Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label 1975. Show all posts
Showing posts with label 1975. Show all posts

Saturday, 20 December 2025

1975: Boot Hill

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Despite the analogy that roleplaying is like the games of cops and robbers and cowboys and Indians that we played as children, it is surprising that there are so few roleplaying games in either genre or that so few of these roleplaying games have been popular. Indeed, it would not be until the publication of Gangster! by Fantasy Games Unlimited in 1979 that the hobby would have its first ‘cops and robbers’ (or cops and gangsters) roleplaying, whereas the first cowboys and Indians roleplaying game appeared in 1975, the year following the release of Dungeon & Dragons. There have been several Wild West roleplaying games published since, many of them, well-researched, well-designed roleplaying games, but few have been truly popular and when they were, it was with a big dash of horror. Boot Hill was the third roleplaying game to be published by TSR, Inc. Designed by Brian Blume and E. Gary Gygax, it was subtitled, ‘Rules for “Wild West” Gunfights and Campaigns with Miniature Figures on a Man-to-Man Scale’. That it does not say ‘roleplaying game’ is indicative of the nascent hobby into which it was released. The idea of roleplaying as a pastime in a shared world was new; many early titles that the hobby calls roleplaying games today had their roots in wargames and were seen as an adjunct to that hobby, rather than the separate thing they would evolve into; and the term ‘roleplaying game’ had yet to be defined.
Boot Hill definitely had its roots in wargaming as its subtitle suggests, but was there more to it than that?

Unlike most wargames, the play of Boot Hill focuses upon the single figure, or ‘character’, each one controlled by a different player to recreate gun fights, barroom brawls, and other situations synonymous with the Wild West. The action is meant to be inspired by both history and Hollywood—both film and television. To that end, the book includes two scenarios, both historically based. One is the ‘Gunfight at the OK Corral’ and the other is the ‘Battle of Coffeyville’. However, Boot Hill be played in a number of ways. One is as simple gunfights or shootouts, which are more akin to a traditional wargame, but played at a skirmish level with single figures. Another is as a freeform in which the players have roles assigned to them—represented by the figures—and they attempt actions that are appropriate to those roles. It is made clear that none of these ways to play require a Referee, the players being expected to resolve any rules difficulties between themselves. However, it is suggested that a “…[R]eferee is nice to have for some games…” Of course, a Referee can adjudicate the rules and she can also set-up the town for the freeform style of play and assign roles to the players. Boot Hill definitely makes clear that the game can be played using 25 mm or 30 mm scale figures, but advises strongly that the plastic figures from Airfix are not suitable as they are difficult to paint!

A Player Character in Boot Hill has four abilities. These are Speed, Personal Bravery, and Personal Accuracy, which are rated as percentiles, whilst Strength is rated between eight and twenty. To determine their values, percentile dice are rolled for each with results of seventy or below receiving a small bonus to the result. Personal Accuracy is rolled twice, once for thrown weapons and once for fired weapons. The process is very quick.

Nellie ‘Whip’ Woodard
Speed 65 (Very Quick)
Personal Bravery 64 (Above Average)
Personal Accuracy (Fired Weapons) 68 (Fair)
Personal Accuracy (Thrown Weapons) 98 (Crack Shot)
Strength 13 (Average)

The rules for Boot Hill are written as a wargame. Movement and range are measured in inches and the rules very much focus on combat. The outcome of a gunfight begins by determining who has the ‘First Shot’. Who can shoot first is determined by individual Speed ratings, weapon speeds, surprise, movement, and wounds suffered, as well as if a gunfighter is drawing two guns or shooting from the hip. Then, the chance To Hit is determined. This has a base value of 50% which is modified by the range, movement of the firer and the target, Personal Accuracy, Personal Bravery, Wounds suffered, and Personal Experience, that is, the number of gunfights that the induvial has been. Surviving a lot of gunfights gets a shooter a big bonus!

If the attack is successful, two means of determining damage and wounds suffered are provided. The ‘Fast Hit Location Method’ determines if the gunfighter has suffered a light or serious wound, or is dead—and there is a 15% chance of the latter happening! The second uses the ‘Exact Hit Location Chart’ and requires two rolls. Once to determine where a bullet has hit the target and the severity of the wound. Again, there is a chance that a bullet will kill the target straightaway, from 10% for a hit to the shoulder to 60% for a hit to head! Otherwise, damage reduces a character’s Strength, rendering him unconscious if reduced to zero, and slows his movement.

The brawling rules are simpler, but not quite as clearly explained. Instead of determining who has the ‘First Shot’, the players determine who gets to try and land the ‘First Blow’. The faster brawler gets to throw two punches or grapple, whilst the defender gets to defend himself by punching or grappling in return. The brawling rules allow for weapon use, though knives and cutting weapons use the tables for determining damage in gunfights. Blunt weapons simply do slightly more damage. Results can be a miss with no second punch, glancing blow, blocked, jab, hook, and so on.

The ‘Advanced Rules’ cover simultaneous, hidden, and vehicle movement, and options such as firing during movement and firing at horses. Minor character morale covers the response of everyone other than a player’s character and includes both cavalry and Indians. There is a list of ‘Miscellaneous Characters’, from Town Marshals and Deputies to Merchants, Clerks, and Saloon Girls. There is light guidance too, on setting up a town, suggesting what might be found within its boundaries, as a Mexican or Chinese quarter, and that the interiors of buildings should be mapped out as well as exteriors.

Optional rules suggest alternative rules for determining the ‘First Shot’, being a ‘Sharpshooter’ if the character has a very high Personal Accuracy, stunning attacks, the effects of intoxication, dynamite and possible injuries from dynamite, misfires, Gatling guns, and cannons. Particular attention is paid to the gambler, meaning that the actions of a character beyond combat is actually covered in Boot Hill. The gambler has a percentage score for his ability to manipulate cards and avoid being caught cheating. Gambling is handled by straight percentile rolls, highest roll winning, the gambler having a bonus. If a gambler wins too often, his fellow cardplayers get a chance to determine if he has cheated. The campaign rules expand play beyond the typical frontier town with rules for mapping, rules for posses, and tracking.

Perhaps the most attention in Boot Hill is paid to the two scenarios, ‘Gunfight at the OK Corral’ and ‘Battle of Coffeyville’, which are given in the Appendices. This includes historical background, set-up, and stats for the various characters involved. Both come with rough maps of their locations. It is suggested that these can played over and over, perhaps a hallmark of a wargame rather than roleplaying game. Rounding out the appendices is a list of prices and wages as well as sample town map.

Physically, Boot Hill is plainly laid out, though readable. The artwork is scruffy and the maps are rudimentary.

Boot Hill is both more than a set of wargames miniatures rules and less than a roleplaying game. Its emphasis upon single characters, and their capacity for growth and the capacity for doing things other than gunfighting and brawling, if implicit rather explicit—except for the gambling rules, push it towards roleplaying, but the deadliness of the combat system and emphasis upon combat is definitely more akin to a wargame. What it is more akin to is a ‘Braunstein’, a wargame with players taking individual roles in a Napoleonic Germany, and then developed by David Wesely in the late sixties and later developed by Duane Jenkins into a Wild West ‘Braunstein’ set in the fictional, ‘Brownstone Texas’. This suggests that Boot Hill has the capacity for roleplaying and to be a roleplaying game, but it is very much reliant upon the Game Master and players to do that rather than the game itself encourage them to do so. Boot Hill has always been included in the canon of roleplaying games, but where the later editions of the game—published in 1979 and 1990—do qualify and count as roleplaying games, it can be strongly argued that its original, first edition version barely qualifies as a roleplaying game.

Saturday, 16 August 2025

1975: En Garde!

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

En Garde! is one of the first five roleplaying games to be published and it was the first to be published by Game Designer’s Workshop. It was not the first historical roleplaying game—that likely would have been Boot Hill from TSR, Inc., published like
En Garde! in 1975—but subtitled, “Being in the Main a Game of the Life and Times of a Gentleman Adventurer and his Several Companions”, it was definitely the first swashbuckling roleplaying game and the first to emphasis what a Player Character was doing socially and what a Player Character’s social status and standing was. Although it began life as a set of rules for handling duels, the expanded rules provided the scope for roleplaying as gentlemen attended their clubs and caroused and quaffed and gambled, spied pretty ladies and courted them as potential mistresses, joined a regiment and went off on campaign to fight either the Habsburgs, the Spanish, or the Protestants, aiming to win prestige, promotion, and position, all the whilst attempting to maintain sufficient monies to support themselves and their mistresses in the lifestyles they have become accustomed and want to become accustomed to! There is always the danger of death and penury, and insults flung, leading to a duel and its consequences.

Yet, En Garde! has always been overlooked as a roleplaying game and may not even be a roleplaying game in the traditional sense of even the Dungeons & Dragons of 1974. There are good reasons for this. The game play is rarely one of being sat round the table in the traditional sense because a player programs the actions of his character a month in advance. There is none of the immediacy of a traditional roleplaying game, no back and forth between the players and their characters, or indeed between the players, their characters, and the Game Master’s NPCs. Nor is there a real strong sense of place, since the Player Characters move between locations automatically, whether between their club and their barracks, between their mistress’ apartments and the duelling ground, and between Paris and wherever the French army is in campaign. Consequently, En Garde! abstracts France rather giving it any sense of place or geography.

Consequently, the baton of the swashbuckling genre and the period of Alexander Dumas’ The Three Musketeers would be taken up other roleplaying games, most notably Flashing Blades from Fantasy Games Unlimited. Yet En Garde! has had a long life of its own parallel to the roleplaying hobby. This is because its pre-programmed style of play lent itself very easily to what was then Play by Mail, turns and results being sent and received through the mail, and more recently Play by E-Mail. It thus found a home in fanzines devoted to postal games such as Chess and Diplomacy. The current owner of En Garde! began running postal games of En Garde!, and convention games of it, before becoming the publisher.

To be fair, just because the game is played in a procedural fashion, it does not mean that it is truly lacking roleplaying possibilities. En Garde! does have a definitive aim for every Player Characters and that is to acquire better social standing and status—and keep it. That desire to better oneself and maintain it drives a Player Character’s decisions and how he reacts to the outcomes of those decisions and those of the other Player Characters, and it is this space that En Garde! has scope for roleplaying? If a Player Character discovers another man has been courting his mistress, what should he do? If facing certain death on the field of battle, an act of poltroonery might save him, but should the act be exposed, should the Player Character challenge his accusers to a duel and protect his honour or confess and suffer the consequences? As a King’s Musketeer, what insults should he be taunting members of the Cardinal’s guard with? Answering them spurs a roleplaying response in character, even if only written down, and in being written down, unlike in most roleplaying games, you have a specific chronicle of the actions, reactions, and responses of all of the Player Characters.

A Player Character in En Garde! is simply defined. He has four stats, Strength, Expertise, Constitution, and Endurance. The first three are rolled on three six-sided dice, whilst Endurance is determined by multiplying Strength by Constitution. Strength is a Player Character’s ability to inflict damage, Expertise his skill with a sword, Constitution his health, and Endurance his ability to withstand punishment. His Social Level is determined by rolling on tables for his Birth, Sibling Rank, Father’s Position, and Father’s Title (if Noble). His Military Ability, used when he is on campaign, is rolled a single six-sided die.

Our sample Player Character, Cyrille Mageau, is of a very lowly origins, with barely a Louis d’or to his name. His lack of status means that his prospects are equally as low, but Cyril is ambitious and not without potential. Given his very high Military Ability, his best option is to enlist and prove himself on campaign. If he is successful there, he may improve his fortunes in Paris.

Cyrille Mageau
Social Level: 1
Class: Commoner
Sibling Rank: Bastard
Father’s Position: Peasant
Strength 09 Expertise 13 Constitution 13 Endurance 117
Military Ability: 6
Initial Funds: 9 Allowance: 0 Inheritance: 0

Mechanically, En Garde! does not really offer much in the way that looks like a roleplaying game. It starts by offering the mechanics out of which the rest of the game grew. These are the duelling rules, with participants programming manoeuvres such as Close, Cut, Slash, Lunge, Throw, and more. This is written out in a sequence of letters as a routine, for example, ‘-X-L-X-’ for a Lunge, ‘-CL-K-X-X-X-’ for Kick, ‘-P-(R)-’ for Parry and possible Riposte, and so on, with the ‘X’ standing for Rest or Guard. These sequences are then compared step-by-step and the results determined, with duellist’s Strength, manoeuvre, and weapon type. The latter includes rapier, dagger, foil, sabre, cutlass, and even two-handed sword! A duellist who has a lower Swordsmanship—later called Expertise—will be slower against a duellist who has a higher Swordsmanship, and this is represented by the player having to be put in more ‘X’s. Duels are played out until one participant either surrenders or is killed. Winners will gain Status Points and Social Levels in general, depending upon the Status Points and Social Levels of the participants.

The actual play structure is based on four weeks per month, three months per season, and four seasons per year. A player will program his character’s activities four weeks at a time. These could be to a club with a friend, practice with a weapon, carouse at a bawdyhouse, and court a mistress. A Player Character can also join clubs, gamble, take out loans, join a regiment, and so on. The aim throughout is for the Player Character to maintain his Social Level at the very least, but really the aim is to increase his Social Level. To do this he needs to acquire Status Points. If at the end of a month, the Player Character has acquired Status Points equal to his current Social Level, he maintains it, but he acquires Status Points three times the next Social Level, he can increase it. Just as a Player Character can rise in Social Level, he can also fall, but he will also be seeking out actions that will gain him Status Points. Being a member of a club, carousing, toadying to someone of higher Social Level, successfully gambling, winning duels—especially against members of rival regiments, and belonging to a regiment. Actions such as losing when gambling, losing duels, and not spending enough money to maintain his Social Level will lose a Player Character Status Points and his Social Level. Most of these actions will cost a Player Character money. Most Player Characters have some income, but can gain more from gambling, taking out a loan, making successful investments, receiving an inheritance, being in the military and returning from a campaign with plunder. Conversely, loss of money and income will lead to bankruptcy and a Player Character enlisting in a lowly frontier regiment in the hope of restoring his name and fortune.

Once per year, members of a regiment will have to go on campaign for a complete season. There is a chance of a Player Character being killed in battle, but he could try to be heroic and make a name for himself, get mentioned in dispatches, get promoted, and take some battlefield plunder. Being mentioned in dispatches gains a Player Character national recognition and ongoing Status Points. In the long term, a Player Character can apply for various positions in both the military and the government. For example, being appointed regimental adjutant, Army Quartermaster-General, or Inspector-General of the Infantry, or Commissioner of Public Safety, Minster of War, or Minister Without Portfolio. Titles can also be won. Once a Player Character achieves a high position, he gains some Influence that can be used to help others.

Of course, En Garde! is a profoundly masculine game. As the subtitle says, it is, “Being in the Main a Game of the Life and Times of a Gentleman Adventurer and his Several Companions”. Women are not really characters at all, merely dalliances there to prove a Player Character’s masculinity and bolster his social standing. It is difficult to get around this, since the role of women both at the time when En Garde! is set and in the fiction it draws upon, is not as protagonists, but even as in some cases in both, as antagonists.

En Garde! is not a roleplaying game that looks beyond achieving high rank, position, or social status. So, there is a limit to how much play potential there is beyond this. Certainly, in a typical group of players, this would be the case. In a larger group, there is greater room for manoeuvring and jostling for status and rivalry with players being members of rival regiments, competing for the same positions, even for the same mistresses, and so on. This lends itself to play at a club if it has plenty of members or simply playing with a more dispersed group of players by mail—electronic or otherwise.

One way in which En Garde! is not a roleplaying game is in how little scope there is for the players to roleplay and affect the world around the characters through roleplaying. Perhaps through delivering an insult to a member of a rival from another regiment? Further, players will find themselves playing at odds with each other when they join rival regiments or compete for the same mistress or position. In some ways, to get the most out of En Garde! it is best for the players to play characters who are rivals and so it is adversarial to one degree or another.

However, within its scope—and as a roleplaying game—En Garde! is innovative. Not as the first historical roleplaying game, since Boot Hill was published the same year, but certainly the first roleplaying game that focused on society and social activities. It is all about a potential musketeer’s progress in society and the activities that he has to undertake to order to climb the social ladder and at each rung, maintain that position. Compare that to the dungeon-focused play of three of the other roleplaying games—Dungeons & Dragons, Empire of the Petal Throne, and Tunnels & Trolls—then available in 1975.

Physically, En Garde! is surprisingly well presented and written. Illustrated with a mix of period pieces, the only real downside is that it starts talking about duels rather than characters and what they do and who interact with each other beyond duels. This organisation lends itself to the idea that the rest of the rules grew out of wanting more to the game and more reasons to duel.

—oOo—
It appears that En Garde! was never reviewed in the roleplaying hobby press, though it was covered by magazines and publications devoted to games. The designer and publisher, Charles Vasey reviewed it in Games & Puzzles Issue 55 (December 1976) saying that GDW has, “…[P]icked a really splendid period for the new duelling game.” He was critical though, saying, “Despite its complexity, the system does not play as well as one might think. Often duels end very swiftly.” and “It is complex and convoluted, and it feels like real life. Players will soon find they have natural enemies and rivals who must be crushed directly or by a hired blade. One must seek to be in the best set, but beware bankruptcy or it’s the frontier regiment and disgrace until you pay off your debts.”

Similarly, games designer Greg Costikyan reviewed En Garde! in ‘Games fen will Play’ in Fantastic Science Fiction. Vol. 27, No. 10. (July 1980). He was very positive, calling En Garde! “[T]he the first well-written set of role-playing rules.... En Garde! was the first role-playing game by a major company and by established designers; and, as one might expect, it set new standards for role-playing rules — standards to which few subsequent games have risen.”

Perhaps the oddest vehicle for a review was The Playboy Winner’s Guide to Board Games (Playboy Press, 1979). Author John Jackson said that, “There is a minimum of player interaction; play is geared toward individual deeds rather than group action.”, but that, “Although lacking neither color nor detail, the rules to En Garde! are clear and comprehensible.” He concluded that, “If it lacks the scope of true fantasy role-playing games, it’s not as time-consuming, either, and it appears to be a pleasant diversion.”
—oOo—

En Garde! is not a roleplaying game per se. There is more of a simulation to it, a means of modelling the life of an officer and gentlemen in the early seventeenth century as he makes his way in life and attempt to better himself. Yet like any simulation, the result of dice rolls on the roleplaying game’s various tables sets up interesting, intriguing, and involving results that draw you in and make you want to explore how to resolve them and how to respond to them. This is where the roleplaying potential lies in En Garde!, even if it is not written to support roleplaying and all but ignores it. Ultimately, it has been shown again and again, in multiple games, all this is best handled and roleplayed away from the table and at distance, whether by mail or email.

—oOo—

The current version of En Garde! is available here.


Sunday, 5 January 2025

1975: Tunnels & Trolls

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary, and the new edition of that, Dungeons & Dragons, 2024, in the year of the game’s fiftieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Tunnels & Trolls
was famously written and published in response to Dungeons & Dragons. The designer, Ken St. Andre, wanted something that played like Dungeons & Dragons, but was both faster and easier to play. The result was a short booklet, running to just forty-two pages, that he would write and publish in 1975 and find popularity, first in Phoenix, Arizona, followed by the USA and the rest of the world, being published in the United Kingdom and Japan and going through over eight editions. The Tunnels & Trolls 1st Edition Reprint was published as part of the Kickstarter campaign for Deluxe Tunnels & Trolls and it gave fans of the roleplaying game a chance to look at the original version of the game, previously all but impossible, since only a hundred copies were published.

The Tunnels & Trolls 1st Edition Reprint begins with an introduction by Ken St. Andre, which explains how both it and Tunnels & Trolls came to be, making it accessible after his last remaining copy was made available to, and selected by, one backer as part of the Kickstarter. He makes clear that his aim was not to reinvent fantasy roleplaying, but to simplify it and what he created was a style that was not derived from miniatures gaming as was Dungeons & Dragons, but more from literature and comics. In the process, as he says, he showed that there was another way to roleplay. Given that this version of Tunnels & Trolls was written and published in 1975, there are two issues with it in terms of content. One the author addressed in 2020, the other he has not. St. Andre states in a footnote that the spell Obey Me was originally called ‘Yassa Massa’ and that although his original intention was simply to amuse with what he calls his “thoughtless word play”, he changed it to avoid giving further offence as well as giving an apology. Whereas, in the section on ‘Human Auxiliaries’, a hero can hire two types of auxiliary character to accompany him on his delves. One is the hired henchman, the other is the slave, who is said to have no luck and no charisma ratings, and usually be of low I.Q. Female slaves cost extra. This could and should have been addressed at the time of publication, in 2013, or even 2020, but even now, it could be addressed, just as the ‘Yassa Massa’ spell name was.

Tunnels & Trolls 1st Edition begins by explaining the basics of the game, which though very familiar today, would have been strange in 1975. The game is set in, “…[A]n alternate world where fantasy is alive and magic works (a world somewhat but not exactly similar to Tolkien’s Middle Earth) there exist numerous enchanted tunnel complexes with many types of treasure, and abundantly guarded by every imaginable form of monster, magic, and trap.” and that, “Brave men and women arm themselves and venture within the tunnels at the risk of body and soul to seek treasure and experience.” This requires that someone create or ‘dig’ and stock a dungeon with magic, monsters, and treasure, and that as the ‘Dungeon Master’, this person would act as the god within the dungeon, but till be fair to the other players, who will create and equip the character who will venture into this dungeon. Once set up, “The game is played something like Battleship.” Not the sense that there are two boards of which each player can only see their own, but rather that there is only one, which is, of course, known to the Dungeon Master, who will then reveal to the players as their characters explore its depths.
It is clear from the introduction that St. Andre is explaining what would have been a very new concept to the reader. After all, Dungeons & Dragons had only introduced it the previous year, which the author acknowledges in thanking both E. Gary Gygax and David Arneson for creating the original roleplaying game. The author also makes clear that the game is not his beyond making it available to others and encourages the reader to improve the rules as their imagination dictates.

After some advice on creating and stocking dungeons, Tunnels & Trolls explains how to create characters, noting here for the first time that their details can be recorded on three-by-five-inch cards. A character has six Prime Attributes. These are Strength, Intelligence, Luck, Constitution, Dexterity, and Charisma. In addition, the character has a note of the Gold Pieces possessed, and the weight he can carry and is carrying. He will also have Armour and Weapons, and will speak Common, but may know some other Languages. In terms of what he can be, the three types are Warrior, Magic-User, and Rogue, inspired by Conan, Gandalf, and Cugel, respectively. The Warrior cannot cast spells; the Magic-User can cast spells, but is extremely limited in what weapons he can wield; and the Rogue can both use weapons and cast spells, but does not start with spells, must find someone to teach him any spells, and cannot rise beyond Seventh Level without choosing to continue as either a Warrior or a Magic-User. Creating a character involves rolling three six-sided dice for each Prime Attribute and then again for the amount of gold he has to spend on equipment. Note that six-sided dice are used throughout Tunnels & Trolls rather than the polyhedral dice of Dungeons & Dragons, the aim being to make the game more accessible since it did not require special dice.

Name: Trigeor
Type: Magic-User
Strength 11 Intelligence 18 Luck 14
Constitution 09 Dexterity 14 Charisma 12 Gold 5
Weight Possible: 1100 Weight Carried: 136 Experience Points: 0
Weapons: Dagger (1 die)
Armour: None
Equipment: Calf-High Boots, Warm Dry Clothing & Pack, Day’s Provisions, Ten Torches, Magnetic Compass, Makeshift Magic Staff
Languages: Common, Elvish, Dwarfish, Draconic, Orcish, Trollish, Undead

Tunnels & Trolls quickly moves onto monsters and combat. Monsters have a single stat, called a Monster Rating. It indicates how tough a monster is and how many dice are rolled for it in combat, and it starts at zero and goes up and up. A minimum Monster Rating of ten gives one die, but for every five points after that, it increases the number of dice by one, and beyond one hundred, it increases the number of dice by one for every ten points. On the first round of a combat, half of a monster’s Monster Rating is added to the roll, but only a quarter is added on subsequent rounds. This addition is known as the monster’s ‘Add’. What Tunnels & Trolls does not do is give a list of monsters or a bestiary. The Dungeon Master is expected to set the Monster Ratings for his dungeon denizens according to the level of the dungeon, with the nearest advice given by Tunnels & Trolls is that a good fighter should have an equivalent Monster Rating of between twenty-six and forty and be roughly equal to a troll. However, this is probably the weakest aspect of Tunnels & Trolls since it is not clear what Monster Ratings the Dungeon Master should be assigning to his dungeon dwellers.

Interestingly, the rules do not give a set way in which to handle monsters encountered on the lower levels of the dungeon, but instead give options, because opinions vary in how it should be done. The monster could have more dice and a bigger Add, its dice roll could be multiplied by the level, a monster could even be stated up like a character, or simply a bigger Add. This calls back to St. Andre’s statement in the introduction about the game not being his.

Combat is either missile combat, melee combat, or shock combat for that initial engagement. There is advice on the differences between these types, plus monster reactions, wandering monsters, and even capturing monsters, but once engaged, combat is a simple matter of comparing hit point totals. Not the amount of damage that a character or monster can suffer before dying, but the totals of the dice rolled plus any Adds. This can be individually, one-on-one, or it can be collectively. The latter means that the Dungeon Master can add up all of the Monster Ratings for his monsters and roll their dice and add their Adds, all in one go, rather than individually. The lower result is subtracted from the higher result and that is the number of hit points the losing side suffers. For the monsters, this reduces their Monster Rating, but for characters, it is deducted from their Constitutions. Both armour and shields will protect against incoming hit points, but armour will be damaged in the process.

Magic-Users are not expected to fight, and indeed, are restricted to single die weapons and shields, but can use their spells to protect themselves if they have the right ones. Also, when determining who suffers from hit points taken, the Magic-User does so last. Warriors and Rogue do get Adds, whereas the Magic-User does not. For each point of Strength and Luck above twelve, a Warrior or Rogue gains one Add to dice rolls in combat, but subtracts one for each point of Strength and Luck below nine. This is the same for Dexterity, except for missile fire where the Adds are increased to two per point above. Although a character will always have a single die to roll in combat, the main means of increasing the dice rolled and the Adds is by purchasing weapons. Later on, a character’s Primary Attributes can be increased, which will raise the Adds and the character will find magical items that will increase both dice rolled and Adds.

Name: Glorimnaeck Orchelm
Species: Dwarf
Type: Warrior
Strength 26 Intelligence 08 Luck 13
Constitution 26 Dexterity 11 Charisma 10 Gold 1
Weight Possible: 1300 Weight Carried: 136 Experience Points: 0
Weapons: Warhammer (4+1), Poniard (1)
Armour: Gambeson, Chain Hauberk, Chain Gauntlets (4 total), Target Shield (2)
Equipment: Calf-High Boots, Warm Dry Clothing & Pack
Languages: Common, Elvish, Dwarfish, Draconic, Orcish, Trollish, Undead
Base Adds: +28
For example, Trigeor and his Dwarven friend, Glorimnaeck Orchelm, have ventured into a dungeon, known as the Orc Ole. Despite carrying a compass, the pair get lost and find themselves being attacked by a band of Orcs. There are three of them, each with a Monster Rating of twelve. Individually, the Dungeon Master would be rolling one die and adding an ADD of six on the first found, but only two on later rounds. Collectively, they have a Monster Rating of thirty-six, meaning that the Referee will roll five dice and add eighteen on the first round, but only nine on later rounds. Glorimnaeck Orchelm’s player will roll four dice and add one for his Warhammer, and then another twenty-six for his Adds. 
The Referee rolls two, three, three, three, five, and six for a total of twenty-two, which together with the Orcs’ Adds, gives a total Hit Points of forty. Glorimnaeck Orchelm’s player rolls better with four, four, five, six, and six and adds one to give a total of twenty-six, which with the Dwarf’s Adds, means he has a grand total Hit Points of fifty-two! The Orcs’ Hit Points are subtracted from Glorimnaeck Orchelm’s and the resulting twelve Hit Points reduce the Orcs’ Monster Rating by twelve to twenty-four. The twelve is also enough to reduce one of the Orc’s Monster Rating to zero, so the Dungeon Master rules that Glorimnaeck Orchelm has smashed his head in and he goes flying back into the cave. Next round, the Orcs will have a Monster Rating of twenty-four, meaning that the Referee will roll three dice and only apply an Add of four!
The other main mechanic in Tunnels & Trolls is the Saving Throw. It is rolled to avoid a trap, to dodge a missile weapon attack, to withstand a poisonous brew, and so on, and it is always rolled using a character’s Luck. It also varies according to dungeon level. Thus, in the first level of a dungeon, a character’s Luck is subtracted from twenty to give the target number, but on the second level of the dungeon, it is subtracted from twenty-five, and so on. The resulting number gives a target that the player must roll equal to or higher, on two six-sided dice, but the target can never be lower than five. (For example, Trigeor’s Saving Throw will always be six on the first level of the dungeon, rising to eleven on the second level, and sixteen on the third level, until Luck is raised.) Rolls of doubles enable a player to add and roll again, so an impossible Saving Throw can be made if the character is lucky.

Experience points in the game are earned for combat, treasure found, for the deepest level of the dungeon a character visited, using and finding magic, and for successful Saving Throws. The progression table is all the same for all three character types, goes up to Seventeenth Level, and awards a character with a new title at each Level. The main reward for going up a Level is for a player to increase his character’s Primary Attributes, though typically only one can be increased per Level.

Tunnels & Trolls provides a basic list of equipment, in the second half of the roleplaying game, ‘Elaborations’ it includes a lengthy list of arms and armour and further equipment. There is an Advanced Weapons Chart in turn for swords, pole weapons, hafted weapons, daggers, spears, bows, and other missile weapons. Then for shields and defensive weapons, weird weapons, poisons, and armour. There are rules too for weapon breakage, depending on their composition. From flamberge, talibong, and shotel to riding mail, scale armour, and arming doublet, here then is the basis of all the weird and wonderful weapons that have been listed in all of the subsequent editions of Tunnels & Trolls.

Also in the ‘Elaborations’ section is ‘The Peters-McAllister Chart for Creating Manlike Characters and Monsters’, which like the advice and opinions on adjusting Monster Rating per dungeon Level, highlights the collaborative nature of the design of Tunnels & Trolls. This chart lists adjustments for creating Dwarves, Elves, Leprechauns, Fairies, and Hobbits, which can be both used to create monsters and characters. That said, playing characters in general of these species grants greater improvements to Primary Attributes with no downsides. There is guidance too, to adjust for Giants, Trolls, Ogres, Half-Ogres, Goblins, and Gremlins.

The largest section in the ‘Elaborations’, taking up nearly half its length and a quarter of Tunnels & Trolls as a whole, is on magic. Magic-Users are encouraged to use a staff, even a make-shift one through which to cast their magic, as they reduce the cost of casting magic, although a makeshift one will burn out very quickly. A proper magic-staff costs a lot of gold. The section notes that, “There are recognized laws of magic that we have mostly ignored in dreaming up the spells--the Law of Contagion, the Law of Similarity, the principles of necromancy and control of spirits, preferring instead to base most of these spells on inherent abilities of the magic-user a la Andre Norton.” What this means is that casting spells in Tunnels & Trolls is meant to be quick and easy. Spells have a cost in the caster’s actual Strength Primary Ability, which then has to regenerate. (This also means that Strength as a Primary Attribute is still important to a Magic-User and a Primary Attribute that he will want to increase to give spell-casting capacity.). All Magic-Users know First Level spells, whilst spells of higher Level have a minimum I.Q. to learn and cost in gold to purchase. One of the notable spells at First Level is Teacher, which lets a Magic-User teach a spell to a Rogue. Of course, here also, are the first appearances of the humorous, some would say silly, spell names for which Tunnels & Trolls is infamous. For example, Take That, You Fiend as a damage spell, Poor Baby, Poor Baby for the healing spell, and so on. If they are in the main, tongue in cheek in tone, they are not always clear in their intent. The Dungeon Master would have had to adjudicate on things like the Will-o-Wisp spell, whose effect is, “provides light & drains strength”. Yet, the magic system for Tunnels & Trolls is simple and straightforward, even elegant, effectively a points-based system—the first—that empowers the Magic-User and constantly makes him useful in play.
As Glorimnaeck Orchelm gamely holds back the band of Orcs, Trigeor holds a torch so that it is not dark and prepares himself just in case he has to cast a spell. Just behind the melee, the Magic-User spots another Orc, bigger than the others. This is their boss and he has a Monster Rating of eighteen, meaning that the Dungeon Master will roll two dice for him and include an Add of nine in the first round and an Add of three in later rounds. Quickly, Trigeor cries out, “Take that you fiend!” and casts the spell of the same name at the newly arrived Orc. It costs him five Strength rather than the usual six, since he is casting it through his staff, which being only a makeshift one, fizzes and burns as the magic passes through it. The spell means that Trigeor will be using his I.Q. to attack the Orc, and in addition will gain a single die as normal. Since Trigeor has an I.Q. of eighteen, it is going to kill the Orc. The Orcs attacking the Dwarf look behind them as they hear a popping sound to discover their boss collapsing to the floor, steam rising from his eyes and ears!
Physically, the Tunnels & Trolls 1st Edition Reprint—and thus Tunnels & Trolls 1st Edition—is a scrappy , scruffy, inconsistent affair. It looks and reads very much like a fanzine of the period. Yet it is readable and it is illustrated in very spritely, engaging fashion.

—oOo—
It not be until the second edition of Tunnels & Trolls was reviewed in ‘Tunnels and Trolls: A Review of Sorts’ by Brant Bates in The Space Gamer Issue Number 3 (1975). He highlighted the differences between Tunnels & Trolls and Dungeons & Dragons, beginning with, “There is no sexist bias In T&T, Female characters come out exactly as created by the dice--not reduced in size and strength by an arbitrary fraction just because they are female.” before going on to look at other differences in terms of character creation and combat. He was overall positive about the art, saying, “It is mostly by a Phoenix fan artist named Rob Carver, and it ranges from the gorgeous to the ridiculous--mostly the latter. The cartoon to illustrate the magical spells are very droll, and the portrait of St. Andre captures his very soul.” He concluded with, “T&T has been sold from coast to coast, but is still most popular in Phoenix, where it has become the official game of the organized SF club there. It is very playable, and a lot of fun--great for stretching the old imagination. I recommend it for fantasy fans who are not purists, and who do not necessarily believe a game’s quality depends on its cost.” 
Lewis Pulsipher reviewed the British version published by Strategy Games Ltd. in ‘Open Box’ in White Dwarf Issue No. 2 (August/September 1977). He said, “The excuse for publication here and now, presumably, is that there is a need for a cheap and understandable role playing game for those who can’t afford or make sense of D&D.” but was otherwise not positive, criticising the lack of clarity in the rules, the amount of creative effort that a Referee had to put into the game, and the humour in the game, especially in the names of the spells. His conclusion was that, “Anyone who likes T&T will sooner or later ‘graduate’ to the much more satisfying (and much more widely played) D&D. In considerable wargaming travels in the USA I never encountered anyone who played T&T, though D&D players are everywhere, and I’ve not even heard of anyone in this country who plays it. When it first appeared in America I said there was no point in it, and nothing has occurred to change my opinion.”
—oOo—

Tunnels & Trolls is rough and just about ready. It is playable and by modern standards, just about has the bare minimum need to play. This should be no surprise. It was written fifty years ago when no one knew quite what a roleplaying game was—literally, as the term had then yet to be defined—and no-one knew how to write one. So, if the writing is not right and the explanations are not as clear as they could have been, and the contents are not in the order that we might expect them to be, then that is perfectly understandable. Yet, as scrappy as the resulting rulebook is, Tunnels & Trolls 1st Edition is a likeable game, one that is not taking itself too seriously and reads as if it is actually fun to play and faster to play. What is amazing is that within four years, Flying Buffalo would take the very basics of what is here and develop it into the fifth edition of Tunnels & Trolls that would remain its mainstay for over twenty-five years! The Tunnels & Trolls 1st Edition Reprint is an important piece of roleplaying history, the opportunity to look at the first roleplaying response to Dungeons & Dragons outside of TSR, Inc., to look at the origins of the world’s second longest fantasy roleplaying game, and to look at the beginnings of the roleplaying hobby as the concept spread beyond Dungeons & Dragons.

Saturday, 2 November 2024

Miskatonic Monday #311: Lights in the Trees

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Matt ‘Doc’ Tracey

Setting: New York, 1975
Product: Scenario
What You Get: Forty-three page, 19.46 MB Full Colour PDF

Elevator Pitch: War is hell and so are the memories
Plot Hook: A war buddy is dead. Was it natural causes or...?
Plot Support: Staging advice, five pre-generated Veterans, four handouts, one map, seven NPCs, and one Mythos monsters.
Production Values: Decent

Pros
# Archetypal memory & Mythos scenario for Call of Cthulhu
# Solid period feel
# Classic atmosphere of seventies paranoia
# Xylophobia
# Mnemophobia
# Mycophobia

Cons
# Obvious inspiration may be too obvious
# Needs a slight edit

Conclusion
# Decently done period feel
# Archetypal Call of Cthulhu scenario of paranoia and uncertain memory set in the most paranoid decade