- These encounters are all potential in nature; none of these encounters with godlings are mandated, and all may be avoided.
- The adventures in which they are found are the pinnacle of what I call "hard core" Dungeons & Dragons. The novice ("N") series are clearly for beginning players. The intermediate ("I") series are fine for any group already versed in the game (i.e. players that know how to play and cooperate). The special ("S") series are random, rule breaking adventures, that provide enough weirdness to stymie experienced players or give novices a "puncher's chance." But the six modules that make up the G-D series are absolutely punishing adventures, any one of which will TPK a party that fails to operate at a high level of strategic play.
Tuesday, June 1, 2021
Killing Gods, Part 3
Sunday, July 17, 2011
Dwarves
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Thursday, May 13, 2010
Realizations
#1 I might be past my prime. All these numerous aches and pains (and injuries) that seem to be taking forever to heal, not to mention my receding hairline, may be indicative of the fact that I’m on the other side of 36 and am not doing nearly enough to stay young…you know: yoga, vegan diet, fasting, abstaining from booze, living in the country and drinking pure, mountain spring water. I’ll need to ramp up my “healthful living” if I’m going to keep up with all those young bloggers around the sphere.
#2 Every single adventure module I dig, appreciate, or find myself inspired by was written BEFORE 1985. With the possible exception of Return to White Plume Mountain (1999) and maybe H2: The Mines of Bloodstone (1986)…but the former is based on my favorite original module and the latter seems mainly a pastiche of D1 and D3. Regardless, it’s fairly sad to realize that the Unearthed Arcana, possibly my favorite RPG book OF ALL TIME up till the age of 15 or 16 (really!) is the great dividing line between the gold and the dross…or rather “The Shit” and the shitty.
I should note that while the information from the UA was immediately incorporated (upon its publication) into my long-running D&D campaign, we (my friends and I) had mainly grown beyond modules (writing our own PC-specific adventures) at the time, so the drop-off in module quality was imperceptible. Oh, our co-DM continued to purchase some, but in general she cannibalized ‘em and made ‘em fit her own purposes. There was nothing I saw or read (or played or ran) after 1985 that really got me cranked the way those early adventures did. With the possible exception of the two modules I list above.
Why am I even looking at this? Well, hard-on-the-heels of yesterday's post I started thinking about the specific AD&D modules that inspired me. Yes that’s right: I wanted to post a NEW LIST! Whereas previously I listed my Top Ten D&D modules for ANY edition (and yet still none are later than 1985), this new list is AD&D only and may include modules that I haven’t actually played OR ran as the DM. This is purely inspirational stuff for me…i.e. it makes me want to play AD&D just flipping through ‘em or thinking about ‘em.
Top Ten Inspirational AD&D Modules
#10 WG4: The Forgotten Temple of Tharizdun – I admit it, I have never played or ran this module. In fact, I’ve owned it for less than a year. And it looks DAMN tough to “solve” or “get right.” However, I have run S4 which also looked tough (in fact, no one I’ve run through it has ever survived to get to the deeper caverns) and this one is shorter, more focused and, hell, more scary. I love it.
#9 G3: Hall of the Fire Giant King – The G series did not make my Top Ten list of modules that I want to play, but the 3rd module of the trilogy is about as “D&D” as a module gets. Giants, Drow, scheming dwarves, red dragons, weird elder gods, chests full of treasure (and poison needle traps!), a river of lava…and three descending levels…this is the archetypal dungeon delve as far as I’m concerned, even beating the pants off B2. Plus, as far as ambience goes, darkness back-lit by the glow of magma is pretty rope-a-dope.
#8 & #7 A3: Aerie of the Slave Lords and A4: Dungeon of the Slave Lords – I wasn’t exactly sure how to rank these as (similar to WG4) I have never played/run them. Lawrence Schick’s A4 is truly inspiring…I only wish I had a group of players adventurous enough to try it out! And it does seem to be a fitting climax to the series. A3 on the other hand is one of the few valid arguments for the separation of race and class, as I’m not sure you could really have the same type of show-down with simple B/X archetypes (I’ll have to try re-writing it and see). However, it is the city of the Slave Lords that makes me want to play AD&D, as I can see a good group of players spending many sessions role-playing their explorations of the town…all those random encounter tables of AD&D get a chance to shine!
#6 S2: White Plume Mountain – some may think it’s strange that the module I’ve blogged about so much doesn’t crack the Top 5. The fact of the matter is I DO consider it one of the best written modules of all time (certainly it’s one of my favorites). But as far as INSPIRING me to play…well, maybe I’ve just ran it so many times over the years that it doesn’t give me the same juice as the next five on the list.
#5 N1: Against the Cult of the Reptile God – this is the last adventure module on the list that I haven’t actually played or ran. However, for whatever reason, just holding it in my hands wants me to break out the PHB, roll up an elven fighter and equip him with ring mail and a long sword. Reading N1 I just think it is an excellent module for a group of experienced, MATURE role-players that want to start a new campaign with low level characters. There’s just so much more meat to it than the average low level adventure…it makes me want to start a campaign (case in point: I have run T1: The Village of Hommelet and it doesn’t make my list of inspiring modules, despite being excellent).
#4 S1: Tomb of Horrors – As with G3 and S2, I have plenty of experience with this module and a lot of feelings/memories associated with it. For that reason alone, it gets my heart racing to play AD&D. However, if I could find any players crazy enough to try it, I would jump at the chance to run it again. Hell, I’d even let them roll up characters using the Unearthed Arcana!
#3 D2: Shrine of the Kuo-Toa – it was tough figuring out which number D2 comes in at. I love the fish guys, I love the vaguely Lovecraftian nature of their slimy under-city, and the cover art by Roslov is VERY inspiring. As with G3, I find something very archetypally “D&D” about D1 and D2, but especially the latter. And as with A3, the inclusion of different classes for the KT in such an interesting fashion makes it tough to hang onto my “race as class” hardliner stance.
#2 I1: Dwellers of the Forbidden City – now that I’ve got the first 8 listed, #2 on the list is really a no-brainer. The artwork alone (exterior and interior) shouts AD&D, and even the tasloi images (I am NOT a fan of tasloi) makes me want to run a game, let alone the yuan-ti (of whom I AM a fan). The module has everything one needs to run a short session, or a multi-session mini-campaign, and I totally dig on that. Even the pre-generated characters (including a bard, a druid, and a half-orc cleric!) are super cool. I will always remember I1 as the first module I read that included an evil wizard’s SPELL BOOK as part of the treasure trove (and probably the best treasure I’d ever seen). I don’t even think Gygax gave spell books to his Drow magic-users, a gross oversight if you ask me.
#1 Q1: Queen of the Demonweb Pits – I love this module. Every time I see it I want to start an AD&D campaign. If that’s not the definition of “inspiring” I don’t know what is. I know I’ve said elsewhere that White Plume Mountain may be the best module ever written due to its tight focus and great example of D&Disms, but this is probably my favorite module of all time. Truly. I don’t even need to HOLD the damn thing to get inspired…just seeing the ultra-creepy cover on display makes me want to play it. The map is a masterpiece. The interior art is excellent. The dimensional gates can provide years of adventuring. As with the Kuo-Toa, the Driders make a pretty fair argument for separating class and race (by the way, driders as a concept are probably one of my favorite D&D monsters of all time). Lolth is a badass…probably the coolest original monster entry of 1st edition AD&D, not based on a legendary or mythic figure (THAT would probably be Demogorgon). Even the NAME of the module is inspiring. It’s like the name for some 1981 heavy metal album (probably British, like Iron Maiden or Ozzie). And from experience, I can say that playing OR running this module makes me want to play MORE D&D. Honestly, this is hands-down the most inspirational AD&D module I own.
Wednesday, March 31, 2010
Plotting Goals
Star Wars offers a picture of what could be a typical, if stunningly functional (in the psychology sense of the term, as in “not DYSfunctional”) adventure party. You have the various members with their respective sets of expertise, all operating in tandem with each other…heck, you even have a good example of how a “paladin-type” character (Obi-Wan, Luke) can get along with mercenary/thief types (Han, Lando)…mainly by the former not being too self-righteous and the latter having (deep down) hearts of gold.
But Star Wars IS a story, not an RPG. If the original movie was an RPG adventure, it would pretty much be one, long railroad all the way to the climactic Death Star battle. Luke says, “I’m not ready to leave the farm.” Bam! GM kills off all his relatives. Han says, “Let’s try to run the hell away from this giant space station.” Bam! Sorry, you’re being pulled in by a tractor beam. Etc., etc. All to set up the characters chance to be “heroes” in the GM’s story.
For a movie (or novel or TV show or comic book or whatever), that is totally appropriate to the story-telling medium. In an RPG it’s pretty damn annoying.
Personally, I was never a great GM at developing “plots” or “storylines.” I was great at running adventure modules, good at riffing off players actions, and a fair hand at character development. But elaborate plots and railroads? Not really. I did much better with “here’s the situation, now let’s watch how it un-folds IN PLAY.”
A lot of the early Vampire the Masquerade adventures (most of which I ran at least once) walked a thin line between “scenario” and “railroad,” often stomping all over the line. Any adventure that has a number of specific “set pieces” runs the risk of simply being a GM’s opportunity to act as director/author with the players doing nothing more than ad-libbing lines in a plot that’s a foregone conclusion. Some gamer groups may get off on this (though why not just form a real theater troupe?) but I consider role-playing to be a COLLABORATIVE effort.
Part of this may be ascribed to my own laziness (I don’t want to have to do all the work), and part of it to “the way I was raised” (my adventure-crafting sensibilities being formed by B/X D&D and the various Old School adventure modules of early TSR). Whatever, that’s just how I roll: fast and loose “plot-wise.”
Which, incidentally, might explain why it’s been such a challenge for me to run some of these new commercial RPGs of the last 15 years or so. Some practically beg for the GM to have an elaborate plot structure for characters to traverse. Without it, players are forced to rely on their own damn selves for generating motivation/impetus to explore the game setting…and players used to site based scenarios or railroady plots have difficulty doing just that.
But that’s all tangential…the reason I bring all this up is a long-winded intro to why I do NOT like the idea of awarding XP based on mission/goal. When I posed the question before about how to award XP for a non-treasure-based / not-just-combat-based adventure game, many MANY of the commentators suggested this type of reward. And, yeah, I was considering it myself for a bit.
But upon further re-consideration I don’t like it. I’m sorry. And NOT just because it’s “arbitrary” or left to GM fiat…because of course, you can write a game reward system to be a set amount if you like…for example “all missions provide 100xp times the average level of the party members” or “every mission provides 500xp per game session it takes to complete the mission” or “all missions provide a 1000xp bonus for accomplishment, with a 500xp bonus if the characters faced mortal combat and an additional 500xp bonus if any of their party members are killed.”
See how easy that is?
Here’s the REAL problem for me: once you set a mission objective or “adventure goal” you start limiting how players interact with the game environment. You start to create a “right way” to play. And that is the antithesis of collaborative role-playing.
For video games, XP bonuses for goals and “quest completion” are great. But video game RPGs are fairly linear by both design and necessity…the good ones are engaging because they have an excellent story/plot and a decent user interface, but they are ALL limited by the programming given to them by their creators. A video game player gets little say in how the plot develops or resolves (one of the reasons Star Wars: Knights of the Old Republic was so cool is that one received SOME choice in how the ending turned out) simply because the space available in a machine is finite.
The human imagination is not nearly so limited…sure there are the boundaries of language, knowledge, and experience, but sheer creativity provides endless possibility, especially if one refuses to accept those limitations. FOR EXAMPLE:
Player: I’m going to use my “speak with animals” spell to talk to the cave bear instead of fighting it.
GM #1 (a zoologist specialized in bear habits): even though you can communicate with the bear you trespassed into its territory during mating season AND he’s hungry AND bears don’t think like humans anyway…he’s still going to attempt to maul you but you can understand his roars of “food, enemy, food, enemy..”
GM #2 (just going with the random whimsy and magic): make a Reaction roll. Ok, you and the bear sit down and have a long conversation about what’s been going on in the forest lately…you offer him some rations, and he gets you some honey from a nearby tree…
Now, yes, the latter GM in the example is not being extremely realistic, but Dr. Doolittle isn’t anything I’d call “real” anyway.
[Ahhh…"realism" (whatever the hell that means). The bane of RPGs…it’s that “Holy Grail” that’s led to more heated discussions and RPG skill systems than pretty much anything else]
Shit. If folks really wanted “real” would Gamma World have such a sturdy little following? But again, I’m digressing.
Back to the point: when you start setting rewards you start closing down the open-endedness of the RPG possibility. FOR EXAMPLE: Nothing in the classic adventure module G1-3 precludes enterprising characters from making a deal with the giants themselves (provided they have something to offer) allying with them and starting a war campaign against the surface world rulers that originally hired them. Nothing stops the player characters from charming Obmi and making him into a henchman and boon companion. Nothing prevents a sleaze-minded PC from polymorphing into a giant and having a torrid affair with King Snurre’s queenly wife, perhaps enticing her into helping commit regicide.
Yeah, that’s some outside-of-the-box thinking that doesn’t prevent the characters from gaining XP and advancing in level and power (as well they should!) since they still end up with plenty of XP-garnering loot.
But when you start making goals…even BROAD goals (not necessarily “kill Snurre” though in a video game that would probably net you some sort of bonus) like “stop the giants’ raids”…it starts to shut down what the PCs can do and still get rewarded. Unless one wants to simply do XP-awards based on “providing enjoyment to the gaming group,” another arbitrary category frequently found in RPG reward systems that I cannot stand…who’s to say what is going to prove enjoyable and to whom?
So, bottom line…I’m against doing XP for mission goals. In an adventure RPG (and here I mean table-top, not video console) I want the players to be able to exercise a full latitude of action, not constrained by the reward system. Because even though there ARE contrarians like myself that will play against the grain (to our own detriment, dammit!), reward systems DO influence behavior and in-game action. Everyone likes rewards!
: )
Monday, August 24, 2009
Killing Giants Is My Business...And Business Is Good!
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I said earlier that I was going to explain why I don't include G1-3: Against the Giants in my top ten list of all-time favorite adventures, and this is that post.