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Showing posts with label 1978. Show all posts
Showing posts with label 1978. Show all posts

Friday, 8 December 2023

1978: Reaper: Fantasy Wargame Rules

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—

The origins of roleplaying, of course, lie in wargames and the development of both would weave back and forth between the two over the first decade or so of the history of the roleplaying game. They had begun, of course, with Chainmail out of which would come Dungeons & Dragons. In the United Kingdom, the interaction between the two would arguably culminate in the publication of the Warhammer: The Mass Combat Fantasy Roleplaying Game in 1983 by Games Workshop. This hybrid between the wargames rules and the roleplaying game would form the basis for the future of Games Workshop, and both a hobby and an industry in their own right. Its origins lie in Reaper: Fantasy Wargame Rules, which like Chainmail and Dungeons & Dragons, combined mediaeval warfare with the fantasy genre. Designed by Richard Halliwell and Rick Priestley, who would go on to design numerous games and supplements for Games Workshop, the first edition of
Reaper: Fantasy Wargame Rules was published by Tabletop Games in 1978 with a second edition that followed in 1981. It is the latter, second edition of the rules that is being reviewed here.

Reaper: Fantasy Wargame Rules are not mass combat rules, but a set of skirmish rules designed to handle thirty figures per side. There is no setting as such, but there are descriptions of a mini-pantheon of gods and army lists of goblins, Wood Elves, High Elves, Dragon men, and more. Notably, it is advised that battles be conducted with an umpire—or Game Master—present to not only handle results difficulties, but also set up plots, games, work out the abilities of the troops on each side, and arrange the terrain and any hidden features. This is optional, but as an option, it removes the involvement of the players from any battle until they arrive at the table and begin writing orders. What it suggests, especially with the inclusion of single hero and magic user figures, is that Reaper: Fantasy Wargame Rules could be used as ‘Braunstein’ style of wargame, although it is not explored in its pages. Really, the role of the single Hero figure is undertake great feats of martial prowess and the role of the single Magic User figure is to employ great spells, both on the battlefield.

Once a battle has been set up, play progresses in a manner similar to many other wargames rules. Players write their orders, and then from one round to the next, players take in turns to move their troops, missile fire is conducted, morale tests are conducted for troops who have suffered missile fire, mêlée engagements are fought, morale is tested again for any remaining troops who have been fighting, and the round ends. This is simple and straightforward, and will be recognised by most wargamers today.
Reaper: Fantasy Wargame Rules, though, wastes very little time in getting to the rules. Troops, of all types, are primarily classified by their Strength Value. This is where the rules—and we are only on page three—begin to get a bit fiddly. A figure has a Strength Value ranging between three and thirty, but this can go higher. Halflings have a Strength Value of three, Humans have six, Medium Giants have eighteen, and Large Giants have Thirty. Mythical creatures given stats in Reaper: Fantasy Wargame Rules include classics such as Wyverns, Centaurs, Harpies, and Gargoyles, whilst the inclusion of the Tree Men shows the influence of The Lord of the Rings and of Owl Bears the influence of Dungeons & Dragons. These are joined by sillier options like the incredibly lethal Fat Corgies—one of which could win a battle on its own, if you could find a suitable miniature, that is—and Stampeding Cattle. Of course, in the second edition of the rules there are a handful of suggested codes for various figures from the then fledgling Citadel Miniatures. The listed Strength Value though, is only a base. Armour increases Strength Value piece by piece, the value depending on the size of the wearer. It takes a bit of arithmetic to work what the final Strength Value is for a figure. The figure’s Ability Factor, ranging from -10% for peasant and slave troops to +1-% for household troops and guards, modifies this further. Morale Value ranges from ‘A’ for staunch household troops to ‘E’ for disgruntled or starving troops. Most troops are rated at ‘C’. A unit of troops can be ‘Drilled’, ‘Organised’, ‘Tribal’, or ‘Levy’, a categorisation which dictates the speed at which its troops can replace (or elect) a leader lost in combat. Every unit will have leader who can be targeted. The categorisation also helps determine whether a unit is routed, force to retire, or simply okay when it is forced to make a morale check, whether due to suffering high casualties, being attacked by a superior force or foe, or even a nearby allied unit suffering a loss of morale and breaking. Non-intelligent creatures suffer a panic test instead of a morale test.

Movement allows for Walk, Trot, and Run speeds, and flying too. Both mêlée and missile attacks have a base percentage chance of striking, varying by weapon type, and a Killing Power value according to the size of the wielder. Modified by range and size of the target, the final percentage chance of striking is multiplied by the number of figures in a unit. This results in a total equal to hundreds of percentile points. A single hit is scored for each full one hundred percent and then percentile dice are rolled for the remainder to see if another hit is scored. For example, a unit of ten peasant levy troops has a base chance of hitting with their billhooks of 35%. This is multiplied by ten to give a total of 350%, to give three guaranteed hits and a 50% chance of a fourth. To work out the effectiveness of an attack, the defendant’s Strength Value is divided by the attacker’s Killing Power. This is multiplied by the number of hits to determine the percentage chance of the defendant being killing. For example, a unit of ten peasant levy troops with a Killing Power of seven attacks a single, fully armoured knight with a Strength Value of sixteen. Dividing the Strength Value by the Killing Power and then multiplying it by the number of peasant levies (16/7×10) gives a 22% chance of them killing the knight. To quote the rules, “This may sound complex but it isn’t.” In fact, it actually is because of the way in which it is worded. Thankfully, two handy charts, Chart A for determining the percentage chance of hitting and Chart B for working out the percentage chance of hitting a killing blow, both handle all of this heavy lifting for the player or the Umpire.

As you would expect,
Reaper: Fantasy Wargame Rules provides rules for unit organisation, using bases, the observational awareness of units, and much more, but a third of the book is devoted to magic and spells. A Magic User is treated as a standard figure on the battlefield, but his use of magic adds a lot of extra detail. A Magic User is graded according to the type of spells he can cast, from ‘A’ to ‘Z’, with ‘A’ being the worst grade and ‘Z’ the best, so that he can be good at all spells, better at some, and worse at others. He also has a Constitution which indicates how many spells he can cast before he gets tired, sixteen or seventeen being the expected average. (It is suggested that this actually be rolled on three six-sided dice as in a roleplaying game.) The type and number of spells known by a Magic User is determined by the Campaign Organiser, otherwise known as the ‘Tin God’, by which of course, the writer means the Umpire. They are allotted randomly, but other methods are suggested to, though not in any great detail. If the rules are being used as a roleplaying game, only the one spell should be known to the novice Magic User, another nod to Dungeons & Dragons.

There are spells listed in
Reaper: Fantasy Wargame Rules, as well as some good examples, such as ‘Swords into flowers’, which turns any non-magical weapon within 10” into a bunch of flowers, the rules are not just a simple listing system of spells, but by design, a costing system. They allow for the creation of spells with specific battlefield effects. Each spell takes into account nineteen factors. These start with range, and then take into account whether the effect of the spell is to kill, is on an area or individual targets, creates an object, raise the dead, inflict general or specific destruction, movement, immobilise, transmute, mind control, change the senses, illusionary, shrink or enlarge, protect against ordinary weapons or magic, raise a magic barrier, and lastly, its length of time. Each factor that the design of the spell takes into account increases the Difficulty Points value of the spell. For example, a Mind Control spell with a range of 5-15” (1 DP), affects a single target (1 DP), and influences the minds of sapient creatures (3 DP), for two throw periods (2 DP), has a total Difficulty Point value of 7. To successfully cast the spell, the Magic User’s player cross references the Magic User’s Grade, either in the specific type of magic or in general magic, with the Difficulty Point value of the spell. This gives a percentage vale that the player must roll under to succeed. Casting a spell, whether successfully or unsuccessfully, will temporarily tire a Magic User, preventing him form casting a spell again for a few rounds as well as reducing his Constitution, again, also temporarily. The lower his Constitution, the more difficult it becomes for the Magic User to at first cast spells, then move, and even speak. If a Magic User’s Constitution falls to zero, he is dead.

Alongside the rules for spell design, there are rules for variable magic and then spell specialities, including charms, necromancy, summoning, and elementalism. There is a lot of fully worked out detail in both the rules and effects of these, including imnformation about the types of creatures and elementals summoned by the summoner and the elementalist, respectively. This is followed by a set of sixteen pre-designed spells that the Umpire can pull of the shelf quickly as part of his preparation. To support the summoner,
Reaper: Fantasy Wargame Rules includes a sample mini-pantheon and summoning circle of deities. The chief deity, Aarlum, sits in a circle of neutrality, but the two houses to his right, Ashra and Oona and Aleel are inclined towards law and good, whilst the two houses to his left, Calyn and Tanith, are inclined to chaos and evil. Only a true neutral summoner can summon Aarlum or his forces, and similarly, the summoner must be aligned with the other gods to summon their forces. When they are summoned, they will enter into a pact with the summoner for a number of rounds. Full details of their manifestations are given in each case. Lastly, a handful of magic items are briefly described.

The
Reaper: Fantasy Wargame Rules are rounded out with a set of five appendices. These in turn covers the use of buildings and the laying of sieges, setting things on fire and its effects, several army lists and assorted monsters, some play hints, and rules for wounds and kills as well as creating heroes. A Hero has a random Strength Value and Ability Factor, with a high Strength Value also increasing his Killing Power. In general, a Hero fights in hand-to-hand combat, but there is an option for a missile specialist too. The hints in the fourth appendix are really more a collection of random ideas, such as the anachronistic inclusion of  Science Fiction weapons, the use of the scenery to set the battlefield, converting miniatures, preparing games, and so on.

Physically, the
Reaper: Fantasy Wargame Rules are well presented. Much of it is also well written and the artwork, mostly hewing to a Swords & Sorcery style, is serviceable enough. As befitting that genre, there is some nudity, but it feels out of place in the book itself. However, there are points where the writing is unclear, such as in the way in which kills are worked out.

—oOo—
Ken Rolston reviewed the Reaper: Fantasy Wargame Rules in ‘Advanced hack-and-slash – Combat plays a big role in four fantasy games’ in Dragon #85 (May 1984) along with Warhammer: The Mass Combat Fantasy role-playing game. His evaluation was that, “Reaper is not a state-of-the-art fantasy wargame. The best thing that can be said about the vague and incomplete rules is that they are flexible and open to local customized variants. The real value will be for established fantasy miniatures gamers who already have satisfactory wargame rules (like Wargames Research Group’s War Game Rules, the standard rules for ancient, classical, and medieval historical miniatures warfare) but are looking for a good magic system. With the basic principles of Reaper’s magic system and a lot of work, the spells and magic items of a local campaign can be worked into large-scale fantasy engagements. At $8, Reaper’s price is a value for the experienced fantasy miniatures gamer. For a beginner unfamiliar with miniatures wargaming, it will not be a good introduction to the hobby; Warhammer would be far preferable.
—oOo—

The
Reaper: Fantasy Wargame Rules are over forty years old, but they could be brought to the table and a battle fought with them and it would provide an exciting game experience. It might not be as slick or as smooth as more modern designs, but the rules do work as intended. Whilst not necessarily complex in play, they are complex in terms of set-up, in designing units with the determination of the Strength Value of each figure and in the designing of individual spells. Nor is there any real advice on setting up a battle or specifically for the Umpire, on designing one. Yet the complexity—which has been eased between the two editions of the rules—has its benefits. The determination of the Strength Value means that a figure can be accurately represented on the battlefield according to the armour worn and the weapon wielded. Similarly, the spell design system allows the creation of individual spells to both great effect and variation, and this system really is the highlight of the Reaper: Fantasy Wargame Rules. The system was highly innovative at the time and were it to have been incorporated into a roleplaying game it would have been recognised as a great piece of design. There are hints that the Reaper: Fantasy Wargame Rules could handle roleplaying, though more likely on the battlefield in a ‘Braunstein’ style rather in the traditional fantasy roleplaying style of dungeon delving. This though, is an aspect that the rules do not explore.

The
Reaper: Fantasy Wargame Rules combine classic fantasy with both complexity and choice. The magic rules and spell design system stand out and could have been a supplement all of their very own. As the precursor to the Warhammer: The Mass Combat Fantasy Roleplaying Game of 1983, the Reaper: Fantasy Wargame Rules foreshadow what was to come, but remain a playable and demanding—especially in terms of set-up—set of rules.

Saturday, 20 August 2022

1978: Star Trek: Adventure Gaming in the Final Frontier

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—

It is often forgotten that Star Trek: The Role Playing Game, published by FASA in 1982 was not the first Star Trek roleplaying game. It is often forgotten that Call of Cthulhu, published by Chaosium, Inc. in 1981 was not the first licensed roleplaying game. The very first licensed roleplaying game and the very first roleplaying based on Star Trek was 
Star Trek: Adventure Gaming in the Final Frontier, published Heritage Models, Inc. by in 1978. It was best known for its miniatures and besides manufacturing fantasy miniatures for Dungeons & Dragons, it also produced miniatures for the rulesets it published, including both John Carter, Warlord of Mars: Adventure Gaming Handbook and Star Trek: Adventure Gaming in the Final Frontier. In the late seventies, it was a major company in the growing hobby market, rivalling TSR, Inc., but by the beginning of the eighties, it was out of business.

Being published in 1978, means that 
Star Trek: Adventure Gaming in the Final Frontier is based upon just the two sources—the original Star Trek series from the sixties and Star Trek: The Animated Series. Consequently, this includes the inclusion of the Kzinti from the Star Trek: The Animated Series episode, ‘The Slaver Weapon’, which would mark the first inclusion of the Kzinti in a roleplaying game a full six years before the publication of The Ringworld Roleplaying Game by Chaosium, Inc. However, the roleplaying and play in Star Trek: Adventure Gaming in the Final Frontier is limited to landing missions, and there are no rules for starships or space travel whatsoever. The style of play emphasises exploration and especially combat, essentially ‘dungeon crawl’ or ‘sandbox’ style adventures or missions across planetary surfaces or inside alien structures, all played out over a hex grid. Despite this, the designer admonishes potential players that, “Combat should be the last resort of an officer of the Federation…” Even so, the majority of the rules are devoted to combat and if truth be told, Star Trek: Adventure Gaming in the Final Frontier is still more miniatures combat game than roleplaying game with rules primarily designed to necessitate the use, and of course, purchase of miniatures, all available from Heritage Models, Inc.

Play in 
Star Trek: Adventure Gaming in the Final Frontier primarily revolves around the Star Trek personalities, at least initially. Numerous members of the bridge crew and other crew aboard the Enterprise are listed, as well as numerous ‘villains’ such as the Klingon, Captain Koloth, and Sub-Commander Tal of the Romulan Star Empire. Just the basic stats though. There is no background given for any one of these personalities, let alone the Star Trek setting itself, so in coming to play or run Star Trek: Adventure Gaming in the Final Frontier, both player and Mission Master—the roleplaying game’s term for the Game Master—need to know the stetting and the characters. On the plus side, Star Trek is so baked into the cultural zeitgeist—and was in 1978—that anyone coming to Star Trek: Adventure Gaming in the Final Frontier should have more than a passing similarity to both, if not the nuances.

Star Trek: Adventure Gaming in the Final Frontier is divided into the Basic Game and the Advanced Game. The Basic Game covers the basics of Personalities, the basics of the rules and combat, and a Basic Game scenario. The Advanced Game includes its own scenario, rules for character creation, expanded combat rules, familiar Star Trek life forms and their creation, expanded equipment, guidelines for creating scenarios, and notes for the Mission Master. So, in the Basic Game, the players take the roles of the Personalities from original Star Trek series from the sixties and Star Trek: The Animated Series, the Bridge Crew and other members of the Crew. A Personality in Star Trek: Adventure Gaming in the Final Frontier is simply defined by his six abilities, all of which are self-explanatory bar one. That is Constitution, which works as a Personality’s Hit Points.

Captain James T. Kirk
Strength 13 Dexterity 14 Luck 15
Mentality 14 Charisma 16 Luck 13
Command
Phaser II
Communicator

Class 2 Hand-to-Hand
Plus 2 to Initiation
Plus 5 in Hand-to-Hand

Mechanically, 
Star Trek: Adventure Gaming in the Final Frontier uses the rules from Space Patrol, published by Gamescience in 1977. If a player wants his Personality to undertake an action, he rolls three six-sided dice and if rolls under the appropriate ability, his Personality succeeds. Luck is used as a general saving throw. Combat takes place over Turns of a minute long, divided into Action Phases of two to five seconds long. Each Action Phase consists of four steps—Decision, Initiation, Execution, and Record-Keeping. Of these, Initiation is actually initiative, which is done in descending order of Dexterity. Decision is when the players decide what their Personalities do, and Execution is when their Personalities do their actions. This includes a full move, half move and attack, attack, reload, or stand up or lie down. Hand-to-Hand combat is handled through opposed rolls of a single six-sided die plus modifiers. Hand-to-Hand and modifiers above twelve and below nine for Strength and Dexterity for the attacker, and Hand-to-Hand and modifiers above twelve and below nine for Luck for the defender. In Ranged Combat, the attacker and the defender again one die each. For the attacker, the player cross-references his Personality’s Dexterity with the range and roll under the result. If hit, the defending Personality’s player applies modifiers above twelve and below nine for Luck and the resulting number subtracted from the damage, the end result deducted from the defender’s Constitution. This can reduce the damage to nothing, but weapons can also stun. Creatures do not have the same abilities as the Personalities and characters, but just a simple Ability Rating.

The Basic Game also includes rules for basic equipment and even includes an example of play. The scenario in the Basic Game is ‘The Shuttlecraft Crash’. Essentially, this is a rerun of the classic episode, ‘The Galileo Seven’ in which the Personalities have crash-landed their shuttle and must search the area for dilithium deposits in the face of attacks by large, spear-wielding humanoids and other natural hazards. Strangely, the Advanced Game begins with the second scenario in 
Star Trek: Adventure Gaming in the Final Frontier rather than the advanced rules. ‘The Slaver Ruins’ is partially based on ‘The Slaver Weapon’ episode of Star Trek: The Animated Series and sees the Player Characters investigate some ruins and try and stop the ancient technology hidden there from falling into Kzinti hands. Although both scenarios have strong exploratory elements, neither is really a roleplaying scenario by today’s standards since they consist of objectives for the Player Characters to achieve within a limited space and possess little in the way of story or plot development.

The Advanced Game introduces character creation. The default species for Player Characters is Human, but the list of ‘Familiar Star Trek Life Forms’ includes various playable species, such as Andorians, Caitians, and Vulcans alongside Tribbles, Horta, and Sehlats. Abilities are rolled on three six-sided dice and Player Characters have a one percent chance of possessing a single Psionic ability. Psionic ability rolls use the Mentality ability. In addition, a Player Character also has the Size and Movement abilities, the former modified by a roll of a twenty-sided die, the latter by the Player Character’s Strength and items carried. Besides the ‘Familiar Star Trek Life Forms’ lists there are rules for creating creatures as well as a greatly expanded list of equipment. In terms of characters, there are no rules for skills or progression or rank, so no sense of progression in the roleplaying game, at least mechanically.

Unsurprisingly, the Advanced Game also expands the rules for combat. So, Initiation is now a die roll modified by Dexterity and weapons now include an Initiation modifier. Weapons now take into account rate of fire, rounds, reload time, and so on. There are rules too for armour and shielding, from chainmail and kite shield all the way up to energy and kinetic shields and the Klingon armour vest. Grenades include the effects of Phaser weapons on overload as well as high explosive, sonic, and photon types.

Whilst the introduction to both Star Trek and roleplaying in 
Star Trek: Adventure Gaming in the Final Frontier can be best described as rudimentary, the advice for the Mission Master in terms of creating her own scenarios and notes is surprisingly good, amounting to roughly three pages between them. The Mission Master is advised to give her creatures motivations—such as the Horta protecting her young—and several scenarios are discussed, such as interstellar police and space salvage. There is even the suggestion that the players roleplay Klingons or Romulans instead! The notes cover both how to take inspiration from the source material and how not to, warns the Mission Master to be a fair arbiter and designer of scenarios, and lastly warns that if the Mission Master fails as a script writer, then just like Star Trek itself, her game will get cancelled!

Physically, it is difficult to judge 
Star Trek: Adventure Gaming in the Final Frontier, since what is being reviewed is a facsimile rather than an original copy of the game. On that basis, it is surprising to see that it has an index, but there are no illustrations and the two maps, one for each scenario, are serviceable rather than attractive. However, on that basis, Star Trek: Adventure Gaming in the Final Frontier very much needs an edit, because otherwise, no one will look at Commander Spack quite the same way ever again (though this turns out to be the result of poor OCR for the original document which this facsimile is based on). The writing in general is concise and easy to understand for anyone coming to the hobby for the first time.

Another surprise is that the facsimile of 
Star Trek: Adventure Gaming in the Final Frontier includes two extra articles, both of which are reprinted from Different Worlds magazine and are the only coverage that the roleplaying game received. ‘Kirk On Karit 2’ (Different Worlds Issue 4, August 1979) by Emmet F. Milestone is primarily a play report of a scenario that he wrote and ran at DunDraCon IV, but it includes an overview of the game plus rules for romantic entanglements, which of course, plays a big part in James T. Kirk’s activities, as well as other Personalities in the series. Of more use is ‘Star Trek – Beyond the Final Frontier’ (Different Worlds Issue 18, January 1982), as it expands the rules and arguably rounds them out. Paul Montgomery Crabaugh’s article covers rolling for Player Character species, provides a Rank and Experience Point table as well as discussing Rank within the game, and adds rules for skills and shipboard assignments, including starship type and department. Lastly there are basic rules for creating planets and their populations and level of technology, as well as guidelines for travel at Warp speed. These are well thought out and greatly flesh out Star Trek: Adventure Gaming in the Final Frontier, making it much more of a roleplaying game than the miniatures combat with roleplaying elements it was published as. However, Paul Montgomery Crabaugh’s greatly needed article came four years too late. FASA would published its highly regarded Star Trek: The Role Playing Game that same year as Crabaugh’s article and it would include just about everything that article did. Plus of course, it had photographs from the series and more importantly, rules for starship combat.

Star Trek: Adventure Gaming in the Final Frontier dates from the early days of the hobby when its ties from wargaming had yet to be truly cut. Thus, this is far more of a wargame than a true roleplaying game, although there are rudimentary roleplaying elements present. The emphasis on combat also means that 
Star Trek: Adventure Gaming in the Final Frontier is a poor Star Trek game, although in the hands of a good Mission Master and players knowledgeable of the source material, that could very much change. By modern standards, Star Trek: Adventure Gaming in the Final Frontier is not a good, licensed roleplaying game, not really satisfying the interest of the average Star Trek fan, and neither is it a good roleplaying game. Yet it is not truly terrible, nor is it unplayable, even today. If someone was to run this at a convention as a wargame, complete with miniatures and terrain, it would be accepted as a slice of nostalgia. As a roleplaying game, it be less likely to be accepted as something that was playable. Then again, even in 1978, it is likely that Star Trek: Adventure Gaming in the Final Frontier would have been regarded as no more than a serviceable game. Of course, we have since been spoiled with numerous and better Star Trek roleplaying games since 1978, but Star Trek: Adventure Gaming in the Final Frontier deserves at least to be remembered as the first Star Trek roleplaying game and the first licensed roleplaying game.

Saturday, 27 June 2020

1978: G3 Hall of the Fire Giant King

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—and so on, as the anniversaries come up. 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—

Over the years, Dungeons & Dragons has returned again and again to face its tallest foe—the giants! Most recently Wizards of the Coast pitted adventurers against them in 2016’s Storm King’s Thunder, the sixth campaign for Dungeons & Dragons, Fifth Edition, but their first appearance was in a trilogy of scenarios which began with G1 Steading of the Hill Giant Chief and continued with G2 Glacial Rift of the Frost Giant Jarl, before concluding with G3 Hall of the Fire Giant King. The three would subsequently be collected as G1-2-3 Against the Giants, which itself would form the first three parts of the campaign that would be collected in 1986 as GDQ1–7 Queen of the Spiders. In 1999, these three modules would be reprinted as part of the Dungeons & Dragons Silver Anniversary Collector’s Edition boxed set and more properly revisited in Against the Giants: The Liberation of Geoff. It would be followed in 2009 by Revenge of the Giants, the first ‘mega-adventure’ for Dungeons & Dragons, Fourth Edition, and then of course, in 2016 with Wizards of the Coast’s Storm King’s Thunder. For anyone interested in reading or running the series for themselves, G1-3 Against the Giants is available as a surprisingly inexpensive reprint.

Much of this history as well as critical response to both the individual dungeons and the collected G1-2-3 Against the Giants is detailed on Wikipedia. This is worth taking the time to read, so Reviews from R’lyeh recommends doing so before returning to this series of reviews. The ‘Giants Review’ series began with G1 Steading of the Hill Giant Chief, continued with G2 Glacial Rift of the Frost Giant Jarl, and brings the original trilogy to a close with G3 Hall of the Fire Giant King.

G3 Hall of the Fire Giant King is a direct sequel to G1 Steading of the Hill Giant Chief and G2 Glacial Rift of the Frost Giant Jarl. In G1 Steading of the Hill Giant Chief, the Player Characters were directed to investigate the recent attacks upon the lands of the humans—nominally in the World of Greyhawk—by attacks by giants of various types. Against this unheard of occurrence the rulers of these lands hired the Player Characters to deal a lesson to the Hill Giants. In the course of the adventure, the party carried out a strike—and ‘strike’ is the right term—on the Hill Giant steading, because G1 Steading of the Hill Giant Chief is nothing more than a commando raid upon a ‘military’ base. As well as discovering the presence of other giants at a feast held in their honour, what the Player Characters also discover is the scenario’s singular link to G2 Glacial Rift of the Frost Giant Jarl. It is both figuratively and actually a link, capable of transporting the party to the Glacial Rift of said second scenario. At the end of G2 Glacial Rift of the Frost Giant Jarl, the players characters find a similar link which gets them to Muspelheim, in front of the great obsidian valve-like doors of King Snurre’s halls which make up G3 Hall of the Fire Giant King.

From the outset, G3 Hall of the Fire Giant King is very different in terms of tone and presentation. The scenario is longer—at sixteen pages, double the length of G1 Steading of the Hill Giant Chief and G2 Glacial Rift of the Frost Giant Jarl—and presents three levels rather than two. It is also wrapped in a triple-gatefold cover than the double one of the previous two scenarios. Where G2 Glacial Rift of the Frost Giant Jarl was fog and ice over bare rock, G3 Hall of the Fire Giant King consists of a three hundred foot tall, smoking slag heap, its halls and rooms of black and brown worked rock, its special rooms of obsidian and black marble, all lit with torches, braziers, jets of natural gas, and even pools of molten lava. The inhabitants, predominately the Fire Giants, are warier and cannier, better reacting to intruders—more so if the player characters make multiple sorties into the halls. Notably though, unlike in the first parts of the trilogy where the big bosses are placed at the end of the scenario, the likelihood is that the player characters will encounter Snurre, the black-armoured, orange tusked and bewhiskered, bandy-legged, and ugly King of the Fire Giants, along with his bodyguards, very early on in the dungeon. They are literally found in the dungeon’s third room and a careful party could get inside and deal a mighty blow to the Fire Giants and their mysterious backers before anyone can react by killing King Snurre. That though, still leaves his even uglier and wartier wife, Frupy, and a lot of angry Fire Giants. On the other hand, the Fire Giants will react quickly to any intruders and the adventurers could find themselves forced to retreat very quickly. As with G1 Steading of the Hill Giant Chief and G2 Glacial Rift of the Frost Giant Jarl, a handy bolthole is described at the beginning of the scenario should the player characters decide they need to beat a hasty retreat.

With what is essentially the ‘reception room’ upfront, the areas beyond are given over to communal and private quarters, barracks, storage, guest chambers, and the like. Amongst the more mundane locations, E. Gary Gygax gets to write some interesting set pieces. These include the eerie Hall of Dead Kings—the crypts of the Fire Giant Kings, a smithy heated by molten lava, a torture chamber, and the Temple of the Eye—actually in use as opposed to the strange temple all but abandoned below the Steading of the Hill Giant Chief—where the Drow conduct ceremonies to some unnamed elder god. Some of these encounters veer between incredibly deadly to deadly and silly, though are horrifically weird. The fact that the King’s Torturer can throw a player character into an iron maiden and slam the door shut—killing them instantly, and the Royal Headsman can lop of heads and limbs aplenty with little recourse from the player characters point to just how deadly the adventure is. The silly is the fact that G3 Hall of the Fire Giant King repeats the error of G2 Glacial Rift of the Frost Giant Jarl by shoving a very large and ancient Red Dragon atop a huge mound of coins and other treasures into a tiny cavern. This is compounded by the addition of an illusion of a Red Dragon in the adjacent, much larger cavern. It goes against the whole sense of naturalism which permeates the rest of the scenario.

The weird includes the Temple of the Eye and its priests’ quarters. The temple is all unease and a sense of foreboding, swirling lights, purple stone, rusty black mineral block altar, and malachite pillars, where the player characters’ meddling is likely to either kill them, send mad, enrage them, age them, and so on, or under the right—potentially terrible—circumstances grant them just what they need. The quarters of the Drow priests is protected by a Wall of Tentacles, a horrid spell which will reach out with tentacles and beaks to bite, abrade, and constrict those forbidden to pass through it.

The last and third level is entirely different. Rather than worked or polished stone, it consists of natural caverns and is populated by a range of monsters more suited to the environment—Ropers, Piercers, Lurkers, and the like—although in a relatively small area. However, it is currently occupied by a number of visiting forces. These include the Drow, divided between forces divided between Eclavdra and Nedylene, the latter and her forces not only stuck out of the way, but hemmed in by a group of Mind Flayers, also monitoring Drow activities near the service. Beyond the third level itself, a tunnel leads off into the depths...

Then there are the Drow themselves—the existence of which is the big reveal in G3 Hall of the Fire Giant King. Famously, this is their first appearance in Advanced Dungeons & Dragons, and the end of the module includes their full write up as if they had been included in the Monster Manual. This feared, even infamous, Race of Dark Elves has continued to feature in Dungeons & Dragons ever since, but here they remain mysterious and intriguing. The contingent in and below the Hall of the Fire Giant King is led by the warrior-priestess Eclavdra, many of them wielding a new magic item, Rod of Tentacles.

In terms of plot, G3 Hall of the Fire Giant King is rather hit and miss. There are links to the wider plot in the correspondence found in the Council Room, including instructions given to King Snurre by the mysterious ‘Eclavdra’ about bring together various other species, including Ogres, Orge-Magi, Cloud Giants, and other in readiness to attack the lands of civilised Humans, Dwarves, Elves, and so on. In these scrolls is the first mention of the ‘Drow’, the allies of—or rather the power directing the Giants. Perhaps one of the best links to the wider plot is that rooms in the Halls of the Fire Giant King are potentially put aside for the Frost Giant Jarl and his wife and Chief Nosnra and his wife—that is, if they survived the events of G1 Steading of the Hill Giant Chief and G2 Glacial Rift of the Frost Giant Jarl respectively. Its inclusion not only points to the wider involvement of the Hill Giants and the Frost Giants, it points to the effect that the player characters have had on the ongoing campaign. In other words, that both Hill Giant Nosnra and the Frost Giant Jarl and their respective wives are there because of the player characters. Another really nice touch is that Queen Frupy actually has a Potion of Giant Control for using on her husband, Snurre!

Yet in other places, plot within the scenario is either sorely underdeveloped or overused. Not once, not twice, but four times NPCs in the scenario are subject to ‘Curse your inevitable betrayal’ plot lines. There is Ombi, the Dwarf who was once Snurre’s slave, but is now his advisor; there are three Rakshasas—who even King Snurre distrusts, but who the player characters we are told, are sure to see as “…trusted friends and associates”; a Human female Thief, who will help out before running off with any loot she can—including that stolen from the player characters; and Boldo, King Snurre’s former lieutenant who will do anything to get back in his majesty’s good books despite having been locked up for his lack of deference. All four will eventually betray the player characters should they be prepared to befriend them, though the Dungeon Master will need to determine exactly who the Rakshasas look like and what they want as no advice is given to that end. Similarly, the Titan NPC who will ally with the player characters—and the only potential ally who not actually betray them—is left up to the Dungeon Master to develop in terms of personality and motivations.

However, what this does means is that there are much stronger roleplaying elements in G3 Hall of the Fire Giant King than there are in the first two part parts of the trilogy. Most of this will be with the various traitorous NPCs already mentioned, of whom Obmi is the most notable given that he would appear again in E. Gary Gygax’s work on the World of Greyhawk as the ‘Hammer of Iuz’ and as a villain in Gygax’s Gord the Rogue novels. Then there is the obvious rivalry between Eclavdra, the envoy to the surface world from below, and Nedylene, the Drow sent to check up on her. Neither NPC is really developed and again, this is left up to the Dungeon Master to handle.

In terms of the overall plot, G3 Hall of the Fire Giant King both delivers and disappoints. Yes, there is the big reveal about the power behind the hostile activities of the giants on the surface world—the Drow, and there is no denying the impact of that. However, no information is given beyond this, and again, another tunnel or exit leads off to the next part of the campaign, which at this point feels like it should be complete with the publication and play through of G3 Hall of the Fire Giant King. The next part is, of course, D1 Descent into the Depths of the Earth and so it is actually far from being complete.

G3 Hall of the Fire Giant King is rewarding in terms of the treasure that the player characters will be able to carry away from its halls and caverns. In comparison to their lesser brethren in the earlier modules, the Fire Giants are rich. Most carry gems about their person, but both King Snurre and Queen Frupy have much, much more. Some of this though, is locked up in vaults and even then, hidden. Often the player characters will find it challenging to uncover it, whilst getting it back to the civilised presents a whole other set of problems...

For all that G3 Hall of the Fire Giant King describes the Fire Giants as being tough opponents, and able to cleverly react to the intrusion by the player characters, the advice on how they react is underwritten. With the Throne Room and both the quarters of King Snurre and Queen Frupy so close to the entrance of the hall, there is the possibility that either or both of them are killed early on in the player characters’ sorties into the Fire Giant lair. What happens then? How do the survivors react? Given that the purpose of the scenario for the player characters is as the module states, “…to slay fire giants and all who associate with them.”, why is there so little advice to help the Dungeon Master here? Now of course, this is an ‘Old School’ module and yes, that means that the Dungeon Master is left to decide these things for herself, and whilst that is intentional, it leaves the Dungeon Master with a lot of variables to work through when preparing the adventure.

Physically, G3 Hall of the Fire Giant King is again a slim booklet, but sixteen pages rather than eight. Again, the booklet is cramped, but E. Gary Gygax again packs in a lot of detail, especially in the descriptions of Queen Frupy, of King Snurre’s vaults, Ombi and his quarters, the Temple of the Eye, and so on. The maps are generally clear and benefit from being across three levels rather than two. Unfortunately, the artwork is mostly terrible. In fact, the best piece of artwork is Dave Trampier’s profile portrait of King Snurre himself.

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G3 Hall of the Fire Giant King was published at a time when there were few magazines in which they could be reviewed. In many cases, G3 Hall of the Fire Giant King would be reviewed when it was published in the collected G1-2-3 Against the Giants in 1981. For example, this is the version that Anders Swenson reviewed in Different Worlds Issue 20 (March 1982). He wrote of G3 Hall of the Fire Giant King that, “The fire giants live in a well-constructed dungeon complex inside a volcanic mountain. This is simply a tough nut for the adventurers - the giants are in a place constructed for defense where they can repel a sortie with secondary positions, impromptu barricades, and ambushes. The designer expects this to be a running battle.”

White Dwarf was the exception and managed to review the trilogy of G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, and G3 Hall of the Fire Giant King together in Open Box in White Dwarf Issue No. 9. However, this did not mean that they were reviewing independently of each other, the late Don Turnbull concluding, “In summary, there are three D&D scenarios which have been very carefully planned in considerable detail, both individually and collectively; they have been presented in exemplary fashion and are fit to grace the collection of the most discerning. They require skill in play (which is right) but also require a party of high-level characters, and my one regret is that they were not aimed at parties more likely to be readily available to players (though, in fairness, you can't expect a weak party to take on gangs of Giants). No DM should be without them, for even if he never gets a chance to run them, they are a source of much excellent design advice.”

However, G3 Hall of the Fire Giant King was reviewed separately in Space Gamer Number 44 (October, 1981) by Kurt Butterfield. He wrote that, “The scenario is well thought out and nicely detailed. DMs will find some intriguing special instructions given for deviously playing several of the intelligent inhabitants of the dungeon. There’s also some useful and interesting information on the Drow (dark elves).” before continuing, “This is definitely not ab easy dungeon, and since the monsters are quite strong and numerous, players will often be hard put to survive. Many of the monsters could be left out and this would still have been a challenging adventure.” He concluded by writing, “I advise all DMs who are looking for an exciting, worthwhile adventure for their players to pick this one up. You won’t be disappointed.”
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G3 Hall of the Fire Giant King brings the ‘G’ series of adventures to a big, challenging finale—if not necessarily a conclusion. In comparison to G2 Glacial Rift of the Frost Giant Jarl, it is undeniably a better dungeon. Perhaps not quite as atmospheric, but better and more interesting in terms of individual locations, plotting, and roleplaying potential. Unfortunately, neither the plotting nor the roleplaying potential is as developed as it should be, that is, sufficiently enough to be helpful to the Dungeon Master, and ultimately, enough to explain the reasons for what is going on between the Drow and the Fire Giants. There is though a sense of scale and grandeur to G3 Hall of the Fire Giant King, the enemies and big and tough, the halls are tall and eerie, and there is a sense of mystery to the place in uncovering just what is going on (as much as the module explains everything). Unlike G2 Glacial Rift of the Frost Giant Jarl, the dungeon in G3 Hall of the Fire Giant King does not feel as static, but much of what is going on is confined to individual locations rather than the whole complex and perhaps in as organised a place as the Hall of the Fire Giant King, the module could have done with a schedule of events to give some idea of what its various inhabitants are doing and when. Again, this something that is left up to the Dungeon Master to decide.

G3 Hall of the Fire Giant King is a big, bruising, even brutal dungeon crawl. It will take clever gameplay and tactics upon the part of the players and their characters to survive, but just like G2 Glacial Rift of the Frost Giant Jarl before it, G3 Hall of the Fire Giant King needs a lot of input from the Dungeon Master to bring out the best of its details.

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It should be noted that Wizards of the Coast collected and published G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, and G3 Hall of the Fire Giant King as part of Tales from the Yawning Portal for Dungeons & Dragons, Fifth Edition. It is a pity that Goodman Games would not have a chance to revisit, develop, and update the series as it did for B1 In Search of the Unknown and B2 Keep on the Borderlands with Original Adventures Reincarnated #1: Into the Borderlands. Certainly there is some archival material in the early issues of Dragon magazine, such as the examination of these modules as tournament adventures in Dragon 19. In the meantime, the next review in the series will be of Against the Giants: The Liberation of Geoff.

Sunday, 14 June 2020

1978: G2 Glacial Rift of the Frost Giant Jarl

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—and so on, as the anniversaries come up. 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.

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Over the years, Dungeons & Dragons has returned again and again to face its tallest foe—the giants! Most recently Wizards of the Coast pitted adventurers against them in 2016’s Storm King’s Thunder, the sixth campaign for Dungeons & Dragons, Fifth Edition, but their first appearance was in a trilogy of scenarios which began with G1 Steading of the Hill Giant Chief and continued with G2 Glacial Rift of the Frost Giant Jarl and G3 Hall of the Fire Giant King. The three would subsequently be collected as G1-2-3 Against the Giants, which itself would form the first three parts of the campaign that would be collected in 1986 as GDQ1–7 Queen of the Spiders. In 1999, these three modules would be reprinted as part of the Dungeons & Dragons Silver Anniversary Collector’s Edition boxed set and more properly revisited in Against the Giants: The Liberation of Geoff. It would be followed in 2009 by Revenge of the Giants, the first ‘mega-adventure’ for Dungeons & Dragons, Fourth Edition, and then of course, in 2016 with Wizards of the Coast’s Storm King’s Thunder. For anyone interested in reading or running the series for themselves, G1-3 Against the Giants is available as a surprisingly inexpensive reprint.

Much of this history as well as critical response to both the individual dungeons and the collected G1-2-3 Against the Giants is detailed on Wikipedia. This is worth taking the time to read, so Reviews from R’lyeh recommends doing so before returning to this series of reviews. The ‘Giants Review’ series began with G1 Steading of the Hill Giant Chief and continues with G2 Glacial Rift of the Frost Giant Jarl.

G2 Glacial Rift of the Frost Giant Jarl is a direct sequel to G1 Steading of the Hill Giant Chief. In G1 Steading of the Hill Giant Chief, the Player Characters were directed to investigate the recent attacks upon the  lands of the humans—nominally in the World of Greyhawk—by attacks by giants of various types. Against this unheard of occurrence the rulers of these lands hired the Player Characters to deal a lesson to the Hill Giants. In the course of the adventure, the party carried out a strike—and ‘strike’ is the right term—on the Hill Giant steading, because G1 Steading of the Hill Giant Chief is nothing more than a commando raid upon a ‘military’ base. As well as discovering the presence of other giants at a feast held in their honour, what the Player Characters also discover is the scenario’s singular link to G2 Glacial Rift of the Frost Giant Jarl. It is both figuratively and actually a link, capable of transporting the party to the Glacial Rift of said second scenario. It is at this point that G2 Glacial Rift of the Frost Giant Jarl begins.

Whether they have arrived via the device found at the end of G1 Steading of the Hill Giant Chief or via a map if coming to the adventure separate from the campaign, they find themselves standing at a rift which descends into a glacier. Beyond lies what is almost a mini-world of its own, an arctic, icy-fog-bound cavern round which an icy ledge runs off of which are openings after openings to smaller caverns. Of course, these caverns—nearly all of them ‘ice’ caverns—are still large, many of them either the workplace or quarters of, well, Frost Giants. So the Player Characters will encounter ice cavern after ice cave, seemingly many of them full of Frost Giants ready to grab rocks and lumps of ice and throw them at the intruding Player Characters. These are not the only occupants of the cavern complex. The Frost Giants are being visited by Hill Giants, Stone Giants, and Fire Giants as well as Ogre Magi. They also have a variety of servants, such as Ogres and Yetis, whilst in the lower level, there is a large, ancient White Dragon and his mate, which infamously is kept behind a boulder blocking a ten-foot wide tunnel! This is the ‘Glacial Rift of the Frost Giant Jarl’, home to a tribe of Frost Giants, who like Hill Giants, have been conducting raids upon the lands of the Humans.

The ‘Glacial Rift of the Frost Giant Jarl’ consists of just two levels, just like the Steading of the Hill Giant chief before it. The first level is funnel-like, initially directing the progress of the Player Characters down one side of the enormous central cavern and into the caverns and caves leading off, and perhaps into the depths of the cavern below. Eventually the Player Characters will be funneled into the second, lower level beyond the first. This is more linear in nature, taking the Player Characters into the quarters of tribe’s nobility as well as those of ‘Grugnur’, the Frost Giant Jarl himself—plus his “lady”, Grugni. Here the Player Characters will also encounter many of Jarl’s guests, mostly giants of other species, their presence building on the hints suggested at the banquet in the fortress of Hill Giant chief in G1 Steading of the Hill Giant Chief to suggest a wider conspiracy. As with G1 Steading of the Hill Giant Chief, the Player Characters by the end of G2 Glacial Rift of the Frost Giant Jarl will find clues and links that will point them towards or get them to King Snurre’s hall, as detailed in G3 Hall of the Fire Giant King.

G2 Glacial Rift of the Frost Giant Jarl packs a lot of information and play into its eight pages—well, six pages really given that the equivalent of one page is devoted to a single illustration. Yet there is very much a sense of it being a second album, the difficult middle part of a trilogy, brilliant in parts, but for the most part, imperfect. On the plus side, there is a sense of scale and grandeur to the glacial rift. Not only is the glacial rift up a mountain, but is itself cavernous, with an enormous central cave off which high passages and caves lead, marking it all home to the all-too tall Frost Giants and others. There is also a rich atmosphere to the scenario, both meteorologically and tonally. Ice and snow is everywhere, light being chillingly cast through fog and snow, reflecting the light from the Player Characters’ torches, lanterns, and magic in a shimmering glow. Constant wind blows throughout, threatening to whip the Player Characters from the icy ledges and preventing them from using spells like Fly and Levitate. There is always an exploratory aspect to dungeon delving, but in G2 Glacial Rift of the Frost Giant Jarl this is made Himalayan or Antarctic in nature, making the scenario a test of the Player Characters’ physical endurance as much a test of their logistical use of magic and spells.

In terms of tone, the scenario is written with the sense of Gygaxian naturalism as G1 Steading of the Hill Giant Chief—all of the monsters fit the environment (even the Remorhaz, which although capable of producing heat, is actually a Polar Worm) and the caves are rich with small details that add flavour and verisimilitude to the environment. Cave larders full of dead bodies hung as frozen food, great carvings worked into cavern walls depicting great battles, and the wealth of detail describing the richness of Grugnur’s quarters. There are also interesting treasures for the Player Characters to find, such as a +2 Giant Slayer bastard sword, a Ring of Wishes, and a Box of Holding. Curiously, the +2 Giant Slayer sword is given an Alignment, by default, Lawful Good, but lacks the Intelligence and Ego that such special swords would have in Advanced Dungeons & Dragons, First Edition. The difference being explained by the fact that G2 Glacial Rift of the Frost Giant Jarl, like G1 Steading of the Hill Giant Chief and G3 Hall of the Fire Giant King before and after it, were written during the earliest days of the development of Advanced Dungeons & Dragons, First Edition. The Ring of Wishes of course, gives the Player Characters an incredibly powerful magical item, whilst the Box of Holding seems overly presented, a trick box whose operation is given in precise details.

However, G2 Glacial Rift of the Frost Giant Jarl is not without its problems. These stem, just as with G1 Steading of the Hill Giant Chief, from its age and it being originally designed as a tournament adventure run at a convention. In this case, as part of the Origins Tournament in 1978. This explains its brevity and its emphasis on combat. Whilst there is a much greater exploratory aspect to the play through of G2 Glacial Rift of the Frost Giant Jarl than there is to G1 Steading of the Hill Giant Chief, the two share a similar lack of roleplaying opportunities for either the Dungeon Master or her players. These consist of a Storm Giantess who might enter an alliance with the Player Characters and four Human captives currently held ready for Frost Giant cooking pot. None of these NPCs are detailed and it is left up to the Dungeon Master to develop them herself, though any of the Humans could be developed into potential replacement Player Characters.

Another issue is the power level of the scenario. This is shown in the potency of the magical items to be found in the scenario, such as the Ring of Wishes and the +2 Giant Slayer bastard sword. It is also shown in the toughness of the opponents that the Player Characters will face—the numerous Frost Giants, their allies, and their ‘pets’, the White Dragons. It is recommended that the minimum Level of the Player Characters should be Sixth or Seventh, but ideally the optimum party should consist of nine characters who should average Ninth Level and be equipped with several magic items each. Even with Player Characters of such lofty Levels, there is a high chance that they will wander into the wrong section and get caught between two or more groups of the Frost Giants on guard and driven back under a hail of thrown rocks and chunks of ice. That said, the scenario does provide a safe point, a cave outside of the Glacial Rift to which the Player Characters can retreat and heal, rest up, and regain their spells. Of course, if the Player Characters are forced to retreat, the Frost Giants will undoubtedly be on their guard, even more prepared to withstand further invaders.

Of course, one stand-up fight after one stand-up is not necessarily how a playthrough of G2 Glacial Rift of the Frost Giant Jarl will proceed. The Player Characters might work their way in so far, strike or be rebuffed, then retreat to the cave refuge outside of the Glacial Rift, and then reenter to attack again and again, until such times as they have made their way to its end. Alternatively, a particularly stealthy and careful party of Player Characters could actually make its way as far as the dungeon’s second level before encountering any meaningful opposition. 

Physically, G2 Glacial Rift of the Frost Giant Jarl is a slim booklet, just eight pages with the loose card cover on the inside of which are the maps of the Jarl’s holdings. The booklet is cramped, but E. Gary Gygax again packs in a lot of detail. There are just a few illustrations and they do vary in quality. The maps though, are done in a light blue on white, so they do not leap out as being very clear or easy to read. However, the layout and the presentation of individual encounters is often, Gygax often focusing on elements which interest him rather than are of immediate use to the Game Master running the module. Of course, G2 Glacial Rift of the Frost Giant Jarl was one of the first adventure modules to be published and forty years on, the standard of information presentation and handling has much improved.

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G2 Glacial Rift of the Frost Giant Jarl was published at a time when there were few magazines in which they could be reviewed. In many cases, G2 Glacial Rift of the Frost Giant Jarl would be reviewed when it was published in the collected G1-2-3 Against the Giants in 1981. For example, this is the version that Anders Swenson reviewed in Different Worlds Issue 20 (March 1982). He wrote, “First of all, the standards for adventure length have expanded considerably, so that a single product now contains the material previously considered adequate for three booklets. The text has problems which the later books have avoided - the individual have no consistent format, and important monsters can be literally lost in the middle of a paragraph between descriptions of loot and room contents. As noted, the flaw of making the scale of the maps much too small is made again by the publisher, along with the bad habit of letting the lower levels degenerate into a random monster mix.” He concluded though, “However, this series of adventures has many strong points which outweigh the flaws noted above. First is the theme of a plot which must be followed step by step back to its source. Second is the attempt at a realistic treatment of the giants' living places - except for the problems I have already mentioned, the plans for the various giant forts are realistic and reasonable. Finally, the text is well-written and pleasing to read.”

White Dwarf was the exception and managed to review the trilogy of G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, and G3 Hall of the Fire Giant King together in Open Box in White Dwarf Issue No. 9. However, this did not mean that they were reviewing independently of each other, the late Don Turnbull concluding, “In summary, there are three D&D scenarios which have been very carefully planned in considerable detail, both individually and collectively; they have been presented in exemplary fashion and are fit to grace the collection of the most discerning. They require skill in play (which is right) but also require a party of high-level characters, and my one regret is that they were not aimed at parties more likely to be readily available to players (though, in fairness, you can't expect a weak party to take on gangs of Giants). No DM should be without them, for even if he never gets a chance to run them, they are a source of much excellent design advice.”

—oOo—

Thematically, G2 Glacial Rift of the Frost Giant Jarl is the fitting next step in the Giants trilogy, but it feels too much like the connecting scenario between G1 Steading of the Hill Giant Chief and G3 Hall of the Fire Giant King. Whilst there is a fantastic atmosphere to G2 Glacial Rift of the Frost Giant Jarl, its play emphasises combat over either roleplaying or plot. Indeed, there is very little plot to the scenario—it amounts to ‘start at the entrance and make your way to the exit’—and there are very few clues for the Player Characters to find and learn more about the greater conspiracy, about whomever is actually directing the Giants’ attacks on the lands of the Humans. Another issue  is that despite the naturalism of the design to G2 Glacial Rift of the Frost Giant Jarl, it feels static, for unlike G1 Steading of the Hill Giant Chief where there was a feast going on, there is nothing happening like that in G2 Glacial Rift of the Frost Giant Jarl.

Lastly G2 Glacial Rift of the Frost Giant Jarl is a dungeon crawl and a challenging one. However, it needs greater input upon the part of the Dungeon Master to be made more interesting than it really is. 

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It should be noted that Wizards of the Coast collected and published G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, and G3 Hall of the Fire Giant King as part of Tales from the Yawning Portal for Dungeons & Dragons, Fifth Edition. It is a pity that Goodman Games would not have a chance to revisit, develop, and update the series as it did for B1 In Search of the Unknown and B2 Keep on the Borderlands with Original Adventures Reincarnated #1: Into the Borderlands. Certainly there is some archival material in the early issues of Dragon magazine, such as the examination of these modules as tournament adventures in Dragon 19. In the meantime, the next review in the series will be of G3 Hall of the Fire Giant King.

Saturday, 6 July 2019

1978: John Carter: Warlord of Mars – Adventure Gaming Handbook

For over a century, fans of Science Fiction and planetary romance have been thrilling to the adventures of John Carter, American Civil War veteran and prospector on the alternate Mars known as Barsoom as he won himself a place as a warlord—or Jeddak—and won the hand of a Martian princess, Dejah Thoris of Helium, as well as delving into the mysteries of the dying planet. This is a world at war, between the city states of the Red Martians, each of which stands guard against attacks by the barbarous, four-armed Green Martians, whose great tribes fight amongst themselves. It is also a world of mysteries, much of it dating back into Barsoom’s long past and ancient civilisations. The eleven books in the series, penned by Edgar Rice Burroughs and starting with A Princess of Mars, have long had an influence upon gaming, most notably its inclusion in E. Gary Gygax’s ‘Appendix N’ of the Dungeon Master’s Guide for Advanced Dungeons & Dragons, but also upon roleplaying games set on Mars such as Game Designer’s Workshop’s Space 1889, Adamant Entertainment’s MARS: The Roleplaying Game of Planetary Romance, and Onyx Path Publishing’s Cavaliers of Mars. Plus of course, it serves as the direct inspiration for Modiphius Entertainment’s John Carter of Mars - The Roleplaying Game, the recent roleplaying game to be based directly on Edgar Rice Burroughs’ stories. It was though, not the first.

The influence of A Princess of Mars on E. Gary Gygax cannot only be seen in its inclusion in the famous ‘Appendix N’, but also five years earlier with TSR, Inc.’s The Warfare of Barsoom in Miniature, Rules for individual and large-scale land and aerial conflict, co-written with Brian Blume. This though, was an unlicensed game, and as much as the book has become a collector’s piece, it was always an unofficial set of rules and it would be another publisher who released the first set of official rules for gaming on Barsoom. Two years later, in 1976, Grenadier Models, Inc. also released a line of ‘John Carter Warlord Of Mars’ miniatures, but they too were unlicensed. It would be Heritage Models, Inc. in 1978 which published the actual first, official gaming product based on the John Carter of Mars series of books. A year later, SPI (Simulations Publications, Inc.) would publish its highly regarded John Carter: Warlord of Mars board game.

Now better known for publishing Star Trek: Adventure Gaming in the Final Frontier, the first Star Trek roleplaying game—also in 1978, and later the fantasy roleplaying game, Swordbearer, in 1982, Heritage Models, Inc. was primarily a publisher of wargames and miniatures. Indeed, it would also release a line of miniatures to support not the one new set of rules, but two. One was the Barsoomian Battle Manual: Wargame Rules For Edgar Rice Burroughs’ Classic Science-Fiction Series, which provided rules for mass combat on Barsoom and aerial combat between the flyers used on the planet by all nations. The other was the John Carter, Warlord of Mars: Adventure Gaming Handbook.

The John Carter, Warlord of Mars: Adventure Gaming Handbook offers ‘Miniature Man-to-Man Adventure Gaming’ stating that, “Here is action with a single man or small group of men pitting their abilities, skills, and courage against other men or fearsome Beasts in settings from dank, poorly lighted underground dungeons to the swirling, desperate hand-to-hand battle raging on the deck of the flyer a thousand feet above the ground. The clash of naked steel. . .the test of manhood and courage. . .this is the essence of a life on Barsoom!” Certainly this sums up life on Barsoom for its brave men and women, the planet being filled with dread creatures like the Great White Apes, the Apts, and the Banths, let alone attacks by the barbarous Green Men, whilst the dungeons mentioned are the little known mazes of tunnels and rooms beneath the planet’s many cities—inhabited and abandoned—built long ago by the ancients. It also provides help with ‘Painting and Organizing Your Miniatures’. What you have here then is not a roleplaying game per se, but more of a set of wargames rules with rules for single figure or character action, whether that is combat, exploration, or roleplaying. In this, it echoes roleplaying’s first steps with the original Dungeons & Dragons from 1974.

The sixty-four page John Carter, Warlord of Mars: Adventure Gaming Handbook begins though with a guide to the inhabitants and creatures of Barsoom. In turn, the Red Men, First Born, Therns, Yellow Men. Assassins, Green Men, and more are described in detail, as are many of the planet’s dangerous wildlife. The descriptions vary wildly in length and depth, for example, the Red Men and Green Men of Mars have three and four pages devoted to them, whereas the Yellow Men and Toonolian Marsupials barely two paragraphs each. This though, reflects their prominence in Edgar Rice Burroughs’ stories rather than lack of diligence upon the part of the author. What is noticeable about each of the entries is that they are all prefaced by listing describing their appearance. So for the Red Men this includes the colour of their skin, hair, and clothing, their boots and harnesses (from which they hang their awards and medals), and what weapons they carry. These details are not just included for colour, but serve as the painting guide for each of the different races and creatures upon Barsoom. Along with a guide to the Barsoomian environment, weapons of Barsoom, flyers—the main form of transport on the planet, and its cities, this all takes up roughly half of the John Carter, Warlord of Mars: Adventure Gaming Handbook.

Characters in the John Carter, Warlord of Mars: Adventure Gaming Handbook are defined by seven attributes: Swordsmanship (Attack and Defense), Strength, Finesse, Luck, Accuracy, Constitution, Morale, and Quickness. Swordsmanship is rolled on three six-sided dice—both Attack and Defense, as Constitution, but everything else is rolled on two six-sided dice. Modifiers from Strength, Finesse, and Luck adjust a character’s Swordsmanship values. There is little acknowledgement of race in the process except for adjustment of the Accuracy value for Red Men and Green Men. Indeed, selecting a race is not actually part of the process. 

Parthlan of Manatos
Swordsmanship: Attack 20/Defense 20
Strength: 9 (+2)
Finesse: 9 (+2)
Luck: 9 (+2)
Accuracy: 7
Constitution: 14
Morale: 10
Quickness: 6 (-1)

In terms of rules, the John Carter, Warlord of Mars: Adventure Gaming Handbook does not provide a skills system or a resolution mechanic, instead focusing on combat. This includes movement with a surprisingly high chance of tripping over and the use of a Combat Results Table to determine attacks. This requires Swordsmanship ratings to be compared, the values modified by the combatants’ stance, position when attacking, wounds suffered, and so on, the difference determining which column is rolled on using just two six-sided dice. If successful, this generates a modifier which is added to the result of two ten-sided dice (or percentage dice as the John Carter, Warlord of Mars: Adventure Gaming Handbook puts it) and the outcome determines how many Wound Points and what type of wound is inflicted. If Wounds are inflicted, then the defender rolls on the Swoon Chart to see if he is incapacitated, the chance determined by how many Wounds he has lost.
For example, Parthlan of Manatos is aboard a flyer which has been successfully boarded by pirates. So far he has cut down several pirates, but as the battle on the deck swirls around him, the lead pirate raider steps forth and singles him out. Fighting stalls as this duel plays out. The raider leader has a Swordsmanship of 16, so comparing that to Parthlan’s Swordsmanship gives him a difference of +4 and rolling a 9 on that column on the Critical Results Table gives a modifier of +1. A roll of 6 and 6 plus the modifier for a total of 13 and the raid leader has suffered a moderate wound to the head and five Wounds.
The raid leader has a Constitution of 13 and so can suffer 13 Wounds before definitely being knocked unconscious and potentially dying. So far, he has suffered 5 wounds, or 38% of his Constitution. The Judge rolls a ten-sided die and the result of 2 indicates that the raid leader is stunned and at a -1 penalty to attack and defence on the next turn. This means that the raid leader is at a disadvantage when it comes to his attack and may need to be more aggressive to counter the effects of the wound he has suffered. Either that, or retreat…
Some tactical options are provided, such as stance—Attack, Defence, Normal or Web of Steel—and position when attacking, enabling combatants to counter better opponents or the effects of wounds. Missile combat uses similar mechanics, as does mounted combat, the latter allowing for loss of control of the notoriously surly Thoats in combat, whilst the rules for flyer allow for simple aerial engagements but still focussing upon the characters.

The objective in John Carter, Warlord of Mars: Adventure Gaming Handbook for the player characters is two-fold. One is to get better, primarily by accruing Adventure Points which can be spent to improve a character’s attributes. The other is to achieve status. This is done by achieving military rank, rising from nothing up to Jeddak’s Chamber Guard, by achieving social status as a prince, and then by further adventuring, by improving his appearance with jewels and medals, and so, he can accrue ‘Princess Points’. The aim here is to make a good impression, but the random events when meeting her, such as dancing with her and repeatedly stepping on her foot, singing her a sweet love song, staring and drooling at her, belching loudly, or getting to dance with her repeatedly, will temporarily modify a character’s total Princess Points. Then of course, a roll is made on the ‘Princess Response’ table, the results ranging from “Who are you, have we met before?” to the eye-opening “MY PRINCE, FIREWORKS, THE BIG TIME, HUBBA HUBBA!!”.

By modern standards, these mechanics are both clumsy and misogynist. Yet they are both a product of their time—after all, the John Carter, Warlord of Mars: Adventure Gaming Handbook was published forty years ago, and based on a source of its time, A Princess of Mars having been published sixty years earlier. So romancing, even wooing a princess would be perfectly in keeping with the planetary romance genre of the books. Yet just as in the four decades since the publication of the John Carter, Warlord of Mars: Adventure Gaming Handbook, sensibilities towards the genre and how it should be approached have changed, so has game design, with roleplaying games like Chaosium, Inc.’s King Arthur Pendragon handling both the male and female roles within its genre with subtlety and consideration. Here the approach feels immature, at least in some of the writing.

For the Judge—as the John Carter, Warlord of Mars: Adventure Gaming Handbook terms the Game Master—there is advice on the types of scenario which can be run, such as protecting a cultivated area, going on a Banth hunt, or looking for an assassin in Jeddak’s palace, but there is an emphasis on interacting with the Princess. Whether that is rescuing the Princess from the villain who has kidnapped her, rescuing the Princess from Green Men who have captured her, rescuing the Princess from the villain who has kidnapped her and plans to marry her, and— None of which should be seen as the Princess’ fault, but of course, it is up to the player characters to rush after her in order to rescue her. So that she can get kidnapped again. Then rescued again. Then kidnapped again. Then wooed. Kidnapped and rescued again. Wooed again, and so on, until her fair, red hand is won. Which will still not prevent her from being kidnapped and needing rescuing again.

One option not covered in all of this is playing men of Earth. Now stats are given for the eponymous character of the John Carter, Warlord of Mars: Adventure Gaming Handbook—John Carter, but is here presented as the only NPC in the book. He is also invincible in that he cannot be killed. Nevertheless, no means are provided for playing characters from Earth, and really, there is all but no advice on playing any of the different races in this game.

Physically, the John Carter, Warlord of Mars: Adventure Gaming Handbook is a book of two halves. The first half, the source material and the painting guide is reasonably written and in general a good guide to Barsoom. The second half is a muddle, the rules written with little, if any clarity, and little in the way of proper organisation. The need to flip back and forth to access both rules and tables can only hamper play. Beyond the book’s vibrant colour cover, the John Carter, Warlord of Mars: Adventure Gaming Handbook is completely unillustrated.

At the time of its publication, John J. Nutter reviewed the John Carter, Warlord of Mars: Adventure Gaming Handbook in ‘Barsoomian Options: System Additions & A Review of John Carter, Warlord of Mars’ in The Space Gamer No. 24 (September-October, 1979), stating that, “Mr. Matheny has built a sound combat system and role-playing game which captures much of the flavor of the novels.” Hindsight was less kind though, Lawrence Schick in his Heroic Worlds: A History and Guide to Role-Playing Games (Prometheus Books, 1991) describing the rules as “poorly organized”, adding that “Players unfamiliar with the concepts of role-playing games would probably be unable to use them”.

By the standards of the day, the John Carter, Warlord of Mars: Adventure Gaming Handbook was unsophisticated, one note, and clumsy. Today, it feels too grounded in its wargaming roots and undeveloped even in comparison to the Dungeons & Dragons of 1974 with the constant focus on rescuing the princess never less than jarring. Ultimately, the John Carter, Warlord of Mars: Adventure Gaming Handbook is a gaming curio, an attempt to create a hybrid between roleplaying and wargaming, but one that fails to succeed at either.