Thursday, February 03, 2011

Adventure Gamebooks as RPGs Part 2 -- Sagard the Barbarian: #1 The Ice Dragon


Gary Gygax, the co-creator of the Dungeons & Dragons role playing game, dove into the adventure gamebook craze in 1985 with his Sagard the Barbarian series of gamebooks. This series of four interactive novels took place in Gary Gygax's signature "World of Greyhawk" campaign setting. Sagard's adventures in The Ice Dragon begin in a mountain range called The Rakers which make up the border of Ratik and the Theocracy of the Pale.


Gygax co-wrote the Sagard series with Flint Dille. Dille's other works have included the Transformers and GI Joe TV series, as well The Chronicles of Riddick: Escape from Butcher Bay video game. Gygax met Dille while he was in Hollywood working on the Dungeons & Dragons animated series, and his relationship with Dille led to Gygax asking Dille's sister Lorraine Williams to help save a floundering TSR in 1984. The Williams saga is its own story, one which has left Lorraine's name an epithet in some gaming circles. By the end of 1985, the same year that The Ice Dragon was published, Gygax sold his stock in TSR to Williams and ended his relationship with the company.

All of this leaves one to wonder what Gygax thought of Dille and whether the Williams affair is one of the reasons why the Sagard saga is limited to the four existing volumes.

The Ice Dragon is an engaging gamebook, but is its game system sufficient to support game play outside of the game book environment?

Let's have a look at the rules.


Game Mechanics

With the exception of rules for keeping track of "trophies" that Sagard collects during his adventures, The Ice Dragon rules set is entirely limited to combat mechanics. By itself, this doesn't automatically mean that the rules won't be able to be expanded into a complete rpg, combat is a central part of most rpgs, but it does mean that there will be some work for the game master who tries to adapt the system. If the combat system is robust enough, than one could extrapolate from those rules to create mechanics for other actions as well. Games like Dragon Age use the same mechanics for combat resolution and task resolution, so it can be done.

The Ice Dragon's combat mechanics are relatively simple. Characters and opponents are rated for Hit Points which determine how much damage an individual can take before being defeated. These are a common mechanic in D&D descended rpgs. Characters and opponents are also rated by level which represents their skill in combat. Their effectiveness in combat is determined by rolling a 4-sided die and comparing the result to the character's statistic block. An example of a character's statistic block looks something like the following:

SAGARD (LEVEL 2: 1/0, 2/1, 3/1, 4/2)
[20][19][18]...[3][2][1]

This stat block tells us that Sagard is level 2, has twenty hit points, and how much damage he does depending on the roll he makes on a 4-sided die. For example, if Sagard rolled a 3 on the die he would do 1 point of damage. Given that each number has an equal chance of occurring, this gives Sagard a Damage per Round of:

DPR = (.25)(0) + (.25)(1) + (.25)(1) + (.25)(2) = 1

A level two character like Sagard delivers 1 point of damage per round to his opponents, so it would take Sagard approximately 20 rounds to defeat someone as tough as himself. Thankfully, most monsters don't have the same number of hit points as Sagard or game play would be quite time consuming. The full chart for combat effectiveness can be seen in the table below:

Combat Ability 1 234
Level 0 0004
Level 1 0011
Level 2 0112
Level 3 1123
Level 4 1233
Level 5 2334

Looking at this table, I can see one quick discrepancy. Level 0 characters have the same average DPR as Level 2 characters, and are more effective than Level 1 characters. I understand that the mechanics are attempting to represent Level 0 characters as "unpredictable" and capable of "getting lucky" but the results don't seem quite satisfying.

These mechanics are easy to understand and present a fairly limited combat system. The system doesn't compare the combat abilities of combatants, like Fighting Fantasy, nor does it offer the possibility of maneuvers like Fighting Fantasy does with its "luck" mechanic. The system could be used as a basis for a skill system. Players could receive level ratings in skills. For example, Sagard might have a Level 2 skill in Stealth. This would allow him to roll 1 or 2 "skill success points," on a roll of 2 or better, demonstrating how stealthy the character was. These points could be compared to an opponent's Perception skill. If the opponent generates more skill success points than Sagard, then Sagard fails to hide.

Hmm...I actually like that. In this case, a Sagard stat block might look like the following:

SAGARD
Combat (Level 2: 1/0, 2/1, 3/1, 4/2)
Stealth (Level 2:1/0, 2/1, 3/1, 4/2)
Perception (Level 1: 1/0, 2/0, 3/1, 4/1)

[20][19][18]...[3][2][1]

The Ice Dragon, unlike the Fighting Fantasy Gamebooks, does provide a simple system for character advancement. As a character wins and loses combats he acquires and loses "experience marks." When Sagard has acquired enough experience marks, he acquires the abilities of the next level. One could easily expand the experience mark system to the skills system by giving 1 mark per successful use of the skill, or even failures if the attempted use was creative enough.

As you can see, the system in The Ice Dragon taken by itself doesn't provide a full game system, but that it can fairly easily be expanded to create one. Were I to use the "Sagard System" as the basis for a game though, one of the first things I would change is the use of the 4-sided die for resolution determination. There isn't enough variety in it and when comparing the different levels it allows for a Level 0 individual to be as good as a Level 2 character on average.

Tuesday, February 01, 2011

[Heroes of Karameikos] 4e Feel, 1e Rules -- It's George Strayton's Fault



I have been haunting the blogs of various members of the Old School Renaissance gaming community for some time now. Some of the ideas coming from that community are quite inspiring to the role playing game fan and I heartily recommend that you hunt down several of the many blogs devoted to the OSR movement. Start over at Grognardia as he has a wonderful collection of links to OSR sights and is a consistently good blogger on topics gaming and pulp related. Up until yesterday my interest in OSR gaming has been primarily as a consumer. I own the "Swords and Wizardry White Box," "Lamentations of the Flame Princess," and the "B/X Companion" in print and several other titles as pdfs, and have enjoyed reading them. Reading the works of these creators created a small spark in the back of my imagination, but that spark had no kindling to feed it into a flame.

That kindling came from reading George Strayton's excellent "Legends & Labyrinths" blog. Unlike many OSR gamers, and I'm not sure George would consider himself completely OSR, Strayton's blog wasn't devoted to using the OGL to create a re-envisioned version of the D&D of old with "old school mechanics." Those blogs often, though not always, have a certain disdain for 4th edition D&D in general and a special ire for D&D Essentials. Strayton's blog was a sharp contrast to the typical older edition nostalgia blog. His blog was dedicated to playing 1st edition style games where death is around every corner and adventurers aren't necessarily "heroic" using the 4th edition D&D rules set. His particular recommendation was to use Essentials as the basis, and his house rules as a modification to that core rules set. Most of his house rules are excellent and are finding their way into my regular 4e game.

He also inspired me to try to get my group to play Moldvay/Cook Basic D&D again. The group's session wasn't quite what I had hoped it would be. I measure the quality of a game session by how much fun the players have in a session, and one player felt particularly hopeless during the very first encounter. It wasn't a good start, and I blogged about that yesterday, but it did turn out fun for me as the adventure continued -- and I hope the group enjoyed it as well. The experience made me realize what I really like about M/C Basic and what I really like about 4e.

I love the archetype driven nature of M/C and its quick and easy mechanics, but I don't like its almost capricious lethality. Characters can die at a moments notice. While this is fine for a horror game, I don't like that in a High Fantasy game. My favorite D&D setting, Mystara, can in no way be considered anything other than High Fantasy and a capricious lethality seems out of character for the setting.

What I enjoy about 4e is the clarity of the rules set, how the actions of one player interact with the other characters in the game. The rules reward and encourage team play. The game also allows players to feel heroic, while still feeling at peril during combat. I have considered using Robin Laws' mark up system in Hamlet's Hit Points to highlight how 4e combats nicely follow plot beats, but others have already touched on the topic. What I don't like about 4e is the tremendous number of powers, feats, and magic items. Yes, they allow for creativity, but they also create so many combinations that a player can become lost examining the puzzle pieces and never get around to actually playing the game.

I've decided to take my love for these two systems and post my own modified rules set temporarily called Heroes of Karameikos. The house rules will be based on the Moldvay/Cook rules sets, but they will incorporate some of what I like from 4e. In a twist on the traditional "old school" line "New edition rules, old edition feel," my game rules will be "Old edition rules with a new edition feel." I'll try to post at least one Heroes of Karameikos update a week starting with character generation and moving on to each of the classes. For those of you wondering...

Yes Elf will be a Class!

Dungeons & Dragons: Daggerdale Looks Like a Good Time

I am eagerly awaiting Atari's Dungeons and Dragons: Daggerdale which will be released for the Xbox 360 and PS3 later this year. If it is as fun as prior D&D console offerings, it should be a nice way to waste a few hours.

Monday, January 31, 2011

The Eye of Traldar and House Rules

Some of my players and I played some of The Eye of Traldar this past weekend and it got me thinking.



The Eye of Traldar is one of the rarer modules for "Basic" Dungeons & Dragons. It was written as a part of their "Challenger" series of introductory modules that expanded the Troy Denning boxed set. The story behind the module is relatively straightforward. The Iron Ring, a nefarious band of slavers under the leadership of Baron Ludwig von Hendriks, has acquired a potent magic item called the Eye of Traldar and brought it into their stronghold of Fort Doom. The Baron and his chief magical advisor are currently patrolling the borders of the Barony and evaluating the military strengths of their neighbors. Should the Baron and his advisor return to the Fort and discover how to unleash the power of the Eye, the Baron will be able to increase his domain and subjugate entire populations to his will with the mind coercing powers of the Eye.

It is up to our stalwart band of adventurers to infiltrate Fort Doom, through its "underdungeons," and retrieve the Eye before that can happen. It sounds like exciting -- if standard -- stuff, and it is...after the first act full on narrative railroading has passed.

Carl Sargent has presented a perfectly entertaining scenario, but it suffers from two key flaws. The first flaw is in the presentation of the narrative. The second flaw is a common "flaw" in "Basic" Dungeons & Dragons itself, and is what gave rise to this post in the first place.

In an attempt to start the adventure in medias res, Sargent begins the module with the players encountering a man named Alexei who is fleeing the Iron Ring. Within seconds of Alexei's arrival in their camp, the Iron Ring arrives. The encounter clearly establishes who the good guys and the bad guys are, and quickly involves the PCs in the dangerous business of combat related "action" (more on this in flaw 2). After the encounter is complete though, the adventure provides no opportunity for the players to abandon the rest of the quest. They are forced from encounter to encounter, with no options to decline to aid Alexei. It is possible for a DM to "wing it" and have the necessary encounters happen as a result of them not helping Alexei, but even then the players will feel railroaded into a forced narrative. Essentially, the players must endure three ambuscades before they begin their quest proper -- whether they want to or not. Given the difficulty of the first encounter, I think many groups might decide that abandoning the life of adventure is the higher calling.

Which brings me to what I view is the adventure's second flaw -- and a flaw in "Basic" Dungeons & Dragons -- its shear lethality.




Let's take the first encounter as an example. The players meet a 2nd level Fighter named Alexei and must face his pursuers which include 3 1st Level Fighters, 2 1st Level Thieves, and a 1st Level Elf (a fighter/magic-user hybrid in "Basic").

Let's assume a typical party of a 1st Level Cleric, a 1st Level Magic User, a 1st Level Thief, and 2 1st Level Fighters -- this wasn't the make up of the group playing. My group had a Cleric, a Fighter, and a Magic User.

Let's also assume that the characters have 2 statistics valued at 14-15, which is actually pretty good in a roll 3d6 in order char gen system, associated with their class (I'll also show my player's actual characters) and average hit points rolled for their respective class. This will give us characters that look roughly like the following:


Average Party
Name Armor Class Hit Points THACO High Stats Weapon
Cleric 2 5 19 Wis/Con Warhammer 1d6
Magic User 9 4 19 Int/Con Dagger 1d4
Thief 6 4 19/18 Dex/Con Short Sword 1d6
Fighter 2 6 18 Str/Con Longsword 1d8+1
Fighter 2 6 18 Str/Con Longsword 1d8+1

Opponents
Name Armor Class Hit Points THACO High Stats Weapon
Fighters 5 5 19 none Longsword 1d8
Elf 4 6 18 Str/Dex Longbow 1d6/Longsword 1d8
Thieves 6 4 19 none Short Sword 1d6

A quick look at these charts, as well as a basic understanding of D&D, reveals that the average "Opponent" Fighter has the following chances to hit the Average party.


Opponents
Character Type Attacked Percent Hit Avg Damage Avg Hits to Kill
Fighters 20% 5 2
Mages 55% 5 1
Clerics 20% 5 1
Thieves 40% 5 1

As you can see, the average "non-Fighter" 1st Level character dies the first time that they are hit and Fighters are killed on the second hit. This is modified by the percentage chance to be hit. If we look at it as a Damage Per Round Equation (DPR = %toHit*AvgDam), we can determine the average number of rounds of combat a particular character will survive at First Level.

Opponents
Character Type Attacked Percent Hit Avg Damage DPR DPR/HP
Fighters 20% 5 1 6
Mages 55% 5 2.75 1+
Clerics 20% 5 1 5
Thieves 40% 5 2 2

This demonstrates a couple of things. While your average Fighter can only take 2 hits before being killed, he is still likely to last 6 rounds due to his low likelihood of being hit. Clerics are also have a fair chance of staying around for a while in a fight. Magic Users and Thieves, on the other hand, drop like flies.

Which brings my to my group on Saturday. It consisted of a Cleric, a Fighter, and a Magic User. The module specifically states that the Elf aims at any non-armored individuals with his Longbow. In this particular case, he had a 60% chance of hitting the Mage and his average damage was enough to kill the Mage outright -- and that's what happened.

For some, the fragility of low level characters isn't a problem. For them, the lethality of "Basic" D&D is one of its charms. I am not one of these people. I love the simplicity of the "Basic" system, but I also like to have my characters feel heroic. For me role playing games are about telling a story and having fun. Having your character killed in the first round of combat might be fun for some people, but it wasn't fun for my player. I had rolled the damage in "public view" and couldn't fudge the damage done, so this led me to institute one of my old house rules -- a house rule that I believe vital to "Basic."

DAMAGE HOUSE RULE #1 (0 HP Is Incapacitated Not Dead -- Unless a Coup de Grace is Delivered)

One of the things that led me to instituting this house rule was that some of the most "lethal" role playing games, Warhammer Fantasy and Dragon Warriors come quickly to mind, have systems that do not allow for low level characters to be "one hit killed." Instead they have "Fate Points" which can be spent to avoid death, or starting hit point totals that are greater than a single blow can deal in damage.

I don't mind players being incapacitated, so both of these are out. What I have ruled is that when I am running a "Basic" game, no character dies until the end of an encounter. If you are at zero or fewer hit points at the end of a combat, then you are dead. If you are healed before the last opponent is defeated/flees, then you can participate until you are incapacitated again. Given that the only way to heal a character in "Basic" is with magic items or spells, this isn't too "forgiving" of a rule, but it did allow our party to treat the mage's wound with a potion of healing and kept the player involved.

HOUSE RULE #2 (The 1st Rolled Hit that Does Damage Against PCs Doesn't Count Rule)

This isn't a rule that I used last night, but it is one that I am considering using. Given the fragility of "Basic" characters, it might be nice to give them a chance to automatically take zero damage from the first attack that hits them. Each player essentially has one "ablative" hit that cancels the first time they are struck in combat. This way players can feel heroic, after all they survived the first hit against them this combat, without being too powerful. This has the added effect of having diminishing value as the characters go higher in level. Higher level creatures tend to have more attacks and PCs have higher hit points so giving an additional hit doesn't alter the fear of death too much.

Since Fighters, Clerics, and similar Classes are so hard to hit in the first place, I might limit this to just Magic Users. It could be a class feature called "protective ward" or some such. Since Magic Users have such a low survivability rate at low levels, this seems a natural addition.

Mind you, if your group doesn't have a problem with one hit kills and finds that challenge rewarding than these rules aren't for you. I will be using them with my group though.

Friday, January 28, 2011

30 Days of "Oscar Nominee..." -- A Fun Tradition

Every year during Oscar Season TCM runs its annual "30 Days of Oscar" programming. During this time viewers are treated with a wonderful romp through the history of film. Viewers know they are watching the best of the best and can watch the films that inspired great filmmakers -- past and present.

At my house, we have a slightly different tradition. It's a game I call it "Oscar Nominee/Winner...," and it is wonderful fun and makes for its own kind of viewing pleasure. The rules of the game are simple. Make a calendar of films or TV shows featuring this year's nominees for Best Actor, Best Actress, Best Supporting Actor, Best Supporting Actress, and Best Director. The films themselves must not be the "best of the best." In fact, the quirkier the film or TV show the more amusing the calendar. After compiling your list, you share it with friends, vote for which films or TV shows your will all watch, and share the experience by discussing the merits of the films/talents during an Oscar viewing party. For example, if Tom Hanks and Hilary Swank were up for Oscars this year your list might include Bachelor Party and The Next Karate Kid. In this case, you would discuss how Hanks' performance in Bachelor Party prepared him for his nominated role etc.

One might think that this tradition is merely as a way to make light of Oscar nominees, but that would be incorrect.

The thing I respect more from talent working in the industry (in front of and behind the camera) is hard work. Maybe it's the blue collar kid in me, but I really admire people who crank out the work like the studio system actors used to do. I find that Hong Kong actors and British actors often have some of the "deepest" work filmographies. I don't like pretentious actors who spend to much time talking about "craft," I prefer those who consider acting work. Some of the best performances aren't always those in important films and the ability to work hard in smaller -- less serious -- projects is a demonstration of character.

So... what are my entries in this year's calendar?


BEST ACTOR

Actor "Classic Role"
Jesse Eisenberg Cursed
Colin Firth The Last Legion
James Franco Flyboys
Jeff Bridges Stick It
Javier Bardem Perdita Durango

BEST ACTRESS

Actress "Classic Role"
Natalie Portman Mars Attacks
Nicole Kidman Days of Thunder
Jennifer Lawrence The Bill Engvall Show
Michelle Williams Halloween H20
Annette Bening The Great Outdoors

BEST SUPPORTING ACTOR

Actor "Classic Role"
Christian Bale Reign of Fire
Geoffrey Rush House on Haunted Hill
Jeremy Renner S.W.A.T.
John Hawkes From Dusk 'Til Dawn
Mark Ruffalo 54


BEST SUPPORTING ACTRESS

Actress "Classic Role"
Melissa Leo Deadtime Stories
Helena Bonham Carter Planet of the Apes
Amy Adams Psycho Beach Party
Hailee Steinfeld Back to You
Jacki Weaver Cosi

BEST PICTURE

Director "Classic Project"
Darren Aronofsky The Fountain
David Fincher Alien³
Tom Hooper The Damned United
David O. Russell Spanking the Monkey
Ethan Coen & Joel Coen Raising Arizona

That's my list and I think it looks entertainingly watchable. It actually has a couple of my favorite films and favorite guilty pleasures.

What's your list?

Thursday, January 27, 2011

One Reason Kurt Suzuki (C -- Oakland A's) is So Impressive

Work ethic.



Have you ever tried to jump out of 3 1/2 feet of water onto a pool deck 43" tall? Me either because I would fail. The kind of work ethic it takes to develop that kind of leg strength is impressive, but it is that kind of work ethic that Kurt Suzuki embodies. Catcher is one of the toughest positions in baseball for a player who wants to perform consistently as a hitter. Even good hitters can feel the weight of their legs pulling at them, slowing them down, affecting their timing as a game (or even more profoundly the season) drains their energy.

Kurt Suzuki's 2010 season saw a small drop in number of games played, a large drop in batting average, but little change in number of strikeouts or walks to plate appearances. Given the added reduction in doubles, but not home runs, it is possible that Suzuki's performance at the plate was affected by fatigue. It also appears that Suzuki is taking the time this off season to make sure that he can return to the solid numbers he produced in his first two full seasons in the Majors.

When I first saw Suzuki playing for the Sacramento River Cats, I could see that I was watching a remarkably talented player. He is a 1st Team All-American our of Cal-State Fullerton, winner of the Johnny Bench Award, and a joy to watch play.

Zombies, Robots, GI Joe, and Star Trek?

Um...

Dan Abnett is officially my favorite person.



It appears that comic book publisher IDW has released their first "Universe Spanning Crisis Like Event," and it is so high concept that my mind is about to explode. Here's the company's description.

It begins here! The first-ever IDW event, which affects the Transformers, G.I. Joe, Ghostbusters, and Star Trek universes! This dimensions-spanning storyline begins with a specially priced 40-page story by Abnett & Lanning (The Thanos Imperative) and David Messina (True Blood). Something goes horribly awry in the Zombies vs Robots universe, threatening to tear many of IDW’s biggest realities asunder! Don’t miss the IDW event ten years in the making!

James T. Kirk, Optimus Prime, Snake Eyes, and Venkman vs. Zombies!

I'm overwhelmed.

All that remains is to begin stating up the "Infestation" using Wizards of the Coasts' Gamma World rules set. I think it should do quite nicely for the task. Either that, or Savage Worlds...or the Pacesetter system from Chill/Timemaster/Star Ace...or Risus

Which game system gets your vote?