Monday, June 12, 2023

A Conversation with Steven Schend about Super Hero Role Playing Games

 


A while back Geoff Engelstein wrote a 2-part series on his GameTek newsletter about game balance. The discussion primarily focused on different types of balance in table top board games, but it inspired me to think about the different types of balance in table top role playing games and how that focus has moved around over the years. I’m in the process of organizing my thoughts and doing a lot of background reading. This reading has ranged from Glen Blacow’s article in Different Worlds #10 and Robin Laws’ Robin’s Laws of Good Game Mastering and includes a lot of additional reading in rpg game design theory.

The tl;dr version of my thoughts is that table top role playing games have a number of types of game balance that ought to be considered when designing the game and that these kinds of balance tend to line up with different styles of play. The most obvious type of game balance is “combat balance” where the various kinds of characters are balanced mechanically with regards to their combat capabilities. You can see the evolution of the importance of this kind of balance in D&D from one edition to the next. Earlier editions had tremendous imbalance in this category, but more recent versions have much more “balanced” classes in combat. The first real step in this direction was when D&D 3rd edition gave Wizards proficiency with the light and heavy crossbow. This gave Wizards much more effectiveness in combat and much more to do in combat situations.

This was a break from D&D’s traditional balance focus. Prior to 3rd edition, the main thrust of balance between character classes had been an “activity” balance. John Eric Holmes, the author/editor of the first D&D Basic Set, discussed the vitality of this kind of balance in his book Fantasy Role Playing Games when he discussed how D&D’s game balance was expressly designed to promote moral behavior.

I’ll save further discussion of this topic for later, but I mention this because these thoughts were all in the background when I sat down with game designer Steven Schend to talk about super hero role playing games. I’ve got a deep love of super hero role playing games, and at one time could say I owned every game in publication, and Steven worked on the old Marvel FASERIP system. In this YouTube chat we talk about a lot of different elements of super hero rpgs, but one thing I mentioned a number of times was “role” balance. Super hero rpgs have a number of design decisions to make with regards to balance, and one is to abandon combat balance and focus on activity or role balance. One of the best, and Steven’s personal favorite (FASERIP), does exactly that.

Watch the video. Like and subscribe and feel free to comment on what we missed. We missed a lot, so I’ll be wanting to chat more about super hero rpgs in the future.


Tuesday, June 06, 2023

Film Review -- Winchester '73 (1950): Anthony Mann and James Stewart's First Partnership is an Interesting Commentary on Morality

 

A Grittier James Stewart?

“Hell, I don’t think the leading newspaper reviewers even go to see most of the Westerns. They send their second string assistants. And their supposed to be very nasty and very funny in their reviews. Well it’s a shame, because it makes it a crime to like a Western.”
— John Ford, 1964

Winchester ‘73 (1950) marks the first of nine films that James Stewart would make with director Anthony Mann. Of these films, five were Westerns and critics often discuss how Mann’s Westerns featured grimmer and more morally ambiguous characters than the roles James “Jimmy” Stewart was known for playing. For many, it’s hard to imagine Mr. Smith, Elwood P. Dowd, Alfred Kralik, or George Bailey as a narrowly focused avatar of vengeance or even as an amoral bounty hunter.

It’s less hard to imagine for fans of the Thin Man films. In After the Thin Man (1936), Stewart was cast specifically to play off of audience’s expectations of him being a nice guy. Instead, he portrays one of the best villains of that series. Cynics like me who ironically present the hot take that Mr. Smith is actually the villain of Mr. Smith Goes to Washington and who genuinely believes that George Bailey isn’t a nice person at all, have a much easier time accepting Stewart in more morally ambiguous roles. The fact is that as likable as Stewart is in all of his roles, he’s a skilled actor who has long brought moral complexity to his characters.

I don’t think it is that Stewart is playing these darker, almost noir roles in some cases, that is what makes the Mann-Stewart Westerns stand out. I think what modern critics and audiences are responding to is that Stewart is playing a morally ambiguous character, in a Western. Westerns aren’t supposed to be sophisticated narratives after all. In the minds of many critics, they were merely “horse operas” that were devoid of real depth.

In a March 1964 Cosmopolitan interview with Bill Libby, director John Ford responded to these kinds of criticisms. He said, “The people who coined the awful term ‘horse opera’ are snobs. The critics are snobs. Now, I’m not one who hates all critics. There are many good ones and I pay attention to them and I’ve even acted on some of their suggestions. But most criticism has been destructive, full of inaccuracies, and generalizations. Hell, I don’t think the leading newspaper reviewers even go to see most of the Westerns. They send their second string assistants. And their supposed to be very nasty and very funny in their reviews. Well it’s a shame, because it makes it a crime to like a Western. Sure, there have been bad and dishonest Westerns. But, there have been bad and dishonest romantic stories, too, and war stories, and people don’t attack all romantic movies or war movies because of these. Each picture should be judged on its own merit. In general, Westerns have maintained as high a level as that of any other theme.”


Fans and scholars of Western films know that there have been many fine entries in the genre that go well beyond the stereotype. John Ford’s archetype establishing film Stagecoach (1939) has a number of complex characters incorporated into a very simple narrative. But Stagecoach, like Destry Rides Again (1939), came toward the end of the first wave of Westerns. Stagecoach attempted to exemplify what was great about those old Westerns and it succeeded. Destry Rides Again attempted to parody those earlier films. It too succeeded. But like the best parodies, it also ended up becoming one of the best exemplars of the genre and this is is one reason it helped inspire Blazing Saddles (1974).

Just as Stagecoach and Destry Rides Again marked the zenith of a prior era of Western films, Anthony Mann’s Winchester ‘73 marks the transition from the white hat/black hat era of heroes and villains into one influenced by the noir films that began to dominate the box office in the 40s and 50s.

I say that Winchester ‘73 marks a transition from the classic Western to something new because it is a film that incorporates numerous tropes from the older Westerns and then uses the symbolism attached with those tropes as cues that something a little different is going on in this particular film.

The first, and probably most iconic of those tropes, is the way that Winchester ‘73 uses the white hat/black hat dynamic as a way of introducing its audience to its anti-hero. When Lin (James Stewart) and his companion High Spade (Millard Mitchell) walk into town asking if anyone has seen a man called Dutch Henry Brown, Lin is wearing a white hat. It’s a white hat that is stained with sweat giving it an overall gray appearance. This is a good man who has been pushed to the limit and that has led him onto his quest for revenge. High Spade, his sidekick, is wearing a black hat. So too are Dutch Henry Brown and Marshal Wyatt Earp.

Speaking of Wyatt Earp, Will Geer makes for one of the most unique versions of the character to hit the screen. Geer’s portrayal has an almost comedic quality to it and the Earp of Winchester ‘73 is not hero. He and his brother may be “the law” in Dodge, but they aren’t much of it and Earp seems more comfortable fraternizing with Dutch than he does with Lin. It’s a take on the character that is suggestive of the complexity of the real Wyatt Earp and that predicts more morally ambiguous portrayals of the character that will come later in Hour of the Gun (1967), Tombstone (1993), and Wyatt Earp (1994).

Winchester '73 (1950)

Earp is not a hero in any form in this film, a fact slightly surprising given that the film’s story credit is Stuart N. Lake and he was the major promoter of the Earp story. In Winchester ‘73, Earp is a catalyst of a sort, the shooting contest he runs is how Lin acquires the eponymous Winchester ‘73, but when that gun is stolen Earp plays no part in the attempts to regain the weapon or to uphold the laws that Dutch Henry Brown has broken. I won’t go into Dutch’s crimes here as those are a reveal worth discovering narratively. The film may be over 70 years old, but a review should be more than a synopsis.

While Dutch’s crimes are the inciting incident that lead Lin to Dodge City, it is Lin’s loss of the Winchester to Dutch that is the inciting for the audience. An incident that splits the narrative into two storylines that diverge and converge several times over the course of the film as the gun makes its way from one owner to another. This continual shifting of ownership of a perfect “1 of a 1,000” Winchester rifle allows the film to introduce an interesting array of characters, but it is the way it is done that is most facinating.

Because the Winchester moves from one owner to another, the film’s narrative flow feels less like a single story than it does a series of vignettes united by a single through arc. The through line is Lin’s quest for revenge as he pursues Dutch up and down the central United States, the foothills and plains that come prior to the Mountain West. This through line intersects with several vignettes where various characters encounter and acquire the Winchester rifle before it, like the One Ring finally finds its way into the hands of its true master.

Each of the vignettes of the film is a moral commentary on what it means to be a virtuous person in a lawless land. Who upholds the good when there is barely a society to enforce mores?

The first vignette is the gun shooting contest wherein the best shot in Dodge City will win the perfect rifle and the key focus for moral critique here are the Earps. Wyatt is morally suspect and Virgil is nigh incompetent. As Marshal of Dodge, one would expect Wyatt to enforce the law not just in Dodge, but in the surrounding area as well, but he has no real interest in that. He just wants to keep Dodge calm and he does that in a style that cozies up to the black hats. Once Lin is ambushed and the Dutch has stolen the gun, Lin’s pursuit becomes double pursuit. He wants both to get his revenge and to be made financially whole by the return of his weapon, but his driving focus is revenge. In Anthony Mann’s West, it is up to the individual to enforce the rules of justice (a trend that continues through all five Mann-Stewart Westerns).

Each of the vignettes that follow provide commentaries on the conflict between liberty and license, civilization and lawlessness. The first vignette focuses on avarice and gluttony and intoxication all of which lead to the loss of the weapon to a crooked gun trader. The second deals with economic exploitation and shows what happens when you don’t have law to defend contracts. You have bad faith actors like the gun trader who come to a bad end because the only guarantee of contracts being upheld in a lawless society is to kill those who violate them. This is followed by a really interesting analysis of marriage and family in the untamed West and Shelley Winters performance as a prospective frontier wife, and the cowardice and villainy of the man she had agreed to marry, could make up entire volumes.

Lin’s pursuit of Dutch leads him to come into contact with the aftermath of each of these small morality tales and he judges them as one would expect a moral man to do. He takes no joy in killing for necessity. He knows the costs of cowardice and advises forgiveness. But when his pursuit finally leads him to a place where he can have his revenge, when he re-encounters a Shelley Winters character who has succumbed to despair and is now accompanying a true villain, he is finally given the opportunity to release all of his rage. First he releases it on one of Dutch’s henchmen and finally gets to try and have revenge on Dutch himself, all while still trying to maintain a level of respect for civilization. He’s a white hat, to be sure, but he’s a white hat stained gray with the strain of moral conflict. Does he save someone or get revenge? Does he uphold the principles of law and order or does he focus on revenge?

Winchester '73 – Senses of Cinema

In Anthony Mann’s vision of the West, there is only one answer to that question. Revenge comes first, especially when it is vengeance guided in re-establishing moral order, only then will families be safe. Only then can civilization be built.

I highly recommend the film. It has some elements that date it, badly, but it is a morally complex Western with interesting characters. They aren’t quite as realistic as the characters in later Westerns will be, but this film marks a real transition from a more fairy tale Western to the more morally complex Westerns of Budd Boetticher (Seven Men from Now, Ride Lonesome), Sam Peckinpah (Ride the High Country, Pat Garrett and Billy the Kid), and more recent directors.

Wednesday, April 12, 2023

Tabletop Thursday: Teenage Mutant Ninja Tortles


With the pending release of a new Teenage Mutant Ninja Turtles movie, I thought I’d visit the frenetic foursome’s nearest parallel in old school D&D and present a Teenage Mutant Ninja Tortle class for Moldvay/Cook and BECMI D&D.

Role-playing games have a long history of anthropomorphic character options. I’m not sure what the first humanoid animal player character option was, but I’m going to venture a guess that it was the Ducks who have featured in Runequest since the first edition in 1978. Tunnels & Trolls (1975) and Monsters! Monsters! (1976) come close, as both provide options for “monster” characters, but none of the options included are as explicitly anthropomorphic animals as Runequest’s Ducks.

According to Chaosium President Rick Mients (2020), Ducks have been a part of Runequest since the initial playtests and served as a proxy for Hobbits. Though Ducks are described in the 1st Edition of Runequest (see above from page 78), Mients believes that the earliest drawing of the Duck species was the cover illustration of Wyrm’s Footnotes #8 (1980) by Jennell Jaquays. She certainly played a part in popularizing the species as she also co-wrote and illustrated the Runequest adventure The Legendary Duck Tower for Judge’s Guild. The adventure was a play on her popular D&D Adventure The Dark Tower, which was recently reincarnated in a Deluxe Edition Kickstarter by Goodman Games.

Legendary Duck Tower and Other Tales | RPG Item | RPGGeek

It didn’t take too long for D&D to get in on the anthropomorphic animal bandwagon, you have the Aranea by X1, the Lupin in X2, and possibly some earlier than that. Tortle non-player characters were added to the mix in 1987 in Dungeon Magazine issues #6 and #7 in the two part adventure “Tortles of the Purple Sage.” Tortles inspired by our favorite chelonian champions were introduced in Dragon Magazine #179 as “Tortle Mystics.” The BECMI D&D mystic class was analogous to the AD&D and and D&D 3.0 and later Monk class, so it didn’t take a person with deep lore of comics and rpgs to know who was being referred to in the article.

While mechanical options for some anthropomorphic PCs were added by the mid-to-late 1980s to both the AD&D lines (the Hengeyokai) and D&D (Pooka) product lines, there were no rules for Tortle player characters. In the 1990s, TSR published rules for playing Lupin and Rakasta as BECMI characters in Dragon Magazine #181, but those rules violated the “ancestry as class” rules norm of Moldvay/Cook and BECMI and it wasn’t until the Rage of the Rakasta module that a Basic D&D specific class for the Rakasta. Sadly, that class was limited to the first 5 levels of play, but the class can be easily expanded to full BECMI by any DM (something I’ll likely do for my next post).


With the publication of the AD&D 2nd edition Red Steel boxed set, players of D&D finally had official rules for Tortle PC characters. Those rules are fun, and for a great setting, but are not for the era and style of game play I’m hoping to present here. I want to give players of BECMI and B/X games the opportunity to play everyone’s favoring pizza purloining chelonian champions. I’ll probably include other Tortle options later, but for now I think I’ll just focus on adapting the Tortles from Dragon #179.

The first step in adapting the Tortle into a full B/X class is to examine the benefits of the ancestry and to plot them out in a way similar to how the Lupins and Rakasta were presented on page 48 of Dragon Magazine # 181. The benefits of the ancestry will be drawn from The article provided the specific benefits of the ancestries and then the experience point penalty for playing as that ancestry.

Let’s take a look at the description from module X9 The Savage Coast to see if that will help us get a start.

Not really. The only benefit we are seeing here is that they can hold their breath for 10 turns and have a base AC of 3 (likely due to their armored shell since this is the equivalent of plate mail). We have no information on stat bonuses or significant special abilities. We want the characters to feel special, so let’s dig a little further and check out AC9 the Creature Catalog on page 47.

We get a little more information here as it includes information that Tortles are slightly below average Intelligence, that they don’t wear clothes or armor, and that they can withdraw into their shells for protection. How much protection? Who knows. It also looks like the average adult Tortle has 4HD and saves like a fighter. This suggests that the most common Tortles people will encounter are warrior Tortles and that these tend to be fairly experienced. Typical of early D&D products, we find that you can make armor from “fresh tortle-egg shells.”

We’ll set that bit of dehumanizing information aside and we are still left with a little less information than I’d like, so it’s time to look at Red Steel which presents Tortles as a playable ancestry.

This time we are given a little more information. I think enough to begin building a full Teenage Mutant Ninja Tortle class. Remember that in B/X and BECMI most classes don’t add or subract from core attributes like STR and DEX, instead they have a range. My sense from reading these is that we’ll require a minimum CON and WIS to receive XP bonuses and that those will be the Prime Requisites for a normal Tortle (to come in the next newsletter). Our Teenage Mutant Ninja Tortle class will have DEX and CON minimums and have those as the Prime Requisites. Additionally, we’ll give a +4 bonus to AC and give good saves to account for the ability to pull into the shell at will, but we won’t give hiding in the shell as an ability because we want this to be an active class and not one where players are encouraged to withdraw. You can keep that if you want.

This brings us to the second step, which is to take those benefits and recommendations and transform them using the Rakasta class from Rage of the Rakasta as a guideline. The Rakasta advance in combat ability like a fighter, have fighter hit points, and have the Magic User Saving Throw Array with faster improvement. Having done that, I’ve incorporated the bonuses above into a transformed version of the Mystic class from the BECMI Rules Cyclopedia and I give to you…the Teenage Mutant Ninja Tortle!

What do you think? Let me know in the comments. Maybe I’ll update it and make more edits for a final version. I will certainly be presenting the frenetic four and an adventure featuring them in the not too distant future.

Every appearance of the Tortle Ancestry.

Classic D&D (B/X and BECMI)

X9 - The Savage Coast (1985)
AC9 Creature Catalog (1986)
DMR2 Creature Catalog (1993)
Tortles of the Purple Sage Part 1 Dungeon Magazine #6
Tortles of the Purple Sage Part 2 Dungeon Magazine #7
Voyage of the Princess Ark Dragon Magazine #179

For AD&D 2nd Edition

Mystara Monstrous Compendium Appendix
Red Steel Boxed Set
Red Steel : Savage Baronies Boxed Set
Savage Coast Monstrous Compendium PDF
Savage Coast: Adventures on the Savage Coast
Tortles of Mystara: Dragon Magazine (Never published article by Bruce Heard)

For D&D 3rd Edition

Red Steel, Dragon #315

For D&D 5th Edition

Volo’s Guide to Monsters (2016)
Tortle Package (2017)
Descent into Avernus (2019)
Explorer’s Guide to Wildemont (2020)
Monsters of the Multiverse (2022)

Third Party Publications

“A Traveller’s Guide to Tortle’s Tears” in Threshold Magazine #28

Friday, October 28, 2022

Appendix N May Have Influenced Dungeons & Dragons, but Moldvay Basic Influenced How I Read Fantasy

 now become a widely used shorthand for the literary origins of RPGs."  James' site often includes discussions of the Appendix, its influence on the early days of the hobby, and from time to time he even reviews books and authors featured in the Appendix. 

Given that he has taken the time to review the Carnelian Cube, a book that fellow Appendix N advocate Erik Mona has found "wanting," it is my hope that James will someday review the Kothar series by Gardner Fox.  Though if that doesn't happen I might just find the time to do so.  Having endured a couple of Lin Carter's Thongor books, I figure they cannot be much worse.  That said, Carter at least has the virtue of being one of the best editors in SF/F history even though his Thongor stories fall very short of the best of Sword and Sorcery fiction.

If I were to say that the influence of Appendix N extended beyond the gaming table and that many of the works therein are also seminal works of Science Fiction and Fantasy, I don't think there would be many who disagree.  The Appendix includes luminaries like Leigh Brackett, Edgar Rice Burroughs, J.R.R. Tolkien, Manly Wade Wellman, and Robert E. Howard -- and many others beside.  But the list is also incomplete as a glimpse into an earlier era of Fantasy, Scientification, and Sword & Sorcery.  There is no listing for Clark Ashton Smith, for example. 

While Appendix N is the best known Dungeons & Dragons recommended reading list, one that has inspired the DCC roleplaying game and several books, it is not the only list of recommended reading that Dungeons & Dragons games have provided to readers. There are other lists.  The Erik Mona edited Pathfinder roleplaying game, or as I call it D&D Golarion, has it's own Appendix 3. This Appendix features a list of recommended reading.  It is a longer list than Gygax's, and a good one, that includes a wide range of readings including some more recent works.



My own favorite "Appendix N" is a combination of the "inspirational source material" provided by Tom Moldvay on page B62 of the 1981 Dungeons & Dragons Basic and in the module X2 Castle Amber. Without those two resources, my experience of fantasy would be entirely different than it was.  While others may have based their youthful Fantasy purchases on Appendix N, I based mine almost entirely on the Moldvay Basic list.  It should be noted that Tom Moldvay was assisted in the creation of his list by Barbara Davis who was Children's Librarian at the Lake Geneva Public Library at the time that D&D Basic was published.  Davis eventually became the Library Director from 1984 to 1996.  Barbara is no longer with us, and her contribution to D&D and D&D fandom is understudied and underappreciated, but I'd like to thank her for the many hours (years) of joy I experienced due to the  list she created. I image her list created joy for many other young people as well.

This isn't to say that no one has discussed the list at all. James Maliszewski has already written a brief comment about how the Moldvay list differs from the Gygax one, and argues that it represents a shift from material that influenced the design of the game to a list that might provide inspiration or entertainment for those who play the game.  To quote James, "Whereas Gygax's list was a list of the specific books and authors who influenced him in creating the game -- and are thus a window into how he saw the game -- Moldvay's list is a generalized quasi-academic survey of fiction and non-fiction that might hold some interest to players of D&D."

His language is strong, and as much as he demurs from the quote being used as a "this list is better than the other list" statement, it seems clear to me that the use of the term "quasi-academic" is somewhat loaded.

Let's just say that James and I hold similar, but not exact positions on the lists.  I agree that the Gygax list is a specific list that influenced him in creating the game.  I think the list was also one which he thought would appeal to people who were currently playing D&D.  That is to say, adults.  When AD&D was first published, the game was just beginning to escape from college campuses and niche SF/F reading circles and into the mainstream.  The Moldvay list, on the other hand, was written for a generation of emerging players.  It was written for the young. It was written for me. 

Both lists include some overlap -- Fritz Leiber, Robert Howard, H.P. Lovecraft, and J.R.R. Tolkien.   Moldvay's list differs in one very distinct way. It is divided into many sections and these sections lead down a wide variety of learning paths, all of which can inform your playing experience. 

There is the "Fiction: Young Adult" section , which includes Lloyd Alexander, L Frank Baum, and Ursula Le Guin. What a range of stories!

There is a "Non-Fiction: Young Adult" section, which includes Olivia Coolidge's Legends of the North.

There is the "Fiction: Adult Fantasy" section with Poul Anderson, Leigh Brackett, Avram Davidson, E.R. Eddison, Heinlein, Jack Vance, Karl Edward Wagner, and a host of others. Karl Edward Wagner?! When Davis/Moldvay say Adult Fantasy, they mean Adult Fantasy.

"Adult Non-Fiction" includes Jorge Luis Borges' The Book of Imaginary Beasts and Thomas Bullfinch.

In most ways, the Moldvay list is inclusive of Appendix N.  There are only four authors Moldvay's list leaves out that are in the Gygax list.  These are Frederic BrownAugust Derleth,  Margaret St. Clair, and Stanley Weinbaum, though it should be noted that these are important authors contextually. 

If you want a wonderful overview of the Fantasy, Scientifiction, and Sword and Sorcery field, I would argue that you should start with the Moldvay list and add the four authors that Moldvay excluded.  If your primary mission is to see the books that influenced Gygax, stick to Appendix N.

Both are good lists, but I still prefer the Moldvay/Davis list. This is especially true when you add the Clark Ashton Smith tales featured in Castle Amber. Man do I love that module.