from then (sporting snow wolves, an ice devil hating the witch, ice-kobolds, an ice dragon, ice gargoyles, and the ice witch/queen herself). 

There was a German fanzine called "Fantasywelt" (Fantasy World), that included D&D adventures which I converted for play with DSA. As I recall, we played the following adventures, the first 4 were of the "Shadow" story cycle:
  • # 4 "Der Priester des Chaos"(Priest of Chaos)
  • #6 "Das Geheimnis des Silbernen Drachen" (Secret of the Silver Dragon)
  • # 8 "Der Schattenwald" (Shadow Forest)
  • #10 "In den Klauen des Schattens" (In the Claws of the Shadow). This I remember most clearly as it had great imagy of the shadow plane.
  • #11 "Mutter der Skorpione" (Mother of Scorpions). This was an Arabian-Nights themed adventure. Drasula the evil wizardress escaped, and I wrote a sequel for it, "The Manticore's Trail".

    Intially there were not enough published modules to go around for filling our needs, so I as the DM wrote my own ones to fill in: 
    • A short overland travel adventure contained a scene with an ogre mentioned in the introductory booklet turned into playable content. I even sent in to the publisher, but my early teenage handwritten scrawlings on a scrap of paper of course had no chances of publication. Since that was the handwritten original, I have no copy.
    • "Die Spur des Manticor"(The Manticor's Trail) A continuation of the Fantasyworld desert adventure Mother of Scorpions with the same wizardress; memorable is a wizard duel between her and Madruk (which he unfortunately lost), the players getting captured and Dieter managing to hide a magical ring in spite of being stripped. They eventually escaped, won their equipment back, and succeeded. 
    • "Die Schwarze Perle" (The Black Pearl), set in the swamps near Havena, the settings port city where the intro adventures played, and for which we also had a Boxed Set. I vividly recall pacing on the upper floor of an exhibition space on a summer day,  thinking through the story, while my parents were putting up paintings for an exhibition. While the thinking up was fun, this played boringly.
    • A wild goose chase around the continent of Aventurien with several short scenes, Dieter guessed right at the start this would end up in the Cyclop Isles, but they still needed to follow the whole sequence of clues to learn where exactly.
    • "Der Fluch des Vampirs" (Curse of the Vampire) a vampire adventure with a castle ruin in the fog, faces at the window at night. Madruk nearly died, and the characters had a surprisingly hard time with skeletons that shot at them from a guard tower. This was great fun, and very atmospheric. 
    • A Puzzle-Dungeon, that had an actuall puzzle gimmick as a hand-out. The PCs had to solve a number of riddles to escape an ancient dungeon complex. This also was fun, although the players peeked in my notes when I went to the bathroom because one of the riddles was too hard. 
    • A side-trek fight against a bandit gang in their camp. One of the bandits, a huge bloke with a two handed maul was nicknamed "Hänschen" (Little Hans) and terrified the players. Many of the bandits were written to match to the pewter figurines we had bought at Games Workshop in the UK.
    • The party eventually received a fiefdom, won if I recall right by defeating an evil mage and his dragon [fragment]. This of course let to adventure set there.
    • "Das Geheinnis des Klosters" (The Secret of the Monastery), level 12-16 (1989)  An adventure for higher levels, where an evil minotaur god was to be summoned threatening to trash their fiefdom. Among other things, it included a magical gatling gun transported in a coffin (I had seen too many spaghetti westerns). I also learned that you can overdo the prep on boring mundane detail like sleep schedules for monks. The level ranges I gave vary widely - I think the monastery investigation part was low level, as there was little combat, the figth for the summoning gate againste demons was high level, as this was played towards the end of our DSA time. 
    We also started to convert D&D adventures from old Dungeon Magazine issues, as they had a lot of cool monsters and settings. Among them were
    • Out of the Ashes, issue #17, from May/June 1989, levels 8-12, a red dragon in a dungeon in a hovering crystal, I recall Madruk negotiating with the dragon. 
    • The hunt in Great Allindel, issue #17, levels 4-7, the forest adventure part of this was quite nice. We also played The Pit from the same issue, with my brother as GM, but used Midgard rules.
    • The Dark Conventicle, issue #11, levels 8-12with an unfun witch hunter NPC I added, which taught me to not overshadow the PCs with DM pets. I think this was one of the very last ones we played with DSA. We also played The Black Heart of Ulom from this one, again run with Midgard by my brother. 
    Towards the end I started tweaking the rules more and more too, using d20+mod to beat 20 or an opposed roll as a resolution mechanic. We started to experiment with other systems, like Midgard, that Ligi introduced, and Ligi mastered Call of Cthulhu's  Corbitt House for us, also introducing us to Call of Cthulhu that his group played. We joined them in a vacation retreat, that happend to be in the same village in the Black Forest as our vacation house. We also started MEPS/Rolemaster that my classmate Thomas had the rulesbooks for, and played a Rolemaster campaign in Middle Earth, and a few sessions of rolemaster Mythic Greece. Because I was of tired of converting D&D monsters, we started playing D&D with Dungeon Adventures outright.

    Around this time I finished High School ("Gymnasium"), and my brother and Andi went to the US for an exchange student year, bringing our regular play group to an end. I however was still in Freiburg, doing my civil service, moving into my uncle Hans' flat, and continued to play with other gamers.

    That began with Ancient Blood from Dungeon #20, together with serveral people from Ligi's group, Ligi, Harner, Mehler, which was a fantastic kick-off and a lot of fun. We played laying out the dungeon plans with paper strips on the carpeted floor. Harner's character got maimed by the blob behind the crevice. Lots of memories of that one. Afterwards, we tried to play Tomb of Horrors, and Markus also joined in, as did one of Dieter's friends, Kauff. The most fun part was during a small prequel I ran, an underwater adventure where the party was trying to learn the background poem and its clues from a marid: Mehler cast lightning bolt with his fresh-minted 10th level wizard, and died in the resulting-self centered electroball.  But the module itself was so tedious that we broke off. 

    There were too many other things going on, Thomas ran Rolemaster in Middle Earth, playing fantastically stupid orcs and handing Grond, Melkor's hammer to my character, which turned out to be a mixed blessing - it was super powerful, but somehow it was not clear if the hammer or I was in charge now. We also tried Shadowrun, run by Oliver, one of Marc's friends who went to another school, in his fathers house, and played more Call of Cthulhu. The DSA era had ended, and then the civil service eventually ended too, and we all moved to different places to study and my youth ended with it. 

    Saturday, August 14, 2021

    Theatre of the Mind

    Theatre of the Mind

    The reason for not using gridded combat and miniatures was that the game was one of imagination. All the technical stuff like rules, gridded movement and so on kicked you right out of that imagination, and out of the flow of action.



    No miniatures or grid

    Gary never used maps or minis: maps and minis were Dave Arneson’s thing. Gary ran games in his office, which was provided with chairs, a couch, and file cabinets. While playing, Gary would open the drawers of the file cabinet and sit behind them so that the players COULD NOT SEE HIM. They only experienced the Dungeon Master as a disembodied voice. [29]

    No, as far as I am concerned miniature figurines are more of an impediment to the imagination required for RPGing than they are a help...save in combat situations. However, as RPGs are not meant to be accurate/realistic combat simulation exercises, the use of miniatures tends to cause an erroneous focus to the play. [11]

    We left tabletop miniatures battles behind in favor of the RPG. When mass-combat took place the DMs I played with, as well as me personally, abstracted the battles to contests between the principal figures, did quick attrition of the ordinary forces, and then used morale to determine when one side or the other broke. The reason for that is that the players did not want to wargame thay wanted to engage in RPGing.  [11]

    I don't usually employ miniatures in my RPG play. We ceased that when we moved from CHAINMAIL Fantasy to D&D. I have nothing against the use of miniatures, but they are generally impractical for long and free-wheeling campaign play where the scene and opponents can vary wildly in the course of but an hour. #1721

    When we began playing D&D all the time nobody cared much about using figurines, we seldom if ever did then, although there was a considerable demand for a D&D line, so eventually Grenadier was granted the license to produce the official line for them, [11]

    I am lucky to get a half-hour's prep time, so I use scratch paper and dice on the table top to indicate the position of figures. When all is said and done, the RPG is an exercise of imagination, and no embellishments need be added...although illustrations are most helpful to the GM. [35]

    No screen, props, music

    I seldom use a screen, but I don't leave notes in view of the players--the map sometimes, but not other written material. #2055

    I usually don't use any other props, but once in a while I will slip something in if I think it will liven things up. The exploding scroll tube is a good example of what I mean. #2864

    I never use music as it is already quite difficult to manage to speak and retain the players' attention. #8068

    Immersion

    What I attempt is to have the party behave as would real persons in a confused situation. [11]

    Persistence of deeds


    After reading a lot about the campaign world and style of the Great Greyhawk and Blackmoor campaigns, I've come to realize that persistence was one of the major implicit ideas that made the game world real: the idea that what happened in play with any group, changed the world for all groups.

    The castle, with several groups playing in it [7] was a living thing. If one group slew monsters, plundered treasure or destroyed a wall, the monsters would be dead, the treasure gone, the wall demolished for the others. If you wasted time, some other party might take advantage of you and get to the treasure first. This experience must have made it feel much more a real place to the players, than a typical "adventure" that just provides a story around the characters. You would run into houses or keeps other players had built, could meet them sometimes even as NPCs. 

    Hundreds of different players with yet more PCs adventured in city and castle, blasted buildings, created constructions, wiped out walls, closed passages, created new ones, trashed monsters, brought in others, and who can say what else! [15]

    James Ward: I didn't find out until years later that Terry Kuntz set up a flunky hiring building in Greyhawk. Characters were constantly looking for flunkies to help in the battles. I hired one of those myself in a dwarf and raised him up to sixth level. Later I found out Terry's characters were hired by others and went back and told Terry about places in the dungeon that were worth raiding. [30.3]

    The dungeon, city and rules were constantly changing and expanding. The OD&D rules are chock full of advise how to modify the dungeon [1] to keep things interesting. Gary (and later Rob) generally did not "reset" the dungeon by restocking the monsters and treasures for the next group -- what was gone was gone, but they modified the dungeon constantly by adding new levels, rooms, or changing existing ones or bringing in new monsters in longer-deserted regions.

    When the setting was in constant use, we never restocked, just drafted new side and deeper levels, as it was assumed that the depredations of the cruel PC parties kept the monsters away in fear and loathing  [6 #3827]

    When the encounter was eliminated I simply drew a line through it, and the place was empty for the foreseeable future. [2]

    In later days, Gary ran his first level of the original dungeon at conventions, and his kobolds caused numerous total party kills against players only used to balanced encounters. The kobolds, in a self-reinforcing loop, got stronger from this each time, and even deadlier for the next group. Here is a detail evolution in a post from Gary [17]:

    I have run OD&D games every year at several cons for the last five or so years. I start them at 2nd level and use the old dungeon levels. So far about eight parties have been taken out by some kobolds on the 1st level. New RPGers seem to have not learned to run away when in doubt. 
    The first to fall used a sleep spell to get eight of the kobolds, but the six remaining ones used javelins to kill two PCs, then closed and in hand-to-hand killed all but two or the remainder of the party. One was about to kill another PC, while a second charged the m-u of the group, who turned to flee, finally. Too late, a javelin got him. Each group that died thus added to the kobolds:

    1st TPK brought 12 more kobolds
    2nd TPK gave them armor class of 6
    3rd (near) TPK gave them all +1 HP
    4th TPK added +1 damage
    5th TPK added 4 2nd level and 2 3rd level kobolds
    6th TPK gave them tactical manouvering and a 4th level leader
    7th TPK upped AC to 5
    8th TPK gave them unshakable morale

    At JanCon this year the Old Guard Kobolds joined battle with a group of 8 PCs and wiped them out. I haven't decided how that will add to their combat ability, but I am considering a kobold shaman with at least two 1st level spells.

    Even though in his home campaign, his group of 5th level characters then finally killed the buggers, he argued that this had been an alternate version of the castle, and bringing in the best from history, the Old Guard Kobolds with all the above advantages and with the shaman added show up in the first level of the published Castle Zagyg [7]. Essentially the idea here is the same -- even over years of play: what happened happened, and will be part of the world.

    Another example is that the home game group, real-world decades later, found the hidden level where Erac had perished, and revived him. 

    In the words of the author of  blog of holdingI’m still not sure what player skill is in OD&D, and I still think it has something to do with battle tactics, trapfinding procedures, and gaming the DM. But I’m also starting to think it has something to do with respecting the gameworld as a world.

    Variety for Campaign Longevity

    Variety in challenges and activities

    Gygax believed the key to an enjoyable game was variety in activities: 

    • fights and action ("roll-play"), 
    • talk and interaction ("role-play"), and 
    • problem solving and exploration 
    Fixation on a single aspect of the RPG form makes for tedious play to my thinking. All combat, all exploration, all yakking, all problem solving, all any single thing is downright dull. Balanced play is about half of the favored aspect, with the others having lesser time in the adventure session--sometimes hardly any, although they should then dominate a near-future session. #6459

    Forget the business about role-playing. It is as boring as rule-playing and roll-playing are when made the focus of the game. Notice that I stress game, as that's what is the main operative word in the description of the activity. The majority of persons engaged in RPG activity love to go on dungeon crawls, so the ToH was designed to challenge the best of that lot. #2359

    As false to the game form as the pre-scripted "story," is play that has little more in it than seek and destroy missions, vacuous effort where the participants fight and kill some monster so as to gain more power and thus be able to look for yet more potent opponents in a spiral that leads nowhere save eventual boredom. So pure hack and slash play is anathema to me too. [36]

    What he thought to be a detraction of the fun was
    • focus on and arguing over rules ("rule-play")
    Over some decades of gaming, the creation of some number of RPG systems, I have come to the point where I prefer a rules-light system [...]. I do not like to rule-play, and as a GM I find long lists of stats and the like tedious. Such things tend to get in the way for my style of play, including as a PC. While I do enjoy plenty of roll-playing (after all I am a military miniatures player too), centering the game on combat seems fatuotous to me. I want a game that facilitates all of the elements of the RPG. #535

    Most people enjoy roll-playing and role-playing, but rule-playing is a complete bore #8523

    He felt that discussing rules was never enjoyable, and a focus on rules only limited the imagination. It is focused on artificial simplifications that never can do a situation believable justice. It also is less likely to be objectively resolved in a stress sitution for the characters. In my opinion, the best way to resolve these issues is to have the DM make a call, accept it, take a note of it, and research it after the game to agree how to handle it going forward if it comes up again. 

    Variety in Adventure Type

    There also was variety in the environments -- mixing up dungeon delving with wilderness exploration, with city adventure and intrigue.

    Mix up the adventure settings so that play is not always in the same dort of place. A town adventure leads to a wilderness trek, that brings the party to a subterranian setting for example. From there they might have a waterborne or aerial mission.  #6966

    Variety in Genre 

    Beyond even the kind of adventures, when people got bored with the medieval fantasy he leavened it with adventuring in other genres -- from Science Fiction or Planetary Romance on Barsoom or Vance's Planet of Adventure, to settings inspired by movies like King-Kong, or books like Alice in Wonderland, even to adventures in contemporary New York City. In this, the backdrop stayed the medieval fantasy campaign, but he had about one session in ten with such other environments, to keep it fun. 

    Spot in in regards to having PCs adventure in different environments. I believe that keeps them, and the GM alike from growing complacent, or bored. Ernie's PC read a curse scroll and got sent to Barsoon--ERB's Mars, of course.  #1842

    Actually, the scope need not be restricted to the medieval; it can stretch from the prehistoric to the imagined future, but such expansion is recommended only at such time as the possibilities in the
    medieval aspect have been thoroughly explored. [1, Introduction].

    These days, rather than breaking the versisimilitude of the world by doing this, I'd rather just play some other system for variety. In our student days, we alternated D&D with Call of Cthulhu, or Teenage Mutant Ninja Turtles. And even back then there were Traveller, Boot Hill and so on.



    Friday, July 30, 2021

    Rules-Light Play

    The original D&D rules were very light, and left a lot of undefined space that allowed the DM to adjucate outcomes on the fly without wasting time to look up the rule or a player being able to cite a rule to the contrary. Gary also was not above ignoring any rules, to keep the game flowing. 

    Why was this so, and was this a good thing?


    Immersion

    The number one, biggest advantage to simple rules and ad-hoc adjucation is that you do not have to spend time to look something up. This means the immersive play experience is not interrupted.  

    Digging around in rules books is much the same as having the film break or the TV station experience transmission difficulties during an exciting program...a loss of the unagined participation. #7881

    When I am DMing AD&D, I tend to ignore rules that get in the way of the flow of the game. #272

    Generally, I just DMed on the fly, so to speak, and didn't use the rules books except for random encounters, monster stats, and treasure. when hand-to-hand fighting occurred I usually did that seat-of-the-pants rules--asking what the character was doing and deciding on the chance for success based on the circumstances. #692

    [T]he only time [Gary] consulted the rules was when he gave out experience points for killed monsters and treasures. He made moving through his dungeon come alive. We could easily imagine the sights, sounds, and even the smells as he described the chambers and the corridors. [30.2]

    A good DM has read the rules, knows the spirit of the game, and is aiming at captivating his player audience with the fantastic experience of the campaign, so he can make up what is necessary on the spot.  #7881

    The rules-light game facilitates freedom for all participants to exercise imagination and innovation without undue constraint. That encourages gaming rather than rule-playing. In short, I believe it encourages creativity in all participants, and allows greater immersion in the game milieu, not the mechanics that form the game #1298

    The main assumption to follow is that a credible fantasy game does not seek to simulate reality beyond that stage necessary for the participants to immerse themselves in it. [11]

    My belief is that the rules for an RPG should facilitate the enjoyment of the game for all concerned. If they get in the way then they are no good. #530

    The lack of rules lead to endless Q&As, and to the publication of more comprehensive rules in AD&D. Later editions added more and more tables and rules, but also unified core mechanics, so it was much simpler to remember them. I think many players and DMs undervalue the insight Gary had about how important pacing is.

    Players need to trust the DM - no adversarial DMing 

    For immersion to work, the players need to trust the GM that he will not screw them over in his ad-hoc rulings. The GM needs to at least listen once if the players bring forth a good argument why a chance could be much different. Then they need to halt, or the game will derail into arguments killing immersion and flow just as sure as looking up rules. This is why Gary points out the absolute authority of the GM and light rules together.

    The original games of D&D and AD&D were about imagination, choosing an archetype to use as a vehicle for role-playing adventure, innovative play and PC group cooperation. The sole arbiter of such play was the DM, and rules lawyers were anethma #6741

    Play is mainly reliant on rules. I ignored those I write when DMing if the game called for that, and in all added what was logical in terms of the game environment to play. Thus much of adventuring was not "by the book," but rather seat of the pants play by DM and players alike. #85

    If the players aren't lost in known rules they tend to have more fun that way, and the sense of wonder comes back... #892

    I’d like to move back to the days where players didn’t feel like they had to be protected from the whims of the referee. When we went into Greyhawk dungeon, Gary wasn’t the adversary. He was the referee who had set up the scenario. The referee is simply describing the action. The referee is not your opponent. [...] I could run an entire evening’s adventure with nothing but the notebook containing the dungeon, the hit charts, and the saving throw table. If I don’t remember a rule, I wing it [39]
    • Absolute authority of the DM, rules lawyers given the boot
    • Rule books seldom used by a competent DM #7878
    Do not let the rules get in the way of play; be the arbiter of the game so that the adventure continues on without unnecessary interruptions, and the immersion of the players in the milieu remains complete. Do not make the group face impossible challenges, and keep the rewards as reasonable as possible (that is modest), so that there is always someting more to seek after.  #6966

    There are many tongue in cheek comments, for example the GM "cursing the thoroughness" of the players as a player finds hidden treasure in the OD&D play example, and while I think these were meant in good fun, this is not entirely clear without the nonverbal cues, and may have also mislead novel GMs into an adversarial stance.

    CAL: Empty out all of the copper pieces and check the trunk for secret drawers or a false bottom, and do the same with the empty one. Also, do there seem to be any old boots or cloaks among the old clothes in the rubbish pile?
    REF: (Cursing the thoroughness of the Caller!) The seemingly empty trunk has a false bottom . . . in it you have found an onyx case with a jeweled necklace therein. The case appears to be worth about 1,000, and the necklace 5,000 Gold Pieces. Amidst the litter the searcher has located a pair of old boots, but there is nothing like a cloak there.

    Other Reasons

    There are other reasons, why OD&D was simplistic. As AD&D shows, too simplistic for players with more experience who knew the few original rules inside out. Maybe a good approach hence is to provide a very simple core rules set, and then add optional rules that individual GMs and Tables can adopt if they want to increase complexity, like 5e has done with encumberance. (Of course, with house ruling and DM authority, any rule essentially is optional. But it nudges the discussion, if the rule book says so). 

    Realism

    This is the second most important reason for simple elegant rules. Rules are needed or outcomes would be arbitrary. If there are no rules at all, how would you decide who survives a sword fight, and who does not? How would you decide if the thief manages to sneak by unnoticed? Rules, especially simple ones, are helpful as they provide a framework to estimate outcomes and hence allow players to make meaningful decisions. A game without rules may be improv theater, but it is not a role playing game that presents a simulated world with challenges. 

    Rules however are always an abstraction and hence can lead to illogical outcomes. For example, in 5e two archers are as likely to hit hit each other when they cannot see each other, as they would in plain sight, because as per the rules, the advantage of being unseen when attacking and the disadvantage of not seeing your target cancel each other. These two rules in isolation are howerver pretty believable. In such cases, to not lose versisimilitude, you need to overrule the book.  

    When no manageable amount of rules can do justice to all situations, judgment is required to resolve situations where the rules make no sense or lead to unbelievable outcomes. And if you understand you have to ignore the rules occasionally anyways, why not keep the rules simple, so they are easy to remember? In this case it is not necessary to have detailed rules or tables for everything, and try to cover every eventuality, combinaton of factors or corner case. 

    Someone must have the authority to decide when and how a rule be overruled, or you get endless discussions of what is realistic or not. This is the DM, who intially was called the "Referee". Gary was not only extremely knowledgeable he also was the author of the rules, which gave him great authority. With such a setup from playtests, there was no need for complex or comprehensive rules. 

    Play is mainly reliant on rules. I ignored those I write when DMing if the game called for that, and in all added what was logical in terms of the game environment to play. Thus much of adventuring was not "by the book," but rather seat of the pants play by DM and players alike. #85

    To my mind a rules-light system should be one that sets forth rules and mechanics that are uncomplicated and sufficiently intuitive so that after GMing the system for a dozen or so sessions there is no need to consult the rules save for unusual circumstances. The GM and players alike can manage from past experience. If something unusual comes up that rules do not cover, intuitive ruling based on the overall system should be simple. #8078

    Being old and cranky, I have grown tired of arguing over rules, so I figured that doing a system that had as few rules as possible, just enough to facilitate easy play, and with mechanics that were "forgiving" in that they allow for some and just about any addition alteration without throwing the system out of kilter was the way to go. That way the GM can play the fast and easy way or add whatever else is enjoyable to him and his group without difficulty. #853

    As for rules, nonsense. The name of the game is roleplaying, not ruleplaying. the Game master is there to handle all the thousands of situations where rules are UNNECESSARY. Knowledge, logic, reason, and common sense serve better than a dozen rule books. What is the first word I used in stating what a GM needed instead of rules? I'll remind you: "Knowledge." [11]

    When hand-to-hand fighting occurred I usually did that seat-of-the-pants rules--asking what the character was doing and deciding on the chance for success based on the circumstances. #692

    Origin in Chainmail 

    Intitially, OD&D was played essentially with chainmail combat rules. Chainmail was designed for tabletop battles between armies, so rules needed to be simple and resolution quick. The level of detail for combat of modern D&D versions would have made for unbearably slow resolution for dozens of combatants. In OD&D, all character classes had d6 as hit dice, and all weapons and nearly all monsters dealt d6 damage.  There were no skills or feats. There were just 3 classes. Even using d20 to determine hits or misses against armor was presented as an "Alternative Combat System", the default was Chainmail. 

    First and foremost, the FRPG is not a combat simulation. It is something entirely different. [11]

    Anyway, keep in mind that the OA/D&D systems were never meant to be combat simulators, and all wise DMs ignored the few portions that lead in that direction. Damage and hit points in any game are most probably based on game considerations that have nothing to do with actual human or animal frailties, if you will. A 6" knife will kill a person just as dead as a 6' long two-handed sword, for example. [11]

    Large Play Groups

    In the playtest environment for OD&D there also were often up to 20 players. Such large groups could not bear a detailed system, or combat rounds would have taken forever. While combat was a large part of the game and game rules, realistic or detailed simulation of combat was not. 

    For about six months the typical number of players in an adventure session in my basement was 18-22 persons packed in. That was when I asked Rob Kuntz to serve as my co-DM. Getting marching order was very important. Of course most activity was dungeon crawling, so actions were just done in order around the table. Be ready or lose your chance! Stick with the party or else something very nasty is likely to befall your character away from the group. The sessions were fun but somewhat chaotic, lacked most roleplay, and surely didn't allow for a lot of one-on-one time player and DM. #2471

    Multiple Genres

    The intent for the rules was to support multiple genres. The original campaign adventured a good bit in various sci-fi settings and on modern earth. The more detailed the rules for medieval combat would have been, the less useful for such other environments. The more general, and abstract the rules, the easier you could apply them to laser pistols as well as to swords. 

    The rules ommissions in OAD&D were generally done on purpose, so as to not shackle DMs and those writing for the system #522

    All of these were grounded in the specific historical evolution or play style of Gary's home campaign. But there are more fundamental benefits of rules light systems, namely that they can be more realistic, and at the same time much more playable than rules heavy ones, at the cost of loss of consistency how a given situation will be handled.



    [References: see Greyhawk References]

    Wednesday, July 28, 2021

    World Of Greyhawk

    This entry contains comments Gary made about the published World of Greyhawk, how it came to be, what the inspirations and backgrounds were, what the plans were would he have remained in charge of it. He himself switched to using that world setting then from the real-world map based one he had used for his home campaign, and set the published modules he wrote and tested for his home campaign there, too. The writeup on Wikipedia provides an excellent overview.

    Creation of the World of Greyhawk

    When I was asked by TSR to do my World of Greyhawk as a commercial product I was taken aback. I had assumed most DMs would far perfer to use their own world settings. Furthermore, as I was running a game with a large number of players involved, I really didn't want to supply themwith the whole world on a platter. I'll repeat here what has been told before;)
    I found out the maximum map size TSR could produce, got the go-ahead for two maps of that size, then sat down for a couple of weeks and hand-drew the whole thing. After the maps were done and the features shown were named, I wrote up brief information of the features and states. Much of the information was drawn from my own personal world, but altered to fit the new one depicted on the maps.
    Whatever came out from TSR regarding the World of Greyhawk up through 1985 was from me, with a bit of material added as filler coming from Frank Mentzer after I approved the work.  #1649

    When I was asked to create a campaign setting for TSR to market, I did a new and compact "world"--that only in part, of course, as that was all I could fit onto the two maps allowed. So that became the World of Greyhawk. At that point my campaign play gradually moved from the amorphous "real" planet on which Greyhawk was located to the material one published by TSR. Being busy as ever, saving what amounted to duplicate labor was happily accepted. #160

    Brian asked me to create a world setting for the A/D&D game as quickly as I could. I took him at his word. First I found out the maximum size map we could print, then hand-drew the double-sized map that appeared in the World of Greyhawk product. [35]

    That entailed putting in the terrain features and names, names of states, location and names of major population centeres. The naming part was more work than was placing the map features. That took me about two weeks time. [35]

    Writing the material for the whole was fairly easy, as I could look at what I had drawn and let my creative imagination have free reign. Of course having been a DM for many years by that time I was well aware of what sort of variety would please the gaming audience.It was also relatively easy to manage, because I purposely left much of the detail for individual DMs to insert, thus making the setting their own. [35]

    As Darlene was working on printable version of the map, I went back and did a bit of further development and polishing to the ms., and that was that. A month of dedicted and constant attention to the project, and finished after about 250 hours work time. Frank Mentzer did some further development, adding his and my later material, for the boxed set version. [35]

    I wasn't about to detail a whole bloody world :roll: Besides the amount of effort needed to do that, the time required was not acceptable. TSR wanted a world setting in a month. Thus I asked what the largest map size possible for us to produce was, hand-drew two continent-spanning maps, and while Darlene was converting one to a proper version, I wrote the explanatory material for the other, then did the same for the other map. [35]

    As I had other things to do besides the world setting, I devoted myself to the completion of the work so as to be able to return to my other duties...not to mention that it was a project that I was much enthused about designing. [35]

    There was no particular competitive reason for the urgency of the design. There was no particular marketing push planned by TSR for the product once it was completed. [35]

    The WoG product as published by TSR came into being about two or three months before the date of its printing and sale. Brian said that a campaign setting was needed, so after ascertaining the maximum size map sheet we could have printed, I free-handed the land outlines on those two sheets of paper, used colored pencils to put in terrain features, located the cities, and made up the names for everything. That took me about 1 week. Then I went to work on the text while Darlene made prettier maps out of what I had done. Two or three weeks after the rough maps were done I turned over the text, as there was a big rush to get the product out. [35]

    Design Principles

    The World of Greyhawk setting was crafted to allow for individualization by DMs, of course, and so was as non-specific and vague in places where the DM was likely to have created his own material. I did intend to expand the world and do some area specifric modules--mostly at the edges of the Flanaess, but that wasn't to be... #4978

    The relatively low level of NPCs, and the balance between alignments was done on purpose so as facilitate the use of the world setting by all DMs. With a basically neutral environment, the direction of the individual campaign was squarely in the hands of the DM running it. The Circle of Eight came into the setting when it seemed to me that my PCs were generally too powerful to remain in active play, and they were put into the mix for DMs to use in case they wanted to keep the setting from being dominated by Good or Evil, to a lesser extent Law or Chaos and even true Neutrality. That was done because to my way of thinking dominance by one alignment group tends to restrict the potential for adventuring. #1649

    In regards to the timeline for the WoG setting, I had no immediate plan for advancing it as the world was meant to be used by all DMs so desirous, each making it conform to his own campaign needs.
    Any special changes added to the setting in "the future" would have been done in modular form so as to be optional. #7346

    Decreeing major wars in the Flanaess would have been quite contrary to the design philosophy behind the WoG. It was a template for use by DMs to use in developing their own campaigns based in the milieu. The various alliances and hostilities were set forth, but where they went was meant for each DM to determine as suited his own creative application of the base information. 
    That said, I did indeed find the concept of FtA quite inappropriate #7745

    Age of great Sorrow was meant to be the time of the migrating tribes into the Flanaess, as the Oeridians destroyed the older culture and society. I believe I meant the Turmoil Between Crowns to be the time when the Great Kingdom arose. As you likely suspected, those were hooks left for further development...that never got developed.

    Inspiration for the World of Greyhawk

    Of course a good deal of my wargaming experience, knowledge of history and geography and use of such in other projects came into play in creating the map and the states on it. [35]

    Inspiration came from much rading, map making, writing of historical and game materials, and the necessity of producing something that would be lots of fun for everyone. Imagination and creative thought then took over... [35]

    Switching to the published Version

    Of course as my campaign world was active, had many players, I did not wish to detail it, so I created Aerth, the continent of Oerick, and all that went with it for general use by other DMs. I found I liked it so well that I switched my group's play to the World of Greyhawk soon after I had finished the maps and manuscript. #5479

    When I did the map for the World of Greyhawk product I made up 90% of the material on the spot...and liked it better than what I had been doing so switched my own campaign to the newly created world of Oerth. Only the places surrounding the City of Greyhawk came from my original campaign setting. #8253

    When I switched to Oerik as the main continent, most of the putdoor adventuring took place to the east and up north around the big lakes. A couple of years back a group from Tennessee visited, and I designed an adventure for them that would indeed take them from Greyhawk all the way west of Zeif, looking for a haunted city there. After eight hours they'd not made it much further that Rel Mord, so that was the end of the adventure. Pity... #3218

    Gazetteer

    Flanaess: "Flan-AeCE," the stressed syllable almost sounding "ace," the "Ae" like "Ay" perhaps. #1439

    Nyr Dyv: "Nir Div," with a punning "Near Dive" when PCs were about to be immersed.

    The Egg of Coot is a creation of Dave Arneson's. He has stated that it was drawn from the name of Gregg Scott, a chap who disdained fantasy as "unmanly"--as opposed to the micro-scale armored fighting vehicles he manufactured and purveyed. #3316

    The Blackmoor on the Oerick maps is certainly not the same as Dave Arneson's campaign setting. I liked its ring, so put it onto the map as I was making up names for the various states.

    Furyondy is sort of an idealized medieval Great Britain with the Norman influence. [35]

    The Yeomanry is the idealized English countryside, including the Lowlands of Scotland. [35]

    Perrenland is based on the Swiss Confederation where both my father and Jeff Perren's were born [35]

    South Province would be Austria, Hungary, or Bulgaria. [GenCon 1998 seminar]


    Think of the Great Kingdom as en empire, Aerdi as the core. It is the Great Kingdom because it rules all the other parts outside of Aerdi, just as Great Britain was and is more than England. [35]

    Aerdi has Gothic architecture, BTW, while the Great Kingdom has Byzantine... [35]

    As the one that conceptualized the character of Ivid V, Overking, I assure you he is demented, malign, and thoroughly evil. Think of the Emperor John Ominer in The Broken Lands by Fred Saberhagen, and then make the mental image more vile and scheming. [35]

    With the sad news of Fred Saberhagen's passing fresh in my mind, I must say that the Great Kingdom I pictured as akin to John Ominer's Empire of the East. #7762

    [Duchy of Tenh] As I never was privy to any campaign material that was created by Dave, I simply used a name similar to that which had been mentioned by him. #1672

    I had the Sulhaut Mountains as the "Lost world" setting in my compaign, although we never did much of anything there as events kept the PCs bust elsewhere. (I wanted to do something fun with the 'Rift as well, but never got there. #3941

    As I wrote it Rel Astra is the capital city of the See of Medigia--named for a wargame opponent of mine, BTW, than no one has ever asked about or picked up on, Mike Magida. Perhaps I made the error, or more likely a busy editor inserted the "free city" tab for Rel Astra. One can live with a free city as a capital, of course. London was a free city and the capital of England. [35]

    The spell-worker ruling the Valley of the Mage was envisioned by me as a demi-urge in retirement rather akin to Tom Bombadil. #8299

    Rift Canyon I alweays envisioned the Roftcanyon as a twilight place full of dangers reminiscent of REH's "Red Nails" short story...plus caves and caverns. There are many ledges and caves along the way down, and one is fortuitous indeed to reach the perils that await at the bottom [27]

    [Nerof GaskalIt is just a name I made up, one that seemed suitable for the persona it identified. Actually, it was inspired by the name of a chap that ran a local butcher shop here in Lake Geneva, Frank Gascal. I suppose that I am attempting to emulate Jack Vance in regards character names. [35]

    Peoples

    The Flan were not meant to be anything like the American Indians. they were of Hamatic-like racial origin, Negroes if you will. Little is known of them because they were generally absorbed into the waves of other peoples immigrating eastwards through the continent, so their culture was generally lost. #2800

    You are correct in regards the Paynims, they being much like the Tiger and Wolf Nomads. All three do have some medium cavalry. The Paynims do not have the long-distance signalling, but have ambush skill. [35]

    Additional Continents 

    The exact form of the remainder of the globe was not settled upon. I wanted an Atlantis-like continent, and possibly a Lemirian-type one. Likely two large continents would have been added. The nearest would house cultures akin to the Indian, Burmese, Indonesian, Chinese, Tibetan, and Japanese. Another would likely have been the location of African-type cultures, including the Egyptian. A Lemurian culture would have been based off the Central and South American cultures of the Aztec-Mayay-Inca sort.#1094

    Yes indeed, Frank spoke truth. As I have said before I did intend to expand the WoG setting to cover the complete planet. In that regard Len Lakofka, Francois Marcela Froideval, and Frank Mentzer were all to be involved in the shape of the added continents and islands. #1992

    I had a sketch map of the remainder of the globe, to the east, west, north and south of Oerik. I had planned to have Len Lakofka and Francois Marcela Froideval do parts of the entire world, but that was coming after 1985. So as far as things now stand, there is no remainder of the WoG beyond the original two maps I did. #3699

    Len Lakofka had an eastern continental addition as well as the Lendore Isles, so what Iplanned to so was incorporate Francois' and Len's maps with Oerik, complete the lower continent below it, and have a real globe #2819

    [Chronicles of the Black Moon] Yes, and yes. His area of Oerth was located to the west, and it included the island of Mephreton.

    The would would be a complete globe with more continents and states thereon with contributions from Len Lakofka and Francois Marcela-Froideval. #1082

    Pantheon

    Only after I had completed the last of the core rules books for AD&D was there time for me to address growing audience interest in the World of Greyhawk and its deities. When the version of that setting was ready for publication, the need for a more detailed pantheon of deities was apparent, so that's when the details were set down. That made Len Lakofka happy too, for I brought in the deities he had been using for his campaign #2732

    Pantheons of deities are the usual in authored fantasy, and they suit a role-playing game in that genre well. That is why I adopted the concept so as to have a reason for and empower the clerics in the game.
    The World of Greyhawk deities came directly from my creative imaginings, or those of a few others such as Len Lakofka and Roger Moore. #5580

    Boccob is a deity, and archmagi are basically mortals or demi-deities. [35]

    Erythnul was conceived of a bloody, Nerull as dark and against life. #1762

    Erythnul was my conception, and it was inspired by need in the pantheon being created, and the "Demon of Blood & Seed" from Hindu mythology provided the conceptual basis for one of his capabilities.

    Kelanan, the Sword Lord, was something I made up out of whole cloth. I do have a fighter PC that kept finding magic swords, totes a number of them around, so there was some inspiration involved from there--he needed a deity [35]

    I created the name "Lolth" as a name that seemed "right" for a spider-like demoness. I was not thinking of the mythical Lilith when I made up that name.[35]

    Wastri, ah, a favorite of mine. His original appearance was in an early, never fully published (rightfully so) novel called THE GNOME CACHE. In withdrawing to the marshes to live a life of contemplation, Wastri found only that he loves batrachians, that hunting small demi-humans with giant toads was amusing sport, and the only enlightment he received was from the first used to roast prey taken. Perhaps it was a comment on extreme conceits of religious sort.... #341

    The giant toads are the steeds of the followers of Wastri, the Hopping Prophet, certainly of Oerth and the pantheon of the Flanaess. #5351

    As for Bit T, well, I decided a really nasty and wholly evil deity was needed, so I created Tharizdun from whole cloth. When I wrote the FToT I had that in mind, and from there I developed him into what I hope is a truly dispicable entity. #383

    No, the Elder Elemental God I envisaged as an entity of vaguely Chronos-like sort, a deity of great power but of chaotic sort, and not always highly clever in thought and action. Big T on the other hand is the epitome of pure, reasoning and scheming evil. / Eclavrdra, being more of the mold of Tharizdun, would prefer to have as "master" a powerful deity she might hope to influence, thus the EEG. #683

    Len deserves the lion's share of the credit, and blame if any, for the Suel deities. I simply did a bit of editing of his work. #8733

    Actually many of the Suel, Wee Jas included, were the creation of Len Lakofka #5411

    As the deity under consideration here was an invention of Len Lakofka, I can't speak to the source for his creative thinking or to the matter of how her name is pronounced...other than to note that Len said "Wee-Jaz," with a slight stress on the first syllable. #1970

    Olidammara is a creation of my own that Len added to his pantheon. #8741

    Actually, I can vaguely remember what I envisioned for said deity, Dorgha Torgu. He was based on the Mongolian, so picture a Ghengis Khan-like warrior with a head similarone of the Chinese "General" deities--oni-like, dark blue or bright red, with bulging eyes and protruding tusks and fangs. Garments like those worn by the Mongol leaders, weapons also. [35]

    I did the quasi-deities late in the game, so to speak, so only minimal use of them was made by me in the campaign. As the higest level PCs were then in the Evil alignment, they were not at all interested in seeking our such quasi-deities...and getting their butts kicked. [35]

    Further Plans had Gary remained in charge of TSR

    Had I remained in creative control of the D&D game line at TSR one of the projects I planned was the complete development of of the Oerth world setting, and production of source modules for the various states and outstanding features of the Flanaess--such as the Rift Canyon, the Sea of Dust, etc. #6511

    There would be several WoG sourcebooks detailing places such as the Great Kingdom, the "Barbarians (Frost, ice, Snow)," etc.
    A major module would be done regarding the area around the Rift and the place proper. Another dealing with the Sea of Dust would be done. Possibly adventures regarding the Scarlet Brotherhood and the Horned Society would be available. Likely a couple of more from Len and Francois would be in the line.
    There would be some "portal accessed" adventures, these likely found in a series of modules detailing more of the Underdark and the Sunless Sea. The portals would lead to non-fantasy-genre settings.
    In all, for every question answered regarding the world, at least one new one would be created and left unanswered, for my purpose was to have a world that the DM could complete and customize as suited his group.
    In all likelihood Castle Greyhawk and the City of Greyhawk would be available products.
    That's it off the top of my head--first time I've actually gone to such detail in considering what I would likely have done. #1082

    Interestingly, the City of Greyhawk was published as a boxed set by TSR, not the real city, of course, with a nice map, and I bought it, but found it pretty unplayable. A lot of background info, but no outlines of adventures or intrigutes that players could be sucked into.

    Yes, when I devised the Scarlet Brotherhood I based the concept on an organization of monks who were augmented by assassins and clerics, with a large number of fighters around, of course.
    Most of the play in my campaign was around the Nyr Dyv and westwards. Thus the Brotherhood's machinations were not central to the action. I was planning to do a module to two featuring them, but that didn't happen, so I have no detailed plots regarding them and their conspiricies. As with many places on the continent of Oerik, they were there for use as needed, a tool for the DM #1433

    While I am much impressed with the Australian Aboriginies, and also with the Bushmen of Africa, I never contemplated adding them to the mix simply because their cultures are so far from those used as bases for the milieux of Oerth adventuring. The amount of work necessary to establish the groundwork for play therein would be rather daunting, both for the author and the DM utilizing the material. It would be a simpler matter to manage it for the LA game system, but for D&D I can foresee all manner of lengthy additions to the rules being necessary. BTW, by D&D, I am speaking broadly, and mean AD&D as well. #1131

    Stoink, "The Wasps' Nest" as it were. The whole place was designed for feloneous activity, double-dealing, and thuggery. It saddened me a lot to have to forget further development, as was the case with Shadowland and a couple of areas of the Flanaess I had hoped to set adventure modules in--the Rift, Scarlet Brotherhood, and the jungles of Hepmonoland in particular. #4754

    Shadowland was a module that Skip williams and I were in process of writing when the trouble came and I left TSR. I suggested thereafter that we complete the work, but Skip demurred. No more need be said... #4355

    An agathocacological plane of insubstantial stuff has always fascinated me since I began contemplating additional realms. So the shadows from A. Merritt's Creep Shadow, Creep novel were included in the AD&D game, and new and similar monsters added to the projected plane betweem light and darkness. Skip Williams was going to co-author a long adventure module and sourcebook for the place, but he decided to remain a loyal employee of Lorraine Williams instead. I have my notes, but his are amongst them, so doing such a work now is pretty much unlikely. #8264

    [References: see Greyhawk References]

    Sunday, July 25, 2021

    Managing Play Group Dynamics

    This blog has endless pages on the more technical aspects of role playing games. But role playing games are played by people -- often slightly nerdy, sometimes socially awkward or immature people. There will be differences in opinion and interpersonal issues you will need to sort out to ensure a good experience for all involved, or the group will fall apart, and the game will end.

    The Angry DM has a lot of good and practical advise on this. Here is some by Gygax:

    As the principal reason to play a game is entertainment, whatever best provides that for the group engaged in play of the game is what is best for those concerned. What more can be said in that regard?
    It needs be noted that the GM is a part of the group and needs to be equally amused and entertained, perhaps a bit more than any other single person therein because of his efforts on behalf of the players. #4329

    The DM is there to provide entertainment to the players.You are surely a very consciencious DM, maybe too much so. First, you are at least as important as any other participant, so you must have fun too, or something is wring. If you aren't always having fun, likely someone, or several someones, in the group is causing a problem. Weed out such person or persons, and you and the remainder of the players will likely find the game sessions are uniformly enjoyable. #4951

    The DM is omnipotent. You might try to plead your case, especially one of rule interpretation and altering action because of the difference, but if he doesn't want to listen, you loose, Buckwheat! Zip your lip and accept with stoic grace. Should this spoil your gaming enjoyment, thell your DM exactly what is bothering you. If an accommodation can be reached, fine. If not, leave the group and find a DM that is more acceptable to your concept of how one should be. In such case I am sure the DM won't miss you nor you him #7893

    I have given the PCs damage for players arguing with me or disrtupting the game.[35]

    When a player or players became obstreperous I simply rolled a d6 and informed the miscreants that their PCs had suffered that much damage. Unless they wanted more of the same, all misconduct had to cease. I did roll several d6 damage for a couple of very unruly and rebellious young players. When asked why their characters were taking such damage, I said beacuse they had offended the rest of the group, me in particular, and if they wished to play further they had better note the damage, be silent, and mind their manners. [35]

    [References: see Greyhawk References]

    Saturday, July 24, 2021

    Castle Zagyg

    This is the only version of Greyhawk Castle authored by Gary Gygax that was partially published.

    He had had plans to publish a dungeon that captured the essential elements of the various incarnations of Greyhawk Castle, and as he was public on blogs at the time, he shared some of those plans for what he had in mind. The project took longer than expected, Rob Kuntz dropped out and, sadly, Gary died before he could get it done. It is almost as if there was a curse on it. 

    I do not understand why he spent years first detailing a small town as a base of operations, when in his own campaign, Greyhawk City only came into ephemeral being after several levels of play in the dungeon. We might well have more levels had he not done that. 



    Embedding The Last Castle in the Milieu

    The castle and dungeons are separate and "pure", will not be missed when using the campaign setting or require the campaign setting to be used, all the while forming a natural part of the entire Castle Zagyg work. #4414

    So as those 24 modules were in progress the similar detailing of the actual abandoned castle ruins and its subterranean levels went into high gear, basing the work on my previous castle ruins and dungeons developed and revised as my campaign matured...and PCs wreaked havoc in these places #8744

    Yggsburgh and the City of Dunfalcon

    In order to get to the castle and ruins I thought it best to establish a detailed environment and good-sized community for the setting. Thus Castle Zagyg Yggsburgh and the East Mark. Of course, detailing the big walled town by dividing it into quarters or districts, mapping each and showing the buildings with encounter key numbers and text, giving a bit of color for the sector to assist the GM--and doing the same for the suburban communities--then seemed beneficial in order to give a really detailed urban area. To the best of my knowledge that has not been done previously. #8744

    Yggsburgh and its environs are well detailed, but they are sufficiently generic to enable the GM to put them into almost any campaign setting. the area is not specific to any world setting, even that of Greyhawk. [11]
    Yggsburgh is a town, not meant to be anything like the Free City of Greyhawk. It is smaller and not near any huge lake #4529

    The smaller scale of the Yggsburgh project is to facilitate the presentation of the ruins of Castle Zagyg and its many dungeon levels. As it is likely that there will be a good deal of adventuring activity in the town and surrounding countryside, the urban area has been extensively detailed, while the less-developed land around it has been well-described and provided with additional adventure hooks as befits such a setting. #8279

    To make a long explanation short, the introductory portion of the module covers that, placing Yggsburgh on the River Nemo running some miles distant to a major city named Dunfalcon that is on the shore of a large lake... #2416

    Literaly translated, dun = gray and a falcon is a type of hawk... #4902

    Environs

    "This module is large in content but the area of land it covers is relatively small, a bit less than 1,500 square miles, an area of some 44 miles east and west, 34 north and south. With some inclusion of areas “off the map,” that size is sufficient for much adventuring but should be small enough, at most perhaps 3,000 or so square miles if all the border areas described in the adventure text are included, to fit into the campaign world, whatever one is used by the Game Master. The area is likewise suitable to serve as the core for building a complete new campaign world around it should that be desired, a major undertaking to be sure, and not a subject for further discussion here." #2416

    The River Nemo could be considered as the Neen, and the Urt river likewise one seen on the World of Greyhawk map. there is also the City of Dunfalcon some miles west to Yggsburgh. The area covered by the Yggsburgh work is up to about 3K square miles if the GM expands the map himself so as to take in the demesnes of the three hostile nobles and the borderlands. That is a miniscule area considering the Flanaess, and yet within it there are hundreds of adventures--given and postulated. The cultural and social information in the work are manifold, meat and drink for the GM inclined to develop detailed material for the campaign. #4488

    Rob is working on the second part now, a dungeon-like area that introduces the Mad Archmage before he attained deital prowess.  #2064 

    This has been published as Dark Chateau, but has little to do with Greyhawk Castle. 

    A Huge Undertaking 

    It is, as you suppose, a very major undertaking, the restatement of some 50 or so upper castle and dungeon levels into a module usable by other GMs, with clear and easily read links between levels, fully detailed encounters, instructions as to how some of the "mysteries" of the material can be managed according to the desires of the individual GM.  #4414

    There are four man-years of work needed to complete the castle levels and dungeons. If we begin work soon, the first part should be ready in a year, with more coming in the way of additional modules every three months thereafter for about two and a half years. I am not sure when i will be able to commence that work, though, and as I must have the lead, that means Rob can't do anything until I feed him the basic material. [11] 

    He vastly underestimated how long it would take him. Six years or so later he had not progressed further than the first level. 

    A module containing many dungeon levels is perforce huge, a very lengthy and demanding project is properly planned out. The only time I have done a mega-dundeon was for my gaming group. Of course a version of that work in now underway, and it includes the upper castle works as well as many subterranean levels. [11]

    The whole of the combined material Rob and I put together would be far too large for publication, 50 levels or so. What I have done is gone back to my original design of more modest scope, because I doubt the work will need to accommodate groups of 20 PCs delving on a daily basis.  #1628

    The Castle Was Only Written Up in Sketchy Notes, Most of It Was Improvised

    As Rob learned from me, he too DMed by the proverbial seat of the pants method. A single line of notes for an encounter was sufficient for either of us to detail a lengthy description, action, dialog, tricks or traps, and all the rest. As this is not the stuff of modules, we will have to do the same thing as we go over each encounter on the map, actually recording our otherwise extemporized details for the reader. #1628

    This will be a lot of work, as we both used very sketchy encounter notes, a single line was typical, for "winging' was the favored approach to all adventures. #1643

    That means a lot more text and explanation, for I winged encounters, and as Rob learned from me, so did he.   #1995

    Rob and I both DMed on the fly, made only short and often cryptic notes, and thought very much alike, so handing the "castle" back and forth as co-DMs was never a problem. The old material would be basically unusable my most others, of course, encounter notes consisting of only one line from which we created reams of information out of whole cloth on the spot;  #4414

    Now you understand why the Castle Zagyg project is such a major design undertaking. If we handed over the binders containing the maps and the notes don't think even the ablest of DMs would feel empowered to direct adventures using the materials...unless that worthy was someone who had spent many hours playing with Rob and me as DM.  #4660


    The Castle Was Changed By Play and Reconstructions

    To be frank, the castle changed over the years, so "original" is moot. As levels were added by me, new and different things were introduced. When after a couple of year's of time Rob became my co-DM there was a massive alteration in the upper works of the castle, a whole, massive new 1st level was created, and then the level plan for the expanded lower levels of the dungeon was created anew, with the original levels of my making incorperated with those of Rob's dungeons, plus a number of new ones we created to fill the whole scheme. #1628

    The maps will have to be re-drawn from originals. The latter were altered as we merged dungeons, and as PCs interacted with the complex. At one time Robilar, Tenser, and Terik converted the first level of the dungeons to their base. In short the original upper and lower parts of Castle Greyhawk changed many times over the years they were in active use.  #1628

    Additionally, as that complex was explored and exploited, we created new levels and changed things. In all, the original work was one that was in progress, continually in flux of change. 
     #1995


    The New Work Will Be a BEST OF in the Spirit of the Old Castles

    The most interesting and demanding features of levels will be retained.  #1628

    What we will do is to take the best of the lot and put that into a detailed format usable by anyone, no "winging-it' required. Note that it is "Zagyg's Castle", so no tedious explanations of how the denizens of the place got there will be needed. #1628

    Again, what our challenge is going to be is to cull the extraneous, take the best, and re-create the details we made up on the spot. Of course the most famous things will be there, along with most of the best parts that are not well-known through story and word of mouth.  #1628

    The salient features of the original dungeons will be retained, of course. If the work proves to be sufficiently popular we can always supplement the base with add-ons too, just as we did with the campaign material through opening new split and side levels, placing transporters into dungeon areas to move PCs to separate adventure areas akin to those published as separate modules--DUNGEONLAND, LAND BEYOND THE MAGIC MIRROR, and ISLE OF THE APE. #1643

    The major features from the original levels he and I designed will be included in the re-design of the castle, just as my original work was incorporated into the huge new dungeon complex Rob and I created by combining our respective castles.  #1995

    We will do our best to make the printed version not only true to the spirit of the underlying material, but also accommodating for GMs who wish to have "living" dungeons.   #1995

    Our mission is to keep the number of levels presented to a reasonable quantity while covering all the major places and features of the original models. #2064

    Of course into the new maps will go the most interesting and remarkable features of the original dungeons Rob and I did separately or jointly. 
    #3249  

    So we need to do a lot of re-working and explanatory material even as we reduce the sprawling levels into a more managable and publishable form. As we do that we will most assuredly retrain all of the best material--map ideas, encounters, oddities, and so forth within the revised level plans.  #4414

    Meantime, I am collecting all the most salient feature, encounters, tricks, traps, etc. for inclusion on the various levels. So the end result will be what is essentially the best of our old work in a coherent presentation usable by all DMs, the material having all the known and yet to be discussed features of the original work that are outstanding..I hope #4660

    None of the traps were such that clever play could avoid their worst effects. I'll say nothing more, as Rob and I are working on updated dungeon levels now that are based off of those original ones you mention above. The whole will not consist of as many levels as we had, but there will be plenty [11]
     
    I think this last one is meant to say the opposite: that clever play could NOT avoid worst effects, which would be in line with Garys believe that clever play should be rewarded.


    The Final Castle Would have Been Similar to the Old Castle, Smaller than the Merged Castle

    Of course, the expanded work's multiple levels will have to be cut back. Having six second level maps is not only impossible for a published work but quite unnecessary for a normal campaign.
    Remember, when Castle Greyhawk was in its heyday, groups of 10 or more PCs would adventure in it several times a week, many of the players in each group different from the previous ones. #1628

    In short, we'll cut the size back to something in the range of 20 levels, a bit larger than my original work but a lot smaller than the combined material Rob and I used to entertain player groups of 10-20 persons several times a week. #1643

    Quantifyng will eat up much time and space, not to mention the re-drafting of old level maps to fit the new configuration we have outlined. #1643

    We will use my original scheme of the dungeons, altering them as need be for coherant presentation to a general audience of GMs.  #1995

    The original material for the castle and dungeon levels beneath it will be revised and detailed using the old maps and encounter notes. That is the most difficult part of the prohect, as we will have to work from my model of 13 levels, that expanded to about 20 by me, then to over 40 when Rob joined forces with me as co-DM.  #2064

    There will be "side levels" that are difficult to find too. #3249 

    I have laid out a new schematic of castle and dungeon levels based on both my original design of 13 levels plus sideadjuncts, and the "New Greyhawk Castle" that resulted when Rob and I combined our efforts and added a lot of new level too. From that Rob will draft the level plans for the newest version of the work. #4660

    Plan of the layout

    from mail by Gary forwarded by Steve Chenault

    Part III Upper Works - Castle Ruins
    Part IV Beneath the Ground (first three levels)
    Part V  The Laboratories, Menagier, Museum (five levels)
    Part VI The Deeps (six levels)
    Part VII The Caverns - grotto, maze (six levels)
    Part VIII Zagig's Way - Lightless Lake, Inferno (three levels) [Numbers below added]
    • 1 Storerooms
    • 2 Cellars
    • 3 Dungeon
      • Arena
    • 4 Laboratories
    • 5 Menagerie
    • 6 Museum 
      • Catacombs
      • Upper Crypts - access Lower Crypts
    • 7 Lairs 
      • Lower Crypts 
    • 8 Labyrinth 
      • Warrens  - access from the Labyrinth, accessing the Lower Crypts above, the Vaults below
    • 9 Endless Rooms 
      • Grand Mausoleum - no entry to the Vaults
      • Vaults - no entry to either Endless Rooms or Mausoleum
    • 10 Maze
    • 11 Grottos (small caves) 
      • Pools of Chaos*, normal connections Burrows and Caverns, transporter pools to various other dungeon level locations on a one-way basis.
    • 12 Caves 
      • Burrows - connecting to the level below, and Caverns
    • 13 Caverns
    • 14 Lightless Lake
    • 15 Little Inferno
    • 16 Zagyg's Zone (or some such name).

    The Floor Plans Would have been Made New

    The plan is to create entirely new maps, so none of the areas in the castle and dungeons will ever have been previously explored. #3249 

    Of course there won't be transporter gates to existing modules, but we will probably have them with suggested destinations. #4516

    The Storerooms, level 1 of the dungeon, seem to be embedded in a new "mouths of madness" and upper works setting, but they seem to match very closely the map of the old first level of the expanded dungeon, matching descriptions on many points, and matching an older map. So I think, alternations and adjustments to the maps would have been minor.


    Mysteries Would Have Remained Mysteries

    Finally, we will not give all away. Where there are great mysteries involved, such as the Great Stone Face and the Disappearing Jeweled Man, we plan to offer the GMs several possible answers :D Overall, the PCs adventuring in the dungeons will encounter the same challenges as faced the original delvers in 1972 and onwards, that Robilar discovered and Mordenkainen met. #1995


    Rob Dropping Out 

    As Rob adventured a lot in my original castle, I in his, and we also co-DMed groups, we knew each others style, and what the castle should "feel" like, what the mysterious areas were all about, etc.
    Working without him means I have to a great deal additional explanatory material for the growing list of special encounters I have on hand, expend a lot of time communication with another writer or team of same, carefully content edit each piece of the project. #6182

    As a matter of fact, Rob Kuntz and I have parted company since he reneged on his agreement to co-develop the Castle Zagyg campaign project material, doing so in a most ungentlemanly manner. I was taken aback at that since he originally approached me to do the work and then agreed to terms set forth in a written agreement, accepted an advance payment. All I can assume is that he is going through some rough personal times. [11]


    Large parts of the text actually written by Stephen Chenault of Troll Lord Games

    When I was developing Castle Zagyg for Gary, I was unabashed in my efforts to include CAS elements to the whole, including Tsathoggua-like gargoyles in the ruins in front of the castle; also, in "The Storerooms" a certain sorcerer who sequestered himself behind a series of illusions, and if the illusions were overcome (I'm looking at you, Ro(a)bilar!"), the sorcerer would place a geas on the intruders, directing them to confront the hill giant of the Storerooms (which could be an insurmountable task for low level PCs); and lastly (to my recollection), in the basement of the castle proper their was a summoning chamber carved of yellow ivory. Well, these are the CAS elements that immediately spring to mind, and Gary was not opposed to any of these, though I think he may have passed (i.e. post March 2008) before I developed the yellow ivory summoning chamber. Anyway, he may not have been as big a CAS fan as Rob is, but he certainly did not dislike him. [42.5, CAS = Clark Ashton Smith, RJK's favourite fantasy author]


    [References: see Greyhawk References]

    D&D Demon Names

    D&D started out with a singular demon, the Balrog. Then, after a cease & desist from the Tolkien estate, that one was renamed Balor,...