Sunday, 24 July 2016
An Appendix N Short #2
The Dungeon Crawl Classics Role Playing Game, is though, published under the same Open Gaming Licence as other titles for the Old School Renaissance, which means that other publishers can release support for it. One such publisher is Brave Halfling Publishing, a small press outlet best known for its ‘White Box’ iterations of classic Dungeons & Dragons-style RPGs such as X-Plorers and Delving Deeper. Now, after a successful Kickstarter campaign, the publisher has released a small selection of adventures under the Appendix N imprint.
The first of these is Appendix N Adventure Toolkit #1: The Ruins of Ramat, a Zero-Level, ‘Character Creation Funnel’ designed to be played in a single evening or session. The second is Appendix N Adventure Toolkit #2: The Vile Worm. Like The Ruins of Ramat this second scenario is designed to be played by between eight and twelve characters and like The Ruins of Ramat, this scenario has appeared for previous rule sets, as The Vile Worm of the Eldritch Oak for Swords & Wizardry in Brave Halfling Publishing’s Swords & Wizardry White Box, as The Vile Worm from Arcana Creations—again for Swords & Wizardry, and then again as The Vile Worm of the Eldritch Oak from Lord Zsezse Works for use with Paizo Publishing’s Pathfinder Roleplaying Game. Which means that it has a bit of a publishing history and so must be worth reprinting.
In The Vile Worm, the adventurers are travelling in a forest when they encounter a hermit, a priest of nature, who offers them a chance to rest and partake of a meal. He is of course, nothing of the sort, being a crazed berserker who discovered the sacrificial site of an ancient cult and now sees it as his duty to capture and give up victims to the vile worm that the cult worshipped. Whether or not the adventurers accept his invitation, they will find themselves ambushed and wondering at the truth of this madman. This truth is revealed over the course of three rooms, each quite detailed, and two or three combat encounters. In the process, the adventurers will hopefully rescue the berserker’s current victims and thus save a family. The worm itself is a nasty oozing creature bent on turning the adventurers into hosts for its eggs.
As atmospheric and as detailed as the scenario is, this is all that is—an extended encounter. Unlike The Ruins of Ramat, there is not material here to take it much further into an on-going campaign. Like The Ruins of Ramat, this scenario comes with a pair of hand outs that the Judge can use to illustrate certain locations and these are nicely done. Similarly, the cartography is excellent.
Unfortunately, Appendix N Adventure Toolkit #2: The Vile Worm has a couple of problems. The first is the one that beset Appendix N Adventure Toolkit #1: The Ruins of Ramat. The ‘Appendix N’ element of the scenario’s title—Appendix N Adventure Toolkit #2: The Vile Worm—denotes the fact that it is inspired by ‘Appendix N’, the list of inspirational fiction found at the back of the original Dungeon Master’s Guide that so influenced Dungeons & Dragons and then Advanced Dungeons & Dragons. This designation leads to expectations that these fictional inspirations, whether it is Tolkien’s The Lord of the Rings or Jack Vance’s The Dying Earth, will be discussed or at least made clear. Sadly, this is not the case, but perhaps in future releases such a discussion would be a worthy inclusion…?
The second issue that that Appendix N Adventure Toolkit #2: The Vile Worm is short. It is an extended encounter, but little more, and lacking the extra material that can be added to a campaign, The Vile Worm feels all too brief… Nevertheless, Appendix N Adventure Toolkit #2: The Vile Worm is a solid, if short, adventure that works for the Dungeon Crawl Classics Role Playing Game as much as it does for other RPGs for the Old School Renaissance.
Friday, 18 September 2015
An Appendix N Short #1
The Dungeon Crawl Classics Role Playing Game, is though, published under the same Open Gaming Licence as other titles for the Old School Renaissance, which means that other publishers can release support for it. One such publisher is Brave Halfling Publishing, a small press outlet best known for its ‘White Box’ iterations of classic Dungeons & Dragons-style RPGs such as X-Plorers and Delving Deeper. Now, after a successful Kickstarter campaign, the publisher has released a small selection of adventures under the Appendix N imprint.
The first of these is Appendix N Adventure Toolkit #1: The Ruins of Ramat. This is a Zero Level adventure—or alternatively, it can be upgraded for play with higher level characters—that can be played in a single evening or session. Based on an earlier edition written for use with Labyrinth Lord, it has been adapted for use with the Dungeon Crawl Classics Role Playing Game as part of the Kickstarter. It is designed for use by eight to twelve characters, so at two characters each, it would work with four to six players. Physically, it comes as a digest-sized booklet with a detached colour card cover. Also included are two player hand-outs—the back cover blurb says four, but mine contained two—illustrations that can be shown to the players when they reach certain locations. The other issue with The Ruins of Ramat is that its introduction for the players is incomplete, so the book could have done with another edit.
The plot to The Ruins of Ramat begins with a lost dog. Or rather a scared little girl who comes running with the tale that a giant, clawed monster reached up out of the ground and grabbed her constant companion. The village has no-one to turn to for help, so when the player characters decide to volunteer, the villagers look oddly relieved. Once they do get up the hill, they find a hole in the ground and at the bottom of the hole, a complex of tunnels that has been there for centuries…
Although the monster that grabs the dog is nowhere to be found, the dog itself can be found. That is the good news. The bad news is that there are demons and the undead in complex—not too many given that this is an adventure for Zero Level characters—but more than enough to present them with a challenge. What they also discover is the remnants of an ancient monastery, once dedicated to the militant arm of the Church of Ramat, a Lawful deity, which they will hopefully learn was defiled by evil. The dungeon itself consists of just seventeen locations. With so few, it means that they are quite detailed and atmospheric as they build towards the scenario’s culmination.
Now the dungeon’s true history will not be apparent on a straight play through of The Ruins of Ramat, but an appendix includes two adventure expansions. The first is an option for one of the characters to study the teachings of Ramat and in doing so, become a Cleric. The second adventure expansion is a simple link to another location that the Judge can develop.
The ‘Appendix N’ element of the scenario’s title—Appendix N Adventure Toolkit #1: The Ruins of Ramat—denotes the fact that it is inspired by ‘Appendix N’, the list of inspirational fiction found at the back of the original Dungeon Master’s Guide that so influenced Dungeons & Dragons and then Advanced Dungeons & Dragons. This designation leads to expectations that these fictional inspirations, whether it is Tolkien’s The Lord of the Rings or Jack Vance’s The Dying Earth, will be discussed or at least made clear. Sadly, this is not the case, but perhaps in future releases such a discussion would be a worthy inclusion…?
Appendix N Adventure Toolkit #1: The Ruins of Ramat is a solid, well written scenario. Its design is tight and should serve as the fun, challenging ‘Character Creation Funnel’ that a Judge is looking for.
Saturday, 12 March 2011
West is Still Best
As with Swords & Wizardry’s core rules, Ruins & Ronin presents just the three classes. In Swords & Wizardry, they are the Cleric, the Fighter, and the Magic-user. In Ruins & Ronin, their analogues are the Sohei or warrior-monk, the Bujin or samurai or ronin, and the Shugenja. The bujin can perform a “Follow Through” manoeuvre, striking at another opponent delivering a killing blow, and is unrestricted in terms of what arms and armour that he can use, though the shield is not found in this setting. The Shugenja can cast spells, and like the Magic-User cannot wear armour and is restricted to using Tanto (daggers), Uchi-ne (throwing blades), or Bo (staves) only. Sohei can cast divine spells and turn undead, and cannot wear very heavy armour, or use a katana or a bow.
The playable races to be found in Swords & Wizardry, the Dwarves, Elves, and Halflings, are not present in Ruins & Ronin. Instead, it has the single playable race, Half-Ogres. As with the races to be found in Swords & Wizardry, Half-Ogres advance as Fighters or Bujin, and as you would imagine, Half-Ogres are very strong, do extra damage in combat, and resist disease and poison better. Similarly, neither Swords & Wizardry nor Ruins & Ronin have a Thief-like player class. Now while this is understandable given that Swords & Wizardry draws for its inspiration from the earliest of Dungeons & Dragons books that lacked the Thief class, surely in a game inspired by samurai movies, you would want to have the Ninja as a class? Were Ruins & Ronin to be a culture game based on Japan in which the role of the ninja is downplayed, its absence would be far from objectionable. Here, the lack of the ninja feels like a major omission. After all, the ninja is very much part of the genre.
In general, as can be seen from the example below, characters in Ruins & Ronin do not look very different those from Swords & Wizardry. Very simple and very easy, but lacking in flavour.
Megumi the Pious, Level 1 Sohei
Str: 6 (-1) Int: 14 Wis: 15 (+1)
Con: 12 Dex: 6 (-1) Chr: 4 (-1)
Hit Points: 4 Save: 14 (+2 vs. Death & Poison)
Armour Class: 5 Ascending Armour Class: 14
Masakari (1d6); Haidate, Hara-ate, Jingasa; 17gp
In terms of support, Ruins & Ronin comes with a complete spell list for both the Shugenja and the Sohei character classes; a complete set of monsters; and an array of magical items. Unfortunately, the spells on both lists appear to have been lifted wholesale from the lists for the Cleric and the Magic-User classes from Swords & Wizardry without either a single re-design or single re-naming. So another opportunity to add flavour to the game has been lost. That changes though, when it comes to the monsters and the magical artefacts. Classic monsters from Dungeons & Dragons, such as Black Puddings, Gelatinous Cubes, Hell Hounds, and Treants are joined by an Oriental bestiary that includes Bakemono-Toro, Fox Monks, Kyonshi (Hopping Vampires), Oni, and Tengu. Some classic Dungeons & Dragons monsters have been altered, such as the Lizard Samurai and the Naga, but on the whole, the number and type of monsters listed is impressive, even if it feels odd to mix them up so. The magical items are more straightforward. Basic weapons, wands, scrolls, potions, and so on, work in Ruins & Ronin just as well as they do in Swords & Wizardry, but the author adds items such as the Brush of Translation, which allows the wielder to understand any spoken language; the Dancing Fan, which gives the user a Charisma of 18 when dancing; and the Scholars’ Fan, which automatically swats flies, shields the owner from the sun, and flutters gently to provide a breeze. Thee really do add touches of detail and flavour to the game, and hint at the potential in a samurai themed Retroclone.
So far then, that is what is to be found in the pages of Ruins & Ronin. This leaves what is not to be found between its covers. The first of these is an adventure, so we have no idea how the game is meant to be played, an adventure being perhaps, the best way of showcasing this aspect of the game. The second of these is advice for the GM. Well, to be fair, Ruins & Ronin does include some advice for the GM. Yet that advice amounts to barely more than a page, and the rest that takes the advice for the GM up to a page and a half is a guide to when and how to hand out Experience Points. The actual advice though, can be best summed up as, “Make it up yourself.” Or rather, “Make everything up yourself.” Even then, it is not original, being another section reprinted from the Swords & Wizardry White Box rule set.
Now that advice would have been fine in 1974 and Ruins & Ronin was my first RPG. Plus the fact that I had grown in Japan, and was well steeped in the chanbara movie genre. None of this is true, nor was it true for anyone in 2009 when this book was first published, and nor is it true for anyone reading this review right now. What is also true is that Ruins & Ronin is not trying to be a medieval Japanese culture game, a game of high honour in which tea ceremonies and the composing of haiku figure prominently, so the omission of such details are understandable. Yet the truth is that Ruins & Ronin is actually doing a genre, the chanbara movie genre, and the author omits any discussion of that genre. In doing so, he undermines his own work, because a discussion of the genre, and that would include a list of its inspirations much like Advanced Dungeons & Dragons’ Appendix N, would have explored the very point of Ruins & Ronin. That its fantasy is oriental in origin, and so is very different to the Western fantasy of Dungeons & Dragons or Swords & Wizardry. The difference between the two is why anyone would want to play Ruins & Ronin.
Physically, Ruins & Ronin is decently put together. The cover is excellent, but while the internal layout is clean and tidy, there is not another single piece of artwork in the book. None of the book’s new creatures are illustrated and neither are the new magical items. Which is a pity given how spacious the book is and how much of the book is devoted to the creatures, monsters, and spirits of the Orient, and that is before you get to the magical items.
Ultimately, Ruins & Ronin is a great title, but a wasted opportunity. It is a pity that this title has already been taken because it deserves more than what it been given here. It needs more development so that it has some kind of background beyond the mere suggestion that it is inspired by samurai movies; so that it has classes and rules that reflect that background; so it has a discussion of the genre that inspired the author which would then inspire the reader; and so that it has advice for the GM as to how to make a game of Ruins & Ronin different to that of the Swords & Wizardry White Box rule set.
Right now, Ruins & Ronin is a reprint of the Swords & Wizardry White Box rule set with renamed character classes and an extra set of monsters and magical items, and nothing more. Absolutely nothing more. The lesson of Ruins & Ronin is that if you want to present something different to a sector of the gaming hobby, even a sector that is inspired by stripped down Old School play, it should never be left up to the purchaser to do all of the work to explore your game’s differences.
Saturday, 2 October 2010
White Box Fever III
Last month in September, we saw the re-launch of Dungeons & Dragons Fourth Edition from Wizards of the Coast with the publication of the Dungeons & Dragons Red Box Set, the first entry in the Dungeons & Dragons Essentials line. To celebrate that fact, Reviews from R'lyeh is running a series of reviews devoted to RPGs that aim to bring new players into the hobby. So far I have got to date with the Dungeons & Dragons Roleplaying Game Starter Set for Dungeons & Dragons Fourth Edition, slipped back in time to look at the hobby’s second fantasy RPG in its most recent edition, Tunnels & Trolls v7.5, and come up to date with a look at Tower of the Stargazer and New Weird World, the two scenarios that come in Weird Fantasy Roleplaying, the very latest retroclone. This week we step forward to go back in time – or is that the other way around? – to review the original Dungeons & Dragons or an “Edition 0” retroclone of the original Dungeons & Dragons. The game in question is Swords & Wizardry: White Box Edition from Brave Halfling Publishing and based on Swords & Wizardry published by Mythmere Games.
Swords & Wizardry is essentially available in two forms. The standard core rules are available in print and at your local gaming shop, and present a game similar to the Dungeons & Dragons of the late 1970s and 1980s, Swords & Wizardry: White Box Edition apes the original of 1974. It does so to the extent that it actually does come in an A5 sized white box, the contents of which are a pamphlet, four little white books, a pad of character sheets, a pencil, and a set of good polyhedral dice. Bar the dice, almost everything is in black and white, greyscale being used to mark the tables and the sidebars that the author uses to provide further explanation, suggestions, and so on. The four books are Book I of IV: Characters, Book II of IV: Spells, Book III of IV: Monsters, and Book IV of IV: Treasure. Each is staple bound with a card cover, each has an excellent pen and ink cover, and together the four booklets are a nod to the “Little Buff Books” of the original Dungeons & Dragons.
The starting point for Swords & Wizardry: White Box Edition is the pamphlet, the author’s “A Quick Primer for Old School Gaming.” As much a manifesto as an introduction, this guides the reader through four “Zen Moments.” These stress the game’s lack of rules, the reliance upon the skills of the player versus those of his character, that characters are heroes rather than superheroes, and on the game world being an unbalanced world rather than being a balanced gaming experience. There are tips for both the player and the Referee, and where appropriate, there are examples, these being used to compare and contrast the modern gaming experience with that of old style. This gets the boxed set off to an excellent start, though not in my copy which has the front sheet printed twice... Anyway, the Primer is available to download for free here.
Starting with Book I of IV: Characters, the most obvious difference between Swords & Wizardry and the retroclone of your choice, is the lack of the choice. There are just three classes, the Cleric, the Fighter, and the Magic-user, and there are just the three races, Dwarves, Elves, and Halflings. Both Dwarves and Halflings advance as Fighters, but Elves can choose on a day-to-day basis to alternate between the Fighter or Magic-user classes, or in a variant, advance as a Fighter-Magic-user combination as in Basic Dungeons & Dragons. The variant casts fewer spells than the standard version. As with other retroclones, playing anything other than human means that a Level limit is imposed on the character.
Mechanically, the rules and numbers are kept simple. For example, depending upon how well a player rolls, his character can only gain a +1 bonus or -1 penalty from an attribute. Further, the Hit Dice for all characters is based on the humble-sided die rather the polyhedral dice as is standard. Similarly, all weapons do damage based on the six-sided, with a penalty or bonus added to the roll depending upon the weapon.
For combat, there is one interesting wrinkle. Armour Class can be ascending or descending according to the Referee’s whim. In other words, Armour Class can either get better as it goes down from 9 to -2 for descending, or better as it rises from 10 up to 21 for ascending. Of course the first, descending Armour Class is very in keeping with Dungeons & Dragons right up to the advent of the Third Edition, while ascending Armour Class is thoroughly modern, and while I prefer it, it feels at out of place in a Retroclone. Book I of IV: Characters is rounded out with a short example of play.
So having looked at Book I of IV: Characters, here is a sample character. Tainrach is a sickly, skinny fellow who had neither the brains to be a Magic-user or the calling to be a Cleric. He proved to be good with a bow, and so joined a company of bowman for several years before deciding to strike out on his own. He can hold the line as with any other man-at-arms, but is more effective at range.
Tainrach the Archer, Level 1 Fighter
Str: 10 Int: 13 Wis: 14
Con: 6 (-1) Dex: 15 (+1) Chr: 10
Hit Points: 5 Save: 15 (+1 vs. Death & Poison)
Armour Class: 4 (5) Ascending Armour Class: 15 (14)
Long Sword (1d6), Long Bow & 20 Arrows (1d6); Chainmail, Shield; Quiver; 20gp
My first impression of Book I of IV: Characters was of a lack of choice. The most obvious omission is the absence of a Rogue or Thief type Class. On the one hand this does limit choice, but to be fair this is very much a design choice upon the part of the author. The lack of the Thief Class enforces one of the “Zen Moments” discussed in the game’s “A Quick Primer for Old School Gaming,” as it removes the reliance upon character skills and forces a player to think his way around situations where a Thief and his skill rolls would normally shine. If the book lacks anything it is an example of character generation, and while I might dislike the use of the six-sided die as the basis for all character Hit Points and all weapons, both keep the game simple.
Book II of IV: Spells is the second book for the players and lists all of the spells for both the Cleric and Magic-user Classes. The spells are listed alphabetically, and all have relatively clear and straightforward descriptions. The first book for the Referee is Book III of IV: Monsters, and besides listing all of the game’s monsters, discusses how to be a Referee, designing adventures and campaigns, and handling Experience Points. Again, this advice is kept short and simple, perhaps the most pointed being that Swords & Wizardry: White Box Edition is written for the Referee who is a good storyteller and likes to be creative on the fly. Otherwise, the game is not for you. None of the monsters are illustrated and the descriptions are perhaps a little succinct. Nevertheless, there is a good selection here, enough to keep a game going for some time.
Lastly, Book IV of IV: Treasure lists all of the loot that a party could want. There is everything here from the humble Potion of Healing to the fearsome Deck of Many Things with classic magical items aplenty. The book does not merely contain descriptions of the many items, but also contains a set of tables to help the Referee generate each monster’s loot. Primarily this loot will be in the form of coinage, but an interesting touch is that any magical items reduce the monies in the treasure pile.
If there is one thing that I would have liked to have seen in Swords & Wizardry: White Box Edition is another book, which would have been Book V of V: Adventures. Swords & Wizardry: White Box Edition feels complete, but a book of scenarios would have rounded it and made it a fuller game. Its minimalist approach though is refreshing and the inclusion of “A Quick Primer for Old School Gaming” not only highlights the differences between modern and old style gaming, but is an excellent introduction to roleplaying circa 1974. Which is, after all, what Swords & Wizardry: White Box Edition is. It is not an introduction to roleplaying, but an introduction to the beginning of roleplaying as much as it is an exercise in nostalgia, one that takes the modern gamer into the past.
In essence, Swords & Wizardry: White Box Edition exemplifies the “white box” game. It is utterly nostalgic and there is an air of mystery to it more than any “wow!” factor. This and the lack of colour is likely to be off putting for anyone new to the hobby, but for its intended audience is an fine introduction to, or a reminder of roleplaying when it began.



