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Showing posts with label Flying Buffalo. Show all posts
Showing posts with label Flying Buffalo. Show all posts

Saturday, 18 April 2026

1976: Monsters! Monsters!

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—

By the end of 1976, Ken St. Andre had published three roleplaying games, two of which can be argued were genuinely ground-breaking. The first was Tunnels & Trolls, designed as a lighter, easier, and faster alternative to Dungeons & Dragons and published in 1975. It would be followed in 1976 by Starfaring, the first Science Fiction roleplaying game, which like Tunnels & Trolls, was published by Flying Buffalo Inc. Then, there was Monsters! Monsters!, also published in 1976, which inverted the by now traditional style of fantasy. That is, of great heroes descending into dungeons and defeating monsters and solving puzzles and returning with the treasure looted from below.
Monsters! Monsters! was a roleplaying game for “When YOU want to be monster!” because instead of the players roleplaying heroes, they roleplayed the monsters. As Dragons, Goblins, Black Hobbits, Gorgons, Mummies, Snollygosters, Slime-Mutants, Night-Gaunts, Giant Slugs, Unicorns, Shoggoths, and Human Scum, the Player Characters—or rather Player Monsters—could swarm up out of their dungeon homes or other hidey holes and go on the rampage and take their revenge on the Humans, Dwarves, Elves, Fairies, and Hobbits living in whatever village, town, city, castle, palace, or plantation that the Game Master has created. Monsters! Monsters! was, as St. Andre’s co-author, Jim ‘Bear’ Peters, intimates in the book, a call for the equal rites of your dungeon-dwelling monster.

Monsters! Monsters! is both a standalone roleplaying game and a supplement for Tunnels & Trolls, expanding upon the details of enemies faced by heroes in the latter, but does not require Tunnels & Trolls to be played. Where Tunnels & Trolls is likely to be useful is the expanded spell section since those given in Monsters! Monsters! only go up to Level Four. Notably, Monsters! Monsters! was not published by Flying Buffalo Inc. Rather, it was published by Metagaming Concepts, best known for publishing Steve Jackson’s first designs, particularly Ogre, G.E.V., and The Fantasy Trip. It was subsequently published by Flying Buffalo Inc. and more recently in expanded editions by Trollhalla Press Unlimited. As the editorial explains, the roleplaying game’s origins lay in a catchphrase that grew out a cry of fear and then a battle cry in game. Its ethos was simple.

“So it was only natural that eventually the monsters should come out of their tunnels and dungeons to strike back at the smug world of the Men, Elves, Dwarves, Hobbits, etc., who had been so greedily despoiling their homes and treasures. This turning of the tables, to play monsters as protagonists, has proven to be even more hilarious than the original games. A monster lives by a completely different code of ethics, affording a splendid opportunity to get rid of the impure and perverted impulses which affect most of us – impulses it’s hard to express while playing a hero. Monsters get experience points for wanton cruelty and destruction above and beyond the call of duty.”

In other words, if this was Dungeons & Dragons, then Monsters! Monsters! lets the players roleplay evil (or Chaotic or Chaotic Evil) characters. Unlike Tunnels & Trolls, the aim in Monsters! Monsters! is not to accumulate treasure take from monsters underground—though recovering it from those annoying dungeon interlopers is bound to be very nice—but to “…[P]ile up “experience points”. Then, “The more experience points a character gains, the more powerful it becomes, and the more interesting are its adventures. Also, the higher levels your character reaches, the more you (the real person out there, reading this) will be respected by your fellow players. As long as you keep your characters alive and gaining experience, you are winning. When you overextend yourself and a character dies, that is your loss.” So, Monsters! Monsters! is in effect, the anti-roleplaying game. Evil Player Characters, revenge and rampage as core game play, and as a roleplaying game, there are actual winners.

Morally, it is another matter. Monsters going on a rampage and enacting revenge is not moral. Admittedly, there is not a list of ‘evil’ acts that the Player Monsters will be rewarded with Experience Points for enacting, though a Player Monster will gain Experience Points for engorging itself (it does not say engorging itself on what though…), taking valuable captives—especially if particularly handsome or beautiful, and for general acts of destructiveness. So, the Player Monsters are not heroes. Nor is Monsters! Monsters! in any way introspective as later roleplaying games exploring the roleplaying of monsters would examine. Tonally though, Monsters! Monsters! is tongue in cheek, retaining the humour of Tunnels & Trolls, but with a darker edge. Further, as “…[A] splendid opportunity to get rid of the impure and perverted impulses which affect most of us – impulses it’s hard to express while playing a hero.”, it is cathartic, a chance for some manic mayhem, even a palate cleanser. Though likely no more than that, given its limited scope for extended play. A campaign of Monsters! Monsters! is likely to get only so far before a group tire of it or in game, a bigger force of heroes turns up to smash the evil threat represented by the Player Monsters.

Monsters! Monsters! includes everything necessary to play. Rules for Player Monster creation, combat and magic, Experience Points, and more. There is even a complete location—Woodsedge Inn and its surrounding cottages and wilderness—that is ripe for the Player Monsters to attack. Most of the inhabitants are Zero Level ‘Monster Fodder’, but there are a handful of Third and Fourth Level inhabitants who pose much more of a threat and a challenge to the Player Monsters. If any of them can rally the ordinary locals living near by the Woodsedge Inn, the Player Monsters could have a tougher challenge on their claws…

As with a Player Character in Tunnels & Trolls, the details of a Player Monster in Monsters! Monsters! can be recorded on three-by-five-inch cards. A Player Monster has six Prime Attributes. These are Strength, Intelligence, Luck, Constitution, Dexterity, and Charisma. Unlike a Player Character in Tunnels & Trolls, a Player Monster does not need to note the amount gold it has and pretty much starts with equipment needed—depending upon the monster type, some monsters do lack arms and hands. So, he may have some arms and armour and some languages too if his Intelligence is high enough. What he does not have is a Class. Thus, he cannot be a Warrior, Magic-User, or Rogue. Instead, he has a Monster type. Monsters! Monsters! lists some fifty-two monster types, which a player can either pick from or draw a card from an ordinary deck of playing cards to determine which type.

The list of Monster types includes the usual ones you would expect from both fantasy fiction and roleplaying fantasy. So, Goblins, Orcs, Trolls, Minotaur, and Dark Elves all the way up to Dragons and Balrogs! However, Monsters! Monsters! draws from a weirder and more diverse range of sources. These include the ‘Demon’ from L. Sprague de Camp’s The Fallible Fiend; the ‘Shadowjack’ from Roger Zelazny’s Jack of Shadows; the Shoggoth from At the Mountains of Madness and the Night-Gaunt from The Dream-Quest of Unknown Kadath, both by H.P. Lovecraft; the ‘Snark’ from Lewis Carroll’s ‘The Hunting of the Snark’ (misspelt as ‘shark’ in its description, so no, a player cannot roleplay a shark in Monsters! Monsters!); and the ‘Tsathoggua’ from Clark Ashton Smith’s ‘The Tale of Satampra Zeiros’. Another oddity, not taken from fiction is the ‘Snollygoster’, meaning a shrewd, unprincipled person, especially a politician, but here a hybrid between a large cross-eyed dog and a half-truncated crocodile. The last entry aside, Monsters! Monsters! would have broken copyright laws in 1976 when it was published and would still do so today!

Creating a Player Monster is an easy process. A player picks a Monster Type or draws a playing card to determine what it is. The Monster Type will primarily determine the attribute modifiers that need to be applied after the player has rolled three six-sided dice for each. The modifiers can lead to a wide range of attribute values depending upon the Monster Type. This includes caps on maximum attribute values and in the case of Charisma, replacing them entirely because the Monster Type is so fearsome!

Name: Glurk
Type: Slime-Mutant
Strength 28 Intelligence 05 Luck 03
Constitution 60 Dexterity 13 Charisma °
Combat Adds: +8
Speed: Slow

Monsters! Monsters! is a played as a series of turns, of which there are two types. The first type is general in nature and last about five minutes, during which time a Player Monster can move, loot, or pillage an area or room, or simply wait, whilst the Game Master will check for wandering monsters. The other is the combat turn, which lasts an entire minute.

Mechanically, Monsters! Monsters! is essentially Tunnels & Trolls. Thus, there are two main rules. One is the Saving Throw, 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. The target number is dependent on the ‘Danger Level’ rather than the Level of the dungeon as Tunnels & Trolls. This is twenty at Danger Level #1, twenty-five at Danger Level #2, and so on. The Player Monster’s Luck is subtracted from the Danger Level and this is the target number that the player has to roll equal to or exceed to overcome. The roll is on two six-sided dice and doubles allow the player to roll and add again.

Combat in Monsters! Monsters! is like that of Tunnels & Trolls. Both sides, the Player Monster and the heroes or mobs it is facing, are rolling handfuls of six-sided dice. In Tunnels & Trolls, the number of dice rolled for a Player Character is determined the weapons he wields plus an ‘Add’ value if he has high Strength, Luck, and Dexterity. Then for Monsters, it is their Monster Rating. Monsters! Monsters! treats each Player Monster as a Player Character and apart from mobs, also treats the NPC enemies as Player Characters. This makes it more complex in a than Tunnels & Trolls. A Player Monster who lacks hands and so cannot use weapons, instead will roll a number of dice derived from its Strength attribute. The lower result is subtracted from the higher result and that is the number of hit points of damage the losing side suffers. This is deducted from the Constitution of the NPC or Player Monster. If worn or carried, armour and shields will protect against incoming hit points, but armour will be damaged in the process. The rules take into account unarmed combat, the bigger weapons wielded by bigger creatures, movement, speed, and so on. Combat is decently explained and it helps that there is a detailed example of it in action.

Player Monsters can learn magic, but cannot make magic staves. Only ‘good’ Magic-Users can make magic staves, so if a Player Monster wants to gain the benefit of the lowered cost of casting magic using a magic staff, it will have steal one or kill a Magic-User and take his. Spells have a cost in the caster’s actual Strength Primary Ability to cast, which then has to regenerate. A Player Monster pays the cost of the spell if it wants to learn it, so there are limits on what spells it knows. This though, is not clearly explained. The spells included only go up to Fourth Level, and a copy of Tunnels & Trolls is needed for spells beyond that. Some Player Monsters will automatically know various spells, such as Demons putting Bats Wings on any other creature; Dragons are immune to spells cast by anyone less intelligence than themselves; and various Monsters have innate spells such as Wise Disguise for the Ogre and Vampires get Oh boy obey, Going Batty, and Ha, Ha, Ya Mist Me.

Physically, Monsters! Monsters! is presented well enough. It is readable and the artwork is excellent. The Maps are reasonable.

—oOo—
Monsters! Monsters! was not widely reviewed at the time of its original or later publication. Jon Freeman in The Playboy Winner’s Guide to Board Games (Playboy Paperpacks, 1979) said, “Monsters! Monsters! (Metagaming) is Tunnels & Trolls in reverse: Players take the part of various monsters and evil creatures and get points for rape, pillage, and slaughter. It’s an irresistible idea that could be adapted readily to any FRP system.”

Ronald Pehr reviewed the roleplaying game was in The Space Gamer Number 34 (December, 1980) in ‘Capsule Reviews’. He said, “Necessarily and deliberately, there is a lot left to the referee’s imagination. More so than any other FRP game, if he doesn’t take charge the proceedings give way to meaningless slaughter. It is a constant challenge to provide a challenge to the monsters.” He was highly critical of the combat system, describing it as boring as it was fairly easy to determine who would win before any fight and suggested substituting a different system. He concluded by saying, “MONSTERS! MONSTERS! is a good game for beginners, or anyone who wants to be a troll, but experienced gamers who enjoy complex campaign games offering more than bloodlust won’t find what they want here.”
—oOo—

Monsters! Monsters! is innovative. It does make you think about fantasy roleplaying from the enemy’s perspective by casting you in a different role. However, it does not make you think too deeply—as similar and later roleplaying games would—since the roleplaying game is about the monsters’ revenge and everything to do with it. That and the lack morality does have the potential to shift the play of the game into a much darker place in terms of story and Player Monster actions. That shift may not necessarily happen, since Monsters! Monsters! does not possess scope for long term play, more likely a one shot, possibly a mini-campaign at best. Where that shift does happen, the place will vary from group to group and today, would definitely require a discussion as to where the place is and what acts that the Player Monsters might carry out are acceptable. This does not mean that the ideas in Monsters! Monsters! are invalid, but that they have been explored with more sensitivity in more recent roleplaying game designs. Nevertheless, Monsters! Monsters! got there first and upended our ideas about fantasy roleplaying.

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.

Friday, 20 November 2020

1965: Nuclear War

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—

Invented in 1965 by Doug Malewicki and published by Flying Buffalo, Inc. since 1972, the Nuclear War Card Game is a satirical game of Cold War brinkmanship, black propaganda, and mass destruction designed for between two and eight players. Designed for players with a sense of humour, aged thirteen and up, who each control a major nuclear power, it  can be played in roughly thirty to forty-five minutes. Whilst the aim of the Nuclear War Card Game is to win by defeating a player’s rivals—either by persuading their population to defect or bombing them back into the Stone Age, either way reducing their population to zero—a game can also end in a storm of retaliatory missile and bomber strikes that leaves everyone’s population dead and dying. In which case, everyone loses. If you think that this sounds M.AD., then that is Mutually Assured Destruction for you.

The Nuclear War Card Game consists of two decks of cards, eight player boards, a Nuclear Spinner Board, and a four-page rules leaflet. The two decks are the Population Deck and the much larger Nuclear War Deck. The Population contains cards representing between one and twenty-five million persons, whilst the Warhead Deck contains cards of various types. Warhead cards represent nuclear warheads ranging in size from ten to one hundred megatons, each indicating how many members of a population it will kill, ranging from two to twenty-five million. Delivery cards indicate the size of Warhead tonnage they can deliver to a target, raging from a single ten megaton warhead in a Polaris missile to a Saturn rocket capable of carrying a single one hundred megaton warhead, whilst a B-70 Bomber can carry multiple warheads up to a total of fifty megatons. Other cards include Anti-Missile cards which will bring down incoming missiles during an attack, whilst others are Top Secret or Propaganda cards. Top Secret cards can decrease an opponent’s or the current player’s population, force him or the current player to lose a turn. For example, ‘Your Cold War prestige soars due to being the first on the Moon’ causes five million of the enemy to join the current player’s country and ‘TEST BAN!’, which called by the President of the current player’s country forces him to miss a turn. Propaganda cards simply cause Population from a rival country to defect to the current player’s country.

Each of the Player Boards, illustrated with a photograph of a Titan missile launch station, is marked with six spaces—‘Face Up Card’, ‘1st Face Down Card’, ‘2nd Face Down Card’, two ‘Deterrent Force’ spaces, and ‘Population’. A player uses the ‘Face Up Card’ and ‘Face Down Card’ spaces to set up and bluff using his country’s nuclear arsenal; the ‘Deterrent Force’ space to establish a threat against anyone who might attack his country; and the ‘Population’ space to keep track of his Population cards. The infamous Nuclear Spinner Board is spun whenever a missile is launched or a bomb is dropped to give a random effect, such as ‘Explodes a Nuclear Stockpile! Triple the Yield’ to increase the number of Population killed or ‘Bomb Shelters Saves 2 Million’ which reduces the damage inflicted. The Nuclear Spinner Board also tables to get the same effects from rolling either two six-sided or two ten-sided dice as an alternative, or if the spinner is broken! Lastly, the rules sheet both explains the rules, answers various questions, and gives some suggestions as to tactics when playing the game.

Game set-up is simple. Each player receives a Player Board, a number of Population cards (the number determined by the number of players), and nine cards from the Nuclear War deck. On a round each player takes it in turn to play all the cards marked Secret or Top Secret in his hand, draw back up to nine cards, play any cards marked Secret or Top Secret in his hand so added, draw again, and so on until he no cards marked either Secret or Top Secret in his hands. The fun of these is a player using the text on the cards to build a story about his country, taking it through the Cold War to the point where Nuclear confrontation turns hot…

Then each player places two cards face down in the first two slots on his Player Board. They will be revealed in subsequent turns and in doing so, will reveal a player’s strategy. A player with weak warheads or inadequate means of delivery—bombers or missiles, or who does not immediately want to turn the Cold War hot, can play Propaganda cards to reduce a rival country’s population. A player who wants to go aggressive immediately can put down a delivery system—bomber or missile—followed by a warhead, which has to be launched at a rival country once the combination has been revealed. A player can also bluff, playing a warhead, but not a delivery system—and vice versa, instead playing a Propaganda card. In some instances, a player does not have a choice as to which option he chooses, it very much depends upon the cards in his hand.  Alternatively, a player can place Anti-Missile cards or even a combination of a warhead and a delivery system onto the Deterrent spaces of his board. These are placed face up rather than face down and serve as a warning against any other player who might be thinking of launching a nuclear strike at that country. The classic combination being a Saturn missile with a hundred megaton warhead ready to launch in retaliatory fashion against an enemy. 

Once a player has put two cards into the first two slots, and sets up his initial strategy, he draws a third from the Nuclear War deck and places a third card into the third slot on his Player Board. The last thing a player does is turn over and reveal the card in the first slot on his Player Board. This will reveal the initial suggestions as what his current strategy is. On subsequent turns, a player will draw a card first and then play the rest of the turn as per normal.

If a player reveals on subsequent turns that he has a delivery system loaded with a warhead—in the order of delivery system first, followed by the warhead, he is ready to launch a nuclear strike! He designates his chosen target, spins the spinner on the Nuclear Spinner Board and applies the results to the warhead’s detonation. If the warhead is successfully detonated, the targeted player loses the indicated number of casualties from his Population. Once a nuclear strike has been launched at another player, a State of War exists not between the attacker and defender—but between all players! This State of War continues until one player, whether the attacker, defender, or another player is eliminated. An eliminated player can retaliate by combining warhead and bomber or missile cards and target not just the player who struck at him, but any player! It is entirely possible for an eliminated player to eliminate a rival with a retaliatory strike, and that rival to eliminate a rival with a retaliatory strike, and so on. Basically in one giant M.AD. conflagration!

Peace then breaks out… until another player has a warhead ready to launch. Play continues with rounds of missile and warhead build-ups punctuated by deadly strikes. Of course, during the build-up phases, there is scope for further bluff, as well as negotiation, counter bluff, and intimidation. A game of the Nuclear War Card Game continues until one player is left standing (amidst the irradiated rubble) undefeated and still with a Population of at least a million. Alternatively, everybody might have been wiped out, in which case, everybody loses.

With simple rules and direct mechanics, the blast ’em, bomb them style of play of the Nuclear War Card Game is quick. Which means that once a player is eliminated, he should not have to wait too long before either the game finishes (with a winner or not) and a new one, quickly and easily set up to start play anew or a wholly different game chosen. In this way, the Nuclear War Card Game serves as a solid filler.

Physically, the Nuclear War Card Game does not share the production values as more contemporary titles. The card stock for both the Player Boards and the Nuclear Spinner Board is adequate enough though still feels slightly cheap. The cards for the game feel slightly thin, but apart from the Propaganda cards which are rather plain and lacking in flavour, all of the cards are brightly and engagingly illustrated. The rules sheet is simple and utilitarian, but like everything else in the game, does its job.

—oOo—

In 1984 Games Magazine called Nuclear War, “the quintessential beer and pretzels game” and put it on its  top 100 list. The game also won the Origins Hall of Fame Award as one of the best games of all time in 1998 and in 1999, Pyramid magazine named it as one of The Millennium's Best Card Games. Editor Scott Haring said “Back when people were well-and-truly scared of the possibility of nuclear vaporization (I guess today either the threat is lessened, or it's become old hat), Nuclear War dared to make fun the possibility of mankind's dreaded nightmare via a card game.”

Designer and publisher Steve Jackson reviewed the Nuclear War Card Game in Space Gamer Number 34 (December, 1980). He described it as, “...[N]o sense a serious simulation - and even as a game it is very, very simple. Other than that, the only drawback is that the "strategy" rules often lock you into a bad move a couple of turns ahead. Real life is like that - but this game isn't real life and shouldn't try to be.” before concluding that, “This is NOT an "introductory" wargame - it's not a wargame at all. It's a card game. Recommended for a quick social game or for when everyone is too sleepy to play anything complex.”

In Dragon Issue #200 (Vol. XVIII, No. 7, December 1993), Allen Varney included it in a list of ‘Famous & forgotten board games’, in his article, ‘Social Board Games’. He stated that, “It’s a sin for a multi-player design to throw out a player before the game is over, but in this venerable game, that’s the whole point.”, ultimately describing it as the “black-humored contemporary of Dr. Strangelove.” More recently in Scarred For Life Volume One: The 1970s (Lonely Water Books, 2017), authors Stephen Brotherstone and Dave Lawrence described the Nuclear War Card Game as “A card game about the unthinkable, featuring a Twister-style spinner containing results such as ‘RADIOACTIVE BETA RAYS KILL ANOTHER 5 MILLION’ and ‘ADDITIONAL 1 MILLION ARE ENGULFED IN THE FIREBALL’ might not seem like most people’s idea of a fun night in, but Nuclear War is a darkly comedic, even educational game. And it’s a brilliant one to boot.”

—oOo—

The Nuclear War Card Game is a game of nuclear brinkmanship, of nuclear standoffs and deterrence, one in which peace is always temporary and war always inevitable. Its subject matter—notoriously black, if not tasteless, in terms of its humour—combined with its mechanics (especially the retaliatory strike rule) make it the ultimate ‘take that’ game, often escalating into everyone having to ‘take that’ and suffer the consequences. The Nuclear War Card Game captures the foolishness and absurdity of the Cold War, pushing everyone to slam their fists on the big red button in the ultimate ‘screw you, screw everyone’ game—whether as first strike or in revenge.

—oOo—

With thanks to Steve Dempsey for locating Allen Varney’s ‘Social Board Games’ in Dragon Issue #200 and Jon Hancock for Steve Jackson’s review in Space Gamer Number 34.


Sunday, 3 January 2016

Designers & Dragons I

As the gaming hobby reaches middle age, its sense of nostalgia and reflection have not only driven it to look to the past to bring back old games in new editions, but also to take an interest in its own history. Although there have been books about the hobby, they have tended to be minor affairs such as The Fantasy Roleplaying Gamer's Bible; focused on particular aspects such as 40 Years of Gen Con and Hunters of Dragons; or academic works like First Person: New Media as Story, Performance, and Game. A complete history of the gaming hobby, that is, of the roleplaying gaming hobby, did not exist until 2011, when Mongoose Publishing released Designers & Dragons, a buff hardback that would win a Special Award at UK Games Expo and a Judges’ Spotlight Award ENnie in 2012. This single volume collected the ‘A Brief History of Game’ columns written by Shannon Appelcline that ran between 2006 and 2011 on RPG.net. Unfortunately, the book got a limited print run and it was published by Mongoose Publishing, so received neither the push nor the quality that such a book deserved.

Fortunately, a successful Kickstarter campaign and another publisher, Evil Hat Productions, LLC, best known for publishing Fate Core, has enabled the author to not only revisit those columns, but also to expand, revise, and update them. The result is Designers & Dragons: A History of the Roleplaying Game Industry series—not one single volume, but as of 2015, five volumes. The first four volumes each address a single decade of the history of the industry, in turn the seventies, the eighties, nineties, and the noughties, whilst the fifth, The Platinum Appendix is a collection of miscellaneous articles. It should be noted that this series covers only the English speaking market of the hobby, and although that this is where it stemmed from and the one that remains the largest, it ignores the various other language markets. This is not to say they are not important or that they do not have influence upon the industry—as will be seen in later volumes, but the history of the gaming industry in the French, German, Italian, Japanese, Spanish, Swedish, and other language markets will have to wait for a further volume or at least another history.

The first volume is Designers & Dragons: the ‘70s. Now that suggests that it deals with just the foundation of the hobby and the period between 1974 and 1979 when this is not really the case. It does indeed detail the industry’s beginnings and early development, but it really begins by laying the foundations of the industry in the hobbies of E. Gary Gygax and Dave Arneson beginning with their exposure to Avalon Hill’s Gettysburg wargame in 1958 and thus their interest games and the fantasy genre. Further, what it really does is tell the histories of the publishers that were founded in the 1970s right up to their closure, their bankruptcy, or indeed, their current status, rather than abruptly cutting off in 1979. Thus it gives us the histories of thirteen publishers, seven of which are no longer in business, two are a shadow of their former selves, and four are still in business. These histories are of TSR, Flying Buffalo, Games Workshop, GDW, Judges Guild, Metagaming Concepts, Fantasy Games Unlimited, Chaosium, Gamescience, Heritage Models, Grimoire Games, DayStar West Media, and Midkemia Press. Of these, the histories of Judges Guild, Metagaming, and TSR have been expanded since their appearance in the previous version of Dungeons & Designers, whilst those of DayStar West Media, Gamescience, Grimoire Games, Heritage Models, and Midkemia Press are new additions.

Designers & Dragons: the ‘70s is divided into four parts—‘Part One: Founding Days (1953—1974)’, ‘Part Two: The Floodgates Open (1975—1976)’, ‘Part Three: The First Wargaming Phase (1976—1977)’, and ‘Part Four: Universal Publishers (1978—1979)’. The first part is solely devoted to the history of TSR, comprising in total, a quarter of the book. This is understandable, since TSR both founded and dominated the hobby for three decades and more. Now, Jon Peterson’s Playing at the World explores this history in more detail, but since the remit of Designers & Dragons: the ‘70s is much wider, it is not quite as scholarly or as detailed. Now this is not to detract from the detailed historical overview that is Designers & Dragons: the ‘70s, as this is an immensely readable history. Rounding each of the company histories is set of pointers as to what to read next, further connections to the company's history, and what to read next in order to find out more about its luminaries. For example, the history of TSR suggests that the reader can simply read on to find out about the second RPG publisher, Flying Buffalo; or to find out about its first licensee, read the chapter on Judges Guild; read the chapter on Wizards of Coast to learn more about the later history of Dungeons & Dragons; and to see what E. Gary Gygax did next, read the chapters on New Infinities Productions, GDW, Hekaforge Productions, and Troll Lord Games in this and future volumes in the series. Of course these are hangover from the original presentation of this material as regular online columns accompanied by hyperlinks. As hyperlinks, these only work in the PDF versions of these volumes, but as pointers they are nevertheless useful.

Throughout each chapter, sidebars and lengthy boxed subsections—sometimes lasting several pages, explore particular aspects of a company’s history in detail. So for TSR, sidebars and subsections look at how much early RPGs cost, the history of the Greyhawk setting, the D&D Cartoon, Dungeons & Dragons computer games, and Dungeons & Dragons comics. Other sidebars explain both Steve Jacksons, Judges Guild’s The Wilderlands setting, details Different Worlds magazine, and more. In addition, mini-histories are given of minor publishers such as Wee Warriors and Little Soldier Games.  These are short pieces, but their inclusion is an indication of their influence upon the industry. For example, in the form of The Character Archaic and Palace of the Vampire Queen, Wee Warriors published the first commercially available character sheet and the first standalone adventure respectively.

Rounding out the first volume in the series are the appendices that give ‘10 Things You Might Not Know About Roleplaying in the ‘70s’, a bibliography, and a good index. Physically, the oxblood-covered Designers & Dragons: the ‘70s is well written, decently illustrated—though sadly in black and white—and decently organised. It does need an edit here and there, but these are minor issues. The index looks to be decent enough and supports the pointers are end of each write-up.

As a history, Designers & Dragons: the ‘70s is informative and knowledgeable, helped by the fact that the author can draw from a great many primary sources, that is, the many of those who were involved in the early days of the hobby. Unfortunately, the deaths of other significant figures mean that he has instead had to consult secondary sources. Nor is the history an exact one, but the author is open and honest where this is the case, whether due to conflicting stories or sources. This only points to the fragility of our hobby, the industry, and our collective memories—and thus the aim of Designers & Dragons, that is, to have a definitive record. Or at least as definitive a record as is possible.

Having been writing about games for over fifteen years and been collecting for much longer, my knowledge of the hobby is decent enough, but this does not mean that references—old or new—are not useful or unwelcome. For many years, Lawrence Schick’s Heroic Worlds has been a useful guide to RPGs and supplements published before the early nineties, whilst more recently, Hunters of Dragons proved a useful reference for Dungeons & Dragons. Now both of those books have been joined by the Designers & Dragons series. On a broad scale, my knowledge of the industry and its history is reasonable enough, but nevertheless, Designers & Dragons: the ‘70s builds on that knowledge, adding greatly to it, especially in its coverage of the new additions to this volume. So even the most informed of gamer—like myself—is likely to find something of interest in Designers & Dragons: the ‘70s, whilst anyone relatively new to the hobby will find it as definite a history of the industry during this period as there is, but whatever their level of knowledge, both will find Designers & Dragons: the ‘70s an informative and thoroughly engaging read.