Thursday, August 28, 2014

#RPGaDAY 6: Favorite RPG You Never Get to Play -- DC HEROES in a Landslide



As I mentioned in the second post in this - behind schedule - series, DC Heroes is the first game I ever truly Gamemastered. I was an undergrad in college at the time and had just finished playing in a couple of remarkably well GM'd games.

There was Roger Frederick's GURPS Riverworld extravaganza that was a wonderful role playing experience and set us at odds with Horatio Herbert Kitchener. To this day, I despise Kitchener beyond all reason. There was the D&D campaign in which Rob Faust's character and mine were half-brothers...my character was "so strong he carried hemp rope." There was also a fun Amber game I played in that demonstrated both how well that system could be run and how lame it could turnout -- all due to the diceless mechanic.

I had also read a couple of books that discussed role playing games and how to run them. The best of these were Aaron Allston's Strike Force for the Champions RPG and the stuff in The Fantasy Role Playing Gamer's Bible based on Robin Laws' writings on player types.

I was ready to run an rpg and I was in the mood for a super hero game. I had recently acquired the 2nd Edition of the DC Heroes RPG and the sheer toy factor of that boxed set convinced me that this was the super hero game I wanted to play. That and the fact that TSR's Marvel game has some really wonky bits when it comes to certain match ups. Picture for yourself what a comic book smackdown between Captain America and The Everlovin' Blue-eyed Thing looks like. Got it? That's not at all what it would be like in the TSR Marvel system. There's a lot that is good about the TSR game, but unlike Champions (and to some extent DC Heroes) having a system where Captain America can hurt The Thing isn't one of them. Oh...and depending on the Wolverine write up, he can't hurt The Thing either.

So I wanted to us the DC Heroes system, but I wanted to use it in a manner that was "comic universe neutral." My DC Heroes earth had both Marvel New York and DC Metropolis. Captain America and the Invaders joined Sandman and the Justice Society in their quest to bash Nazis around. Conversion between TSR's Marvel to the DC Heroes system was a cinch since - in my view - DC Heroes APs correlate 1:1 with Champions DCs. Using this guideline the Hulk had either a 12 Strength or a 20 depending on whether I adhered to TSR's "carrying capacity" or just converted Strength 1:1 to Champions. I did the latter and my "DC" Hulk has a 20 Strength. Using the DC system, there is little need to give him the "grows as he gets mad" mechanics one might build into a Champions character. DC's "hero points" mechanic has that covered. If the Hulk needs to hold up a mountain - ala Secret Wars - he can push his Strength and spend the points. This had the effect that some of DC's more epic heroes were slightly more powerful than their Marvel counterparts, but close enough for government work. A battle between my "DC" Hulk and Superman wouldn't be without significant collateral damage, and it wouldn't be a cake walk for Supes.

What do/did I like most about DC Heroes? What makes it special? Most of these come down to Greg Gorden's design work on the game. If you don't know Greg Gorden's name, you should. He worked on the James Bond 007 RPG, Torg, Earthdawn, DC Heroes, Deadlands, and a host of other games. The games he worked on seem to share an ability to capture "cinematic awesomeness." The Bond game has areas of expertise where the PC is so good at stuff he/she doesn't have to roll to succeed. DC Heroes has the Hero Point mechanic and open ended die rolls on doubles. Hero Points can be spent to "push" abilities, but they can also be spent to "alter the environment." Did Hawkman drop his mace and desperately needs a replacement? Spend X number of Hero Points and there might just be a crowbar on the counter. DC Heroes pushes the players to become active narrators in the game play. DC even rewarded players for creating and playing out purely narrative sub-plots, this is very much like TSR Marvels use of Karma rewards for having Peter Parker pick up the laundry.

The game is great. It has clean mechanics. It's easy to learn to play and run. But it's out of print. None of the players in my group own a copy and while it is easy to learn the basics there are some maneuvers available in combat and non-combat that are more complex in concept. They are all easy in implementation, but you have to become familiar with them. The game also has a point based build component and even with this excellent character generator program, that means homework for the players or a PC generation day and my players don't tend to like those. Oh, and they also suffer analysis paralysis with questions like "How smart are you compared to Hank Pym or Batman?"

So I never get to play the game. That's okay. There are some other great superhero games out there. The Marvel Saga game and the recent Margaret Weis Productions Marvel game are pretty darn fun too.




Thursday, August 21, 2014

Cthulhu Claus Holiday Card Backer Button for Our Kickstarter Project

I designed the first button to hand out to our Cthulhu Claus Holiday Card project backers. It uses a piece of art from the first series of cards. What are your thoughts?




If you want to become a backer of our project, please visit Kickstarter and join in.




Friday, August 15, 2014

#RPGaDAY #5 Most Old School RPG Owned: Did you even have to ask?

The fifth topic of @autocratik's (aka +Autocratik ) #RPGaDAY list is the Most "Old School" RPG owned. Like most of the prompts in the #RPGaDAY list, this one got me thinking about what Dave Chapman meant by "old school." Did he mean Old School in the sense of the Old School Renaissance movement which used the OGL to create games that evoked play that echoed the way games used to be played, or did he mean the games themselves? It could mean either as sometimes when one refers to "old school" one is only talking about the metacognitve content that is referring to an older age and not to that older age itself. The material from that older age might be called "classic" while the modern material that evokes that feel might be called "old school."

I know that this may be a bit too pedantic, but since I am writing full blog posts rather than merely providing a one sentence reply, I reserve the ancient right of industrious pedantry. Michael J. Finch - author of Swords & Wizardry which happens to be an "old school" game for which I own the "white box" edition - writes in his "A Quick Primer for Old School Gaming" that for an old school game like Swords & Wizardry "just printing the rules an starting to play as you normally do will produce a completely pathetic gaming session -- you'll decide that 0e is just missing all kinds of important rules. What makes 0e different from other games isn't the rules themselves, it's how they're used."

To phrase it in a cruder and less flattering light, "Old School Games are games that are missing rules, but are cool enough to inspire you to make your own." That's not exactly what Michael is saying, but it's kind of what I think the Old School Games actually were. Original D&D was so vague in its mechanics that it lead to the creation of a host of other role playing games -- starting with Ken St. Andre's innovative Tunnels & Trolls (which I blogged about here). The game that best captures this "missing rules but great inspiration" is Superhero 2044. The game is incomplete as it is, but it influenced so many later games like Champions and Superworld as I discussed in this earlier post.

By this "missing rules but great inspiration" criterion, most of the successful OSR movement games qualify. Those that don't qualify lack the inspiration component of the equation, though there are a couple of OSR games that are more "Middle Age" School than Old  School and have more complete rules as the games of the 2nd age of RPGs tended to. Among the most successful of these OSR games - and these are all games I own - I'd list Swords & Wizardry, Adventurer Conqueror King, and Lamentations of the Flame Princess.

Having said that these games qualify as Old School Games, I'm going to revert to the easiest answer to the initial question and combine it with the new definition. I'll be answering what game from the 1st generation of RPGs I own is the "Most Old School" or best exemplifies the "missing rules, but great inspiration" mentality. I thought about Superhero 2044, but have decided against it.

I own a copy of the White Box Collector's Edition of Dungeons & Dragons - as well as all of the supplements - and I certainly think that it is in the competition. The core 3 "little brown books" do not contain enough clarification on the combat system to make a completely playable game, add to that a lack of mechanics for a host of other situations, and it falls firmly in the "missing rules camp." The supplements like Blackmoor, Greyhawk, and Eldritch Wizardry added a rich inspirational flare - as did Gygax's prose - all of which make it a strong contender for the title.



But Game Designer's Workshop's En Garde! is a strong competitor. It is filled with tidbits of background and inspiration and yet is lacking in a number of mechanical areas. I say lacking, but let's face it a part of the OSR movement happened due to the fact that a lot of rules may not actually be necessary. I love En Garde!'s dueling mechanic, and I love that it is "dedicated" to Danny Kaye - among others. 


Fletcher Pratt's Naval Game isn't a role playing game, but since his Harold Shea novels (co-written with Sprague De Camp) and this game influenced the creation of D&D, I thought I'd list it hear as in the running. The game requires you to own Jane's Fighting Ships or similar book to properly play. 


Then there's the Fantasy Heartbreaker entry. The Complete Warlock is a product of the Southern California gaming scene and is an attempt to fill in some of those areas that were missing in the D&D rules set. There is a lot to like in Warlock and it is clear that it influenced J. Eric Holmes' writing on the Basic Set of D&D. It has critical hit charts, percentile based combat charts (by weapon), a spell point system, level based abilities for Thieves akin to 4e, Elves as a class, and a cornucopia of alternate ways to "play D&D." I'm desperately tempted to call this glorious book the "most old school RPG" I own.


In the end though, Original D&D wins out. I'm still not sure how to play this game. Have you checked out that initiative system in Eldritch Wizardry? Do you use it?

Special Self-Promotion Section

As a reminder, I am in the middle of a Kickstarter for a second series of Cthulhu Claus Holiday Cards. You can back it by clicking the link in the side bar. A picture of the first series is below.







Thursday, August 14, 2014

D&D -- Manuals of Monsters and How They Have Presented Them OD&D to Present

This year marks the 40th Anniversary of the Dungeons & Dragons roleplaying game and the release of the "5th Edition" of the Dungeons & Dragons rules. Long time fans of the game will understand that there are scare quotes around 5th Edition due to the fact that there is room for discussion that there have been seven or more editions of the game, depending on how you count a new edition. I've enjoyed each edition of the game and have never taken sides in any of the edition wars. If you were to ask me what my favorite edition of the game is, I would answer with the Weem's rallying cry:


While I haven't taken part in any edition wars, I have noticed some things that I think have contributed to negative sentiments some players have regarding various editions of the game. For example, I believe that one of the main factors contributing to criticism of 4th edition D&D is quite simply the graphic design choices and "fluff" choices that the game designers made in the construction of that rules set. I believe that Robert Schwalb's observation are essentially correct . You can see an example of how Robert would have reformatted some of the information here. It's a little rough around the edges, but you can quickly see how 4th edition could have been formatted to look more like previous editions.

I also believe that many of the complaints people had about changes in the rules of 4th edition are actually due to their own house ruling of earlier games. For example, complaints about required miniatures use ignore the fact that 3rd edition's flanking and attack of opportunity rules made miniatures a vital component of that game. In fact, 3rd edition was the first time I ever used miniatures in any non-Champions game I'd played. This isn't to say that there aren't legitimate criticisms of 4th edition's combat system - it can bog down and take an hour plus to run a combat - just to say that some of those criticisms also apply to other editions as well. In fact, I would argue that the presentation of the rules in 4th edition is WHY so many people think the game is radically different rules wise. There is no fluff or context for almost anything presented in the rules. The abilities of the classes are presented in a Magic the Gathering style box, with Magic style text, but there is no sense of place in any of the rules. That is a killer and the graphic design hurt tremendously.

No where is this more evident than in the presentation of monsters. For over 30 years the Dungeons & Dragons game had been increasing the amount of "fluff" in its monster entries. Early editions of the game had minimal information scattered over many pages - or even a couple of booklets. By 3rd edition there was a combination of beautiful and useful statistic blocks combined with ample ecological and sociological data about the monster that was being presented. 4th edition - prior to the publication of the excellent Essentials Monster Vault: Threats to the Nentir Vale - completely reversed this trend. It returned to the earliest days of presenting monsters as little more than a set of numbers. I believe that this was one of the primary reasons players thought that 4th edition was less able to facilitate "role play" instead of "roll play" than earlier editions. I have often argued the opposite as page 42 of the DMG and the Monster Manual on a business card are almost everything a DM needs to run 4th edition. The DM can wing the rest and up the role play all day. I have argued that many times, and believe it to be true, but I cannot argue that the presentation of the monsters as mere lines of numbers doesn't convey the sense that "role play" was far less important in the minds of the designers than "roll play." 

I think the best way to demonstrate the history of monster presentations in D&D is not a discussion, but a demonstration. The following are stat blocks from the various editions of D&D selected to highlight how each edition added depth of presentation to the monsters...until 4th edition...and how 5th edition has restarted the tradition of more detailed entries with greater verisimilitude. One caveat. The entry for OD&D was pieced together by me from information contained on multiple pages in two booklets. Those booklets are Book II: Monsters and Treasure from the OD&D box set and the Greyhawk Supplement. I own physical copies of all the books featured in this article.

Original D&D


The OD&D Gnoll features very little information about Gnoll's as a creature and the illustration makes it difficult to visualize what kind of creature this actually is. The reference to "Lord Sunsany" (Dunsany?) not making clear what Gnolls are like only ads confusion to the reader. There is room for the Dungeon master to expand on the information, but there is no context for the creature and it is primarily being presented as a set of numbers that players can fight. The "number of attacks" and "points of damage" information come from the Greyhawk supplement as all attacks did 1-6 in the primary OD&D rulebooks.

Advanced D&D Monster Manual

You can clearly see a radical shift in emphasis between OD&D and the Monster Manual. Gygax not only describes what the Gnoll looks like, but provides sociological and ecological information. We know where Gnolls live. We know a little bit about their social  structure. We also have a better illustration of the creature.


The Moldvay Basic Gnoll is very similar to the one presented in the OD&D boxed set. This is likely due to the introductory nature of the rule book. It should be noted here though that the presentation here is cleaner than in OD&D and that there is some description of appearance and mannerism. It isn't as complete as the Monster Manual, but it is still a step up from OD&D.

Second Edition Monstrous Compendium

By Advanced Dungeons and Dragons 2nd Edition, TSR was providing a great deal of information about their monsters. This Gnoll entry takes information from the earlier MM and organizes it into a more cohesive order and provides some roleplaying information about Gnoll behavior. This is a very useful stat block.

Third Edition Monster Manual


The 3rd edition Gnoll has excellent art, but after the 2nd edition Monstrous Compendium's single page per monster layout the need to flip between two pages to get the information is less than ideal. The description provides a number of interesting bit about society and appearance. There is also a good section on how to use the monster in combat. Notice here the inclusion of factors like "reach" which comes into play for the attacks of opportunity. This has the best art so far. The 3.5 rulebook is similar with added information regarding level adjustments and Gnolls as characters. The stat block section is considerably larger in 3.5 due to the inclusion of information regarding "touch" and "flat footed" armor classes. All of which is done to speed up play in a tactical game by removing from the DM the need to do math on the fly.

4th Edition Monster Manual



First, let me say that there is some cool stuff in here. There are multiple types of Gnoll, each with distinct attack types. The art is more cartoony than 3rd, but I really like it. If you want to run combat, there is good advice. If you read the "Gnoll Lore" section, there are some interesting tidbits. BUT...everything is presented related to some mechanic. The Gnoll Lore is given in increments based on skill checks. It isn't narrative fluff, it's "stuff you roll for." Encounters are set up including terms like "level 8 brute" which means almost nothing to the new gamer and makes it seem like you are putting together a Warhammer Fantasy Battle or Warmachine group. And that's the crux of the ire right there. The entry focuses on the mechanical and miniature wargame elements of D&D. Is there stuff that makes for good role play here? Sure. Take this quote, "slaves who show strength and savagery might be indoctrinated into the gnoll vanguard." That's pretty cool, but it requires a DC 25 to know. Huh? The DC to know set up was something that I largely ignored in 4th edition, just like I ignored "segments" and "weapon vs. armor type" in AD&D (though a recent issue of Gygax Magazine demonstrated that at least Lenard Lakofka uses them in his games). 

What About 5th Edition?

It looks like they've returned to - and taken a step further - the presentation style they used in 3rd edition and merging it with the ease of use of the 2nd edition presentation. This post at Critical Hits shows the Bullette and this one from Dread Gazebo shows the Umber Hulk.  Wizards of the Coast has been kind enough to provide us with the Sphinx.



If you want to know why I'm so excited about 5th edition. This is why. There is a full page of narrative description of sphinxes that also includes an inset of the riddle from a classic AD&D module. The art is very good and the layout is wonderful. The stat block tells you a lot about the new D&D edition. Check out that Armor Class. It's only 17 for a Challenge 17 monster. For a 4e player, who is used to AC increasing by one per level or for a 3rd edition player who is used to Fighters adding +1 to hit every level, this must seem quite low. In fact, it isn't for 5e. Yes, the monster is likely to be hit fairly frequently by appropriate level opponents - but the 199 hit points will help it stick around. Also examine that section on Legendary Actions. This is a modification of one of my favorite developments in later expansions for 4e, monsters taking actions during an opponent's turn. In this case at the end of an opponent's turn. The stat block also isn't as reliant on miniatures based mechanics as the 4e block. I've written a couple of posts on "Zones of Control" for this blog that demonstrate that D&D has always been a miniatures war game, but it has typically been one where one can ignore that element and move on with game play. 3.x and 4e made that more difficult than earlier editions, but we seem to be moving back toward a nice balance.












Wednesday, August 13, 2014

Tyranny of Dragons Trailer Looks Pretty Cool

My favorite effect in this video is how the Adamantine shield shatters one of the Cultist's weapons. This looks to be a much better use of Tiamat than I managed in my middle school all-night first DM-ing session. I guess it helps when one has a story to frame the encounter.




#RPGaDAY #4: Most Recent RPG Purchase -- What Do You Mean by Most Recent? Espionage vs 5th Edition Player's Handbook

I've been having fun thinking about Dave Chapman's (aka +Autocratik or @autocratik) #RPGaDAY prompts. While I haven't been keeping up with the calendar, and am about nine days behind, the list of 31 ideas for rpg related blog posts have been thought provoking in different ways. One of the most interesting things about the prompts is that there are many ways to approach each one. For example, when I wrote my response to prompt #2 I made some distinctions about what it was to actually be a gamemaster. The distinctions led me to two different answers. A similar thing happened when I thought about today's post on the "Most recent RPG purchase." I began asking myself whether Dave was asking what was the most recent RPG I've purchased  or whether he was asking which RPG I've purchased most recently. These are two different things.

The "most recent RPG I've purchased" isn't a recent RPG at all. For the past month I have been scouring through my gaming collection to find the copy of the Espionage adventure Merchants of Death that belongs in my Espionage boxed set. I've never played Espionage, nor it's follow up Danger International, but I have always been intrigued with how his game shaped the future of the Hero Game system and more importantly the Champions RPG. Though I own - and have played - Top Secret and James Bond and have run sessions of Night's Black Agents (which is awesome and currently available from Pelgrane Press), I haven't run or played an spy thriller using the Hero System. I am a fan of the system overall and have wanted to run a game ever since I read Aaron Allston's Strike Force where he discussed how he had adapted the martial arts rules from Danger International for use in his Champions campaign. He believed that the way martial arts were modeled in DI were superior to the old 3rd edition and earlier Champions system. Clearly the other designers agreed because the 4th edition of Champions uses a modified version of Aaron's adapted system.



So my interest has been high for a long time and Espionage and Danger International have long been a part of my game collection. Recently I've been wanting to play a superhero game with my gaming group and have been confronted by one significant problem. All of my favorite superhero role playing games that have tactical components have a fairly extensive character generation system. DC Heroes, Champions, and Savage Worlds each have qualities I very much like, but since they allow you to build characters based on a concept and my group has little experience with this kind of character generation. In fact, it often leads to analysis paralysis due to an overwhelming number of choices. Yes, 3.x D&D/Pathfinder have a daunting number of choices too, but some of them are spaced out across play and not all the decisions have to be made up front. My thoughts were that if I could run a game of Espionage which utilizes the Hero System, but where the choices are more confined, it would be a nice introduction. Trust me when I say that character generation sessions have broken down by merely asking the question "How strong is your superhero?" Given that some of my players don't own all the games I own...scratch that...none of my players own all of the games I own, we often have to have character creation sessions. Given the build a character nature of Champions/DC/Savage Worlds this can lead to some pretty dull "game time."

Long story short, I wanted to run Espionage for the players and I wanted to use the introductory adventure Merchants of Death. I couldn't find it anywhere, so I had to hunt eBay and various online used RPG stores until I found a copy of Espionage that had the adventure. I am clearly not the only person who has misplaced the adventure as it took quite some time to find a copy. But find one I did, and it arrived today making it my "most recently purchased RPG."



As for the most recent RPG that I have purchased, I will spare you the long context laden backstory. Last Friday I got my copy of the D&D 5th Edition's Player's Handbook at my Friendly Local Game Store. Let me just say that I am a big fan of D&D in all of its editions, but that I am very impressed with this particular edition and look forward to playing it. I am also intrigued how Hasbro has chosen to have D&D be the only brand mentioned on the cover of the Player's Handbook. Wizards of the Coast is mentioned inside the book, and Wizards and Kobold Press are listed on the module, but D&D is the only brand present on the cover of this book. It's a very interesting assertion of brand commitment.





Tuesday, August 12, 2014

#RPGaDAY #3: First RPG Purchased -- Tunnels & Trolls 5th Edition



It happened approximately one month before the Great Sweet Pickles Bus War of 7th grade. My friend Mark and I had been competing over who could purchase the most Michael Whelan covered Elric novels and who could purchase the most obscure role playing game. Given the number of game stores in Reno, NV at the time and the purchasing power of 7th graders, the phrase "obscure roleplaying game" is better defined as "a game not published by TSR."

Mark struck first with his purchase of the Tunnels & Trolls 5th edition rules from Flying Buffalo. I was really impressed when Mark showed me his copy and I knew that I had to find my own copy - and get some of those "solo dungeons" that used the Tunnels & Trolls system. It didn't take long for me to find the rules and copies of Arena of Khazan, City of Terrors, and Beyond the Silvered Pane. Before I knew it, I was enjoying hours upon hours of role playing fun. I had a file card case full of combatants for Arena of Khazan, and a handful of characters who survived long enough to become precious to me.

While there are some detractors of the Tunnels & Trolls game system, I have always thought that the game was not only enjoyable but also innovative.


  1. Liz Danforth's art and editing in the 5th edition of the game set it apart from many other publication of the era. The 5th edition is a truly professional edition and prior to the soon to be released "Deluxe Edition" it has been my go to edition of the game.
  2. Ken St. Andre's version of the Saving Throw as presented in T&T has had a deep influence on the gaming industry. Where D&D at the time had saves for "spells," "poison," and "rods, staves, wands" T&T had a system that used a character's attributes against a target number. It took D&D several generations before they adopted something similar with the 3rd edition rules set, and completed the transition with their own 5th edition. Prior to 3.0, stat checks in D&D were typically "roll stat value or less on d20" and 3.0 changed that to roll d20+stat modifier vs. target. T&T's system uses a simple formula [15 + (level of challenge x 5)] - Statistic = Target Number on open ended 2d6. Dan Eastwood does a nice statistical breakdown of the system here.
  3. The concept of exploding dice was new with T&T and though T&T explodes on doubles where some other games explode on largest value, it isn't hard to see the influence of T&T.
As I mentioned earlier, Moldvay Basic was the first rpg game system I owned, but T&T 5th edition was the first edition that I spent my own allowance on. It was my first purchase, and it is still one of my first loves. I might just crack open that file card case this evening.