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Showing posts with label 1980. Show all posts
Showing posts with label 1980. Show all posts

Saturday, 16 December 2023

1983: Warhammer: The Mass Combat Fantasy role-playing game

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—

Warhammer: The Mass Combat Fantasy role-playing game
was published by Games Workshop in 1983. The spiritual successor to the earlier Reaper: Fantasy Wargame Rules, but produced for a larger audience that by then the game would have through Games Workshop’s magazine, White Dwarf and through the popularity of the miniatures being produced by the publisher and Games Workshop’s partner company, Citadel Miniatures. Of course, it would prove to be a success and more. It would go on to spawn multiple editions, innumerable spin-off games, multiple editions of an actual roleplaying game, and as an intellectual property have novels and computer games developed from it. On this foundation,
Warhammer: The Mass Combat Fantasy role-playing game has in forty years turned Games Workshop into a multimillion-pound, London Stock Exchange-listed company that has dominated the wargames hobby and industry.

Warhammer: The Mass Combat Fantasy role-playing game consists of a box containing three books and a set of errata, which in subsequent printings would be inserted into the centre of the first book as a separate appendix. The three volumes are Vol 1: Tabletop Battles, Vol 2: Magic, and Vol 3: Characters. All three are done in black and white and illustrated by Tony Ackland. The game is designed to be played fielding regiments of figures ranging in size between five and fifty figures, though it does not say this about halfway through Vol 1: Tabletop Battles and then individual figures when the roleplaying aspect comes into play via Vol 3: Characters. Vol 1: Tabletop Battles is the longest of the three and presents the rules for mass combat on the battlefield. There is little in the way of an introduction before the basics of the game are being explained, beginning with an explanation of dice notation and the game’s turn sequence. During his turn, a player has a Movement Phase, a Shooting Phase (for all players with forces with missile weapons), a Combat Phase, a Second Movement Phase for any troops that did not fight, a Magic Phase when spells are cast and their effects implemented, and a Rout Phase when routed and pursuing troops. Movement is in inches and is determined by troop type and type of mount, and accounts difficult ground, obstacles, charging, counter charging, and so on. Psychology plays a role in unit interactions, whether that is hatred of another race, or fear, terror, or a state of frenzy. For example, as is traditional, Goblins hate Dwarves, so will always attempt to attack them and fear Elves, so need to overcome that fear to face them. Some creatures, such Ogres, suffer from Stupidity, and can forget what they are doing on the battlefield.

Units themselves have ratings for their Move, Weapon Skill, Bow Skill, (Attack) Strength, Toughness, Wounds, Initiative, and Attacks. These typically range between one and six, although some can go much higher, for example, both Weapon Skill Bow Skill range between one and ten, and can be numbers or letters. For example, Attack Strength ranges from one and Weak to six and Irresistible, whilst Toughness ranges from A for Halflings and Lesser Goblins to F for Dragons and other very large creatures. In general, once combat is engaged, whether missile or mêlée combat, the attacker rolls a handful of six-sided dice—
Warhammer: The Mass Combat Fantasy role-playing game needs a lot of six-sided dice, but does not actually say this until, again, halfway through Vol 1: Tabletop Battles—and attempts to roll as high as possible. This is modified by factors such as cover and range and is done on a figure-per-figure basis, so the game really does need a lot of lot of six-sided dice in addition to the other polyhedral dice. Rolling to hit is only the first step, as for each successful hit, a second roll is made against the Toughness of the target, using the Attack Strength of the missile weapon when shooting and the Attack Strength of the figure in mêlée combat, to see whether a wound or an automatic kill is registered—in some cases some combatants only have a single Wound and will die anyway, others have multiple Wounds and take multiple hits to kill. Finally, for each successful wound or kill result, the defendant rolls more dice to make a Saving Throw against each one. The Saving Throw is based on the armour worn and its type.

And that, fundamentally, is it to the core rules of
Warhammer: The Mass Combat Fantasy role-playing game. There are rules for weapons differentiation and monsters and advanced rules for things such as critical hits, follow on combat, and so on. The Appendix (or errata) runs to eight pages and adds further advanced rules like return fire and fighting defensively, throws in a few ideas like siege craft and even Warp Frenzy and Warp Spasm. The Appendix also serves as a reference sheet for the game’s core tables.

The second half of Vol 1: Tabletop Battles gives advice on both tabletop battles and fighting in dungeons, the latter intended for underground battles such as between Goblins and Dwarves through tunnels and caverns. There are rules too for flying creatures and then Vol 1: Tabletop Battles gives an introductory battle, ‘The Ziggurat of Doom’. Here, a band of six noble and heroic Dwarves led by Thorgrim Branedimm, who is armed with Foebane, an ancient and magical Warhammer. Chased by a band of Goblins, the Dwarves take refuge atop a ziggurat standing in the clearing in the jungle. They have time to collect a few rocks to throw down on the Goblins, but this is a desperate stand against wave after wave of the Goblins. The Goblin player scores points for killing the Dwarves, whilst the Dwarf player receives points for simply surviving. Variation in the Goblin type—Goblins, Red Goblins, Night Goblins, or even Hobgoblins—allow for some replicability, as does swapping sides. The remainder of Vol 1: Tabletop Battles consists of Creature Lists, including men and humanoid monsters, numerous monsters such as the Jabberwok, and numerous werecreatures and types of undead.

Vol 2: Magic defines wizards, their use of magic on the battlefield, and spells. Wizards have a Mastery Level, ranging from one and Novice/Initiate to four and Magician/Mage. Their Constitution determines how much magic a Wizard can cast before he is exhausted. Life Energy is lost whenever a spell is cast, but is a long-term factor for roleplaying campaigns rather than battlefield encounters. All Wizards possess an innate magical sense and lob fireballs back and forth between each other in Wizard duels. When casting a new spell or a spell of a higher Mastery Level, it possible for the spellcasting to be fumbled. The creation of Wizards for the battlefield is random, but is combined with the rules for character creation in Vol. 3: Characters.

A spell is described in terms of Time to Prepare, Talismans, Spell Level, Energy cost, Time to Rest, and Remarks. Time to Prepare is the number of active player movement phases a Wizard must remain stationary in order to ready the spell, Talismans or magical devices required to cast, the Spell Level is the Spell Mastery required to cast a spell, the Energy Cost is deducted from both Constitution and Life Energy, and where Constitution is recovered, Life Energy is not. Time to Rest is the number of active player movement phases the Wizard must spend inactive—but can defend himself—before preparing another spell. The combination of the Time to Prepare and Time to Rest, then, prevents a Wizard from wandering around the battlefield like a mobile field gun, blasting away at all and sundry. Vol 2: Magic then includes a full list of spells. This spell list feels proscribed with none of the flexibility or complexity of the earlier Reaper: Fantasy Wargame Rules, but there is a good range of spells given here. The rules also cover Necromancy, magic specialisation, and a list of richly detailed enchanted objects.

Vol. 3: Characters covers the roleplaying aspect of
Warhammer: The Mass Combat Fantasy role-playing game. Surprisingly, there is a longer introduction to this book than there is to the whole game in Vol 1: Tabletop Battles. A Player Character looks like this, and two things are apparent from the format. First, the Player Character is incredibly fragile with just the single Wound, and second, this does actually look very similar to what a Player Character from Warhammer Fantasy Roleplay looks like. Of course, this should be no surprise, given that the roleplaying game is derived from these rules. The result is also highly random so that a Player Character could end being a brilliant archer who is also a Pharmacist and a Transvestite—which really is listed under the skills!—or a Prince who is a Fisherman and a Miner!

Name: Holger Muller
Social Status: Freeman
Race: Human
Age: 18
Sex: Male
Intelligence: 5
Cool: 8
Will Power: 8
Leadership: 1

Attacks: 1
Wounds: 1
Initiative: 4
Weaponskill: 3
Bowskill: 1
Strength: 2
Toughness: B
Move: 4”

Armour: mail shirt
Weapons: Sword and boat hook
Skills: Ship’s Mate, Pickpocket

A Player Character can advance for doing things like defeating enemies, surviving adventures, defeating Wizards, and acquiring gold. As a Player Character acquires more Experience Points, he can advance certain attributes and when he passes certain thresholds, he choose to advance any of the ones previously selected. A Wizard Player Character can learn more spells and eventually increase his Mastery Level. Vol. 3: Characters suggests possible Alignments—Good, Neutral, Evil, Avarice, and Hunger—for both Player Characters and NPCs and monsters, and it also provides a means to alleviate the fragility of the Player Character, or at least avoid the possibility of certain death. Thus, if a Player Character is killed or looses all of his Wounds, the player can then instead roll for an injury, which can something that the Player Character can recover from, such as a concussion, or be permanent, like a severe wound to the arm that prevents him from using the arm. There is still the chance of death even so, and if not, the Player Character will be out of action for a number of turns and must recover for several weeks. Nevertheless, until a Player Character acquires a total of five hundred Experience Points, he is going to wander around with a single Wound, hoping that he is going to be lucky enough to survive… If a Player Character does die, then replacing him is a matter of a few random rolls, yet how many more times does a character have to die before his player gets annoyed with the game?

Vol. 3: Characters also suggests a few adventure ideas, gives a price list for arms, armour, weapons, and other goods, lists employment that a Player Character might undertake to earn a living, and gives a set of encounter tables. Rounding out Vol. 3: Characters, though, is a full scenario, ‘The Redwake River Valley’. The Player Characters are employed to find out why the town of Ath Cliath has lost contact with the settlements to the north and the envoys they sent previously. Essentially, this a broadly detailed sandbox in which the Player Characters will discover Goblins on the march and settlements being attacked and sacked, and may be in time in defend one or more, and perhaps find an ally or two and learn what is going on. It feels very inspired by The Lord of the Rings and especially The Two Towers and it is serviceable enough, though not a great adventure, you could have fun playing it. Of course, there are notes on what miniatures to order from Citadel Miniatures to be able to run the scenario.

The roleplaying game presented in Vol. 3: Characters and thus
Warhammer: The Mass Combat Fantasy role-playing game is perfunctory at best, underwritten at worst. There is no real guidance on the play of this aspect of the game, there is no means of handling tasks that a roleplaying game normally would—even in 1983, there is no way of handling the interaction between NPCs and the Player Characters, and the character options are extremely limited. The player has a choice of a Fighting Man who is likely to die very quickly and a Wizard who has to stand still for lengthy periods of time to cast magic and is also to die very quickly. No objectives for the Player Characters are discussed and the idea that a player might want to bring his character onto the battlefield looks absurd given their frail nature.

There is the genesis of the Old World and Chaos in
Warhammer: The Mass Combat Fantasy role-playing game, but you have to look between the cracks to find it, such as Warp Frenzy and Warp Spasm. There are some oddities too, like the Night Elves and the Red Goblins, which either have their name changed or be excised for later editions. It shows too in the attributes used for monsters, soldiery, and Player Characters, which will change slightly for later editions of the game and for the roleplaying game. The fact that the figures on the battlefield and the characters in the roleplaying aspect of the game share the same attribute is to be applauded, but the fragility of the Player Characters is not. They are not designed to survive the world that Warhammer: The Mass Combat Fantasy role-playing game suggests and definitely not the battlefield. If a Player Character does, it will be primarily due to luck and not anything that the player will have done. Of course, Warhammer: The Mass Combat Fantasy role-playing game is precursor to the grim and perilous world of Warhammer Fantasy Roleplay, but even that gave the Player Character some resilience where Warhammer: The Mass Combat Fantasy role-playing game does not.

Physically,
Warhammer: The Mass Combat Fantasy role-playing game is in general, not too badly presented. It is easy to read and grasp, Tony Ackland’s pen and ink illustrations are good, and John Blanche’s cover is great. However, it does need a good edit.

—oOo—
Warhammer: The Mass Combat Fantasy role-playing game was reviewed in White Dwarf Issue 43 (July 1983) by Joe Dever. He awarded the rules eight of ten and said, “If you regularly wargame with miniatures, or have been wondering what additional fun you could have from your rapidly growing collection of fantasy figures, then I recommend you check out Warhammer and let battle commence!”

If the only wholly positive review was to appear in the pages of White Dwarf, it is hardly a surprise, but other magazines took a more critical assessment. Chris Hunter reviewed it in Imagine No. 8 (November 1983). He said, “My main criticism of Warhammer is that Citadel seem to have provided a mass combat system which cannot be used to the full by the characters that the role-playing section generates, at least not until they have become experienced enough to lead, rather than be led, into battle. The mass combat rules are very good, probably some of the best available for fantasy combat; but surely a better way of selling them would have been to publish them separately from the role-playing rules as a standalone supplement.” before concluding that, “Finally, then, if you are looking for a mass fantasy combat system, I recommend Warhammer; but if all you want is a role-playing game, it would perhaps be better to look elsewhere, at least, until further role-playing supplements have been brought out.”

In Dragon #85 (May 1984),
Warhammer: The Mass Combat Fantasy role-playing game was reviewed by Ken Rolston in ‘Advanced hack-and-slash – Combat plays a big role in four fantasy games’, along with the earlier Reaper: Fantasy Wargame Rules. His evaluation was that. “Warhammer is exceptionally simple and playable for a miniatures rules system. The presentation is good in comparison to other miniatures rules, and adequate in comparison to recent FRP games. The rules sacrifice detail and comprehensiveness for simplicity, but most of the important aspects of tabletop battles are addressed. Though hardly a model of English usage or proofreading, the rules are well-organized and readable. The game has strong action potential, and the flavor of the fantasy elements is quite satisfying.” but like other reviews in concluded that, “The rules are not readily compatible with other published role-playing systems; adapting Warhammer to other FRP rules would be a major do-it-yourself project and of dubious value. It could be a satisfactory introductory role-playing game for a beginner or for someone willing to convert his campaign to Warhammer rules, but its most likely application is for occasional mass combat tabletop games independent of your role-playing campaign.”

This was followed in the same issue with ‘Warhammer FRP system falls flat’ by Katherine Kerr. From title, let alone the opening remarks, it was clear that she was not impressed, stating, “…[I]t’s one of the most irritating new games I’ve ever read. Warhammer has all the potential to be a good game – in fact, parts of it are very good – but overall it’s a sloppy, amateurish piece of work that needs rewriting, editing, and extending to be a playable system.” She was highly critical throughout, leaving her to ask the question at the end, “Is Warhammer worth buying? The answer depends on the potential purchaser. An experienced referee who’s discontented with the magic system in some other game might well profit from the magic rules in Warhammer. Anyone who revels in gory combat to the exclusion of all else will enjoy the game heartily. The novice gamer, or any gamer who’s looking for a complete rules system, should save his hard-earned cash. Perhaps someday the game will be revised to make it live up to its potential; until then, it will be a curiosity and nothing more.”

Edwin J. Rotondaro reviewed
Warhammer: The Mass Combat Fantasy role-playing game in Space Gamer #72 (January-February 1985) in the magazine’s regular ‘Capsule Reviews’ department. He was in agreement with many of the other reviews: “Overall, I have to say that Warhammer is a good miniatures game, but a terrible roleplaying game. The system is flexible enough to be used as a mass combat module in most RPGs, but you have to decide whether it's worth $12.95 for a set of fantasy miniatures rules.”
—oOo—

Warhammer: The Mass Combat Fantasy role-playing game is an important game for the influence it would have on the wargames, miniatures, and roleplaying industries, but it is not a great game. Or rather it is both a good game and a bad game. The miniatures rules are very good, decently explained, and serve as a good introduction to fantasy wargaming, whilst the roleplaying rules are bad, underwritten and ill-explained. The concept of integrating roleplaying characters onto the battlefield is a good one, but in Warhammer: The Mass Combat Fantasy role-playing game it is poorly handled. Ultimately, the two would have split to get the best of both, and consequently Warhammer: The Mass Combat Fantasy role-playing game can be regarded as a classic game more because of its influence rather than its overall design, even though parts of it are very good.

Monday, 27 November 2023

Miskatonic Monday #247: The Secret Song of Lake Billings

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Aaron Hawke

Setting: 1980s Virginia
Product: Scenario
What You Get: Eighteen page, 5.29 MB Full Colour PDF

Elevator Pitch: What if Bruce wasn’t a shark and it wasn’t set at sea?
Plot Hook: Tourism must go on, even as the killer beast strikes.
Plot Support: Staging advice, four pre-generated Investigators, five NPCs, two handouts,
and one Mythos creature.
Production Values: Decent

Pros
# More ‘creature feature’ than Mythos mystery
Straightforward, easy to run scenario
# Nice sense of small town issues and paranoia
# Decently done pre-generated Investigators
Entomophobia
Decantophobia
Ovophobia

Cons
# More ‘creature feature’ than Mythos mystery
# Needs a slight edit
# More maps would have been useful

Conclusion
Easy to run, eighties ‘creature feature’ one-shot
# Sometimes the mayor is the real evil

Sunday, 12 December 2021

1980: X1 The Isle of Dread

 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—

In 1981, Basic Dungeons & Dragons moved out of the dungeon and up a Level. X1 The Isle of Dread was the first wilderness adventure for Basic Dungeons & Dragons, published the year before, and so focused on exploration across a wider geographical area—though not too wide—and discovering individual locations within that area. It was available separately, but was also packaged as the standard module for the Dungeons & Dragons Expert Set, which in addition to being designed to cover character Levels between three and seven, also focused on rules for wilderness travel, exploration, and encounters. If, due to their inclusion in the Basic Dungeons & Dragons boxed set, B1 In Search of the Unknown and B2 Keep on the Borderlands were a Dungeon Master and her players’ first experience of delving into dungeons and cave complexes, then X1 The Isle of Dread would be their first journey to a far off place in Dungeon & Dragons and their first taste of a world outside of the rock and stone walls underground…

X1 The Isle of Dread is designed for a large party of Player Characters, roughly between six and ten, who should be between Third and Sixth Level, averaging thirty Levels between them. The spur for their involvement in X1 The Isle of Dread will be the discovery of a sheaf of scrolls which are revealed to be letters and map describing an expedition by the pirate and explorer, Rory Barbarosa, to the Thanegioth Archipelago, a thousand-mile sea voyage south of the main continent. He relates how he and his crew reached one island with a small peninsula at its south western tip with access between the peninsula and the rest of the island to the north blacked by a massive stone wall. Standing before the wall is the village of Tanoroa, whose inhabitants stand guard on the wall against incursions and attacks from the creatures on what they call the ‘Isle of Dread’ to the north. Friendly and open to the possibility of trade, the inhabitants told Barbarosa that the wall was built by the gods who also built an ancient city in the Isle of Dread’s central highlands and that the inland city was rumoured to hold unimaginable treasures, including a great black pearl of ‘the gods’! Unfortunately storms and attacks by tribes of cannibals meant that Barbarosa was unable to explore the island fully and was planning an expedition when he died. Now of course, it is up to the Player Characters to hire a ship, set sail for the far islands, and explore them themselves, and perhaps make the discoveries that Rory Barbarosa was never able to!

Rather than leaving it there, X1 The Isle of Dread also includes several suggestions as to how the Player Characters might get involved rather than simply discovering Barbarosa’s letters and then get them to the island. These include being hired by a merchant to investigate and explore the island, purchasing an old ship and hoping that it can get them to the Thanegioth Archipelago, having a Player Character inherit a ship, or simply letting them borrow the money to purchase the ship. Whatever the option, the Player Characters set sail and make the week or more long journey south with the Dungeon Master rolling for encounters on the Ocean Sea Encounter Tables in the Dungeons & Dragons Expert Set and rolling for weather.

Landing on the island, most likely at the village of Tanoroa, the Player Characters will find the inhabitants friendly and helpful. Their society is an interesting mix of the South Seas and the Caribbean, each village being led by a matriarch who is advised by a male war chief and a Zombie Master, who raises the ‘Walking Ancestors’ as labourers and sometimes warriors. Whilst the villagers are welcoming and open to trade, they will not join the Player Characters on any expedition north of the wall, which means that unless they have brought hirelings with them, the Player Characters are very much of their own. Overall, the village of Tanoroa has a slightly creepy feel to it, what with the zombie work force and the question of just what the giant wall is protecting the village from. However, unless the Player Characters commit some faux pas, Tanoroa should serve as a safe base of operations from which they can mount their expeditions.

Beyond the wall itself is the ‘Isle of Dread’, a mix of jungle, low lying coastal swamps and swampy lakes, marked by mountains and the occasional volcano. Some twenty-four locations on and around the island, including the village of Tanorora, are described. They include sharks basking off beautiful beaches, camps of pirates, a deranged ankylosaurus (!), a sea dragon, and more. There are caves infested with troglodytes, rock baboons, ogres, and even a green dragon. Notably, all of these cave encounters use either one of the two cave maps provided, though the Dungeon Master would be free to design her own. There are encounters with new monsters too, such as the nomadic Rakasta, anthropomorphic felines which ride sabre-tooth tigers; the Phanaton, monkey-raccoon-like creatures which dwell in tree villages and can glide from tree to tree; and the Aranea, a large, pony-sized species of intelligent spider, capable of using magic. Some of the marked encounters are not pre-written, but left up to the Dungeon Master to roll on the three Wilderness Wandering Monster tables included with the scenario, this in addition to rolls she will be making regularly on the tables as the Player Characters explore the island.

Eventually, the Player Characters will reach the ancient city where the black pearl can be found. This is on an island—Taboo Island—in the middle of a lake in the crater of a hopefully extinct volcano which stands at the centre of a thirty-mile-wide plateau, some three thousand feet high. The plateau is so high it has its own climate—temperate rather than tropical of the rest of the Isle of Dread—and thus its own wandering monster table, which includes mastodons, pterodactyls, sabre-tooth tigers, and occasional tremor. Having gotten atop the plateau, it will take an eight-hour climb to get over the lip of the volcano on and descend to its base. Here the Player Characters will eventually be welcomed by villagers who live on the lakeshore and who are being attacked by head-hunters. In fact, they will be so welcoming that in return, they will want the Player Characters to deal with the rogue tribespeople.

Taboo Island turns out not to be so much an island, as a temple complex partially occupied by the head-hunters within the upper levels. This actually the nearest that X1 The Isle of Dread comes to including an actual dungeon. The highly detailed complex has three quite distinct and very different levels. The temple itself is ruin, occupied by the cannibals, whilst the second level is partially flooded and infested with traps, and the third consists of a cavern filled with steam and super-hot mud pools and the true villains of the scenario, the Kopru, evil amphibious, fluke-tailed humanoids with the ability to charm others into serving them. This is their first appearance in Dungeons & Dragons, as well as in X1 The Isle of Dread, and the Player Characters’ encounter with them is going to be made all the more challenging by the hot, hot steamy environment and the ability of the Kopru to charm the Player Characters into doing their bidding.

Rounding out X1 The Isle of Dread is half a dozen suggestions for further play on the Isle of Dread, including destroying a Zombie Master in Tanaroa after the village has been attacked by undead creatures, mapping the island, hunting for dinosaurs and harvesting their parts, exterminating the pirates, capturing animals and creatures to bring them back to the mainland, and searching for sunken treasure. These are all fun ideas and could easily be developed by the Dungeon Master. Lastly, there are stats for typical NPCs and write-ups of all of the new monsters given in X1 The Isle of Dread of which there are a lot.

In terms of advice for the Dungeon Master, as a training scenario for running a wilderness scenario, X1 The Isle of Dread is perhaps underwhelming, especially in comparison to the earlier, B1 In Search of the Unknown, which was specifically designed to help the novice Dungeon Master populate and design her first dungeon. Nevertheless, despite being short, the advice is to the point that, “The DM should be careful to give the player characters a reasonable chance for survival. The emphasis is on ‘reasonable.’ Try to be impartial and fair, but give the party the benefit of the doubt in conditions of extreme danger. However, sometimes the players insist on taking unreasonable risks; charging a tyrannosaur bare-handed, for example. If bravery turns to foolhardiness, the DM should make it clear that the characters will die unless the players act more intelligently.” What this makes clear to the Dungeon Master is that the environment of the Isle of the Dread is dangerous, potentially deadly to the Player Characters, especially given that some of the creatures—particularly the dinosaurs—they will encounter will have a high number of Hit Dice and lots of Hit Points. This is further emphasised with, “When describing monster encounters, the DM should rely not only on sight – there are four other senses – smell, sound, taste, and feelings of hot, cold, wet and so forth!” Also, the Dungeon Master should use this as, “…[A] good way to “signal” a party that an encounter may be too difficult for them to handle.” and lastly, “The DM should also try to avoid letting unplanned wandering monsters disrupt the balance of the adventure.”

Then, in addition to X1 The Isle of Dread being the first wilderness adventure for Basic Dungeons & Dragons and subsequently Expert Dungeons & Dragons, the module is interesting because it introduced the lands of the ‘Known World’, what would become Mystara, with a large map of an area identified as the ‘Continent’. Smaller maps of Karameikos and its wider environs would later be included in the Dungeons & Dragons Expert Set, but here there is a full and large-scale map of the Continent accompanied by thumbnail descriptions of its sixteen or so countries and regions and a pronunciation guide for each of their names. Many of these go on to be more fully detailed with a series of setting supplements for Advanced Dungeons & Dragons, Second Edition, but even here the descriptions capture the odd mix of cultures and geographies mashed together. Many of the cultures are based on Earth cultures, including Huns, Mongols, Icelanders, medieval Italy, Byzantium, and more, all alongside the fantasy elements of Dwarven and Elven kingdoms, magocracies, and Halfling shires. Further, these are all mixed and pushed together, so famously, the Vikings of the Nordic Soderfjord Jarls sit immediately to the north of the Arabic Emirate of Ylarum, a giant desert. Of course, it feels unrealistic, even nonsensical, but perhaps taken in the context of the Pulp sensibilities of X1 The Isle of Dread, that lack of realism will not be so much of an issue and can even be a feature.

Physically, X1 The Isle of Dread is really very well presented. The maps are excellent, whether wilderness or other location—and there are a lot of them. The map of Continent and its relationship to the Thanegioth Archipelago, as well as that of the Isle of Dread itself, are fantastic. The module is also well written and solidly supported with the new monsters, a rather plain handout of Barbarosa’s letter, and the outline of the Isle of Dread he mapped before he died.

—oOo— 
X1 The Isle of Dread was reviewed in The Space Gamer Number 38 (April 1981) by Aaron Allston. He laid out the groundwork for his capsule review with, “An introductory scenario must, first and foremost, be an enjoyable adventure. It must also provide a “working model,” so that beginning DMs can see how to construct and organize an adventure. And it must be easily read, that the novice referee not become lost and confused with travelling from Crypt 1 to Village 3.” He made clear that, “This adventure goes a long way towards accomplishing those goals. The scenario itself, set on an island whose simple human culture bears tinges of Polynesian and Amerind societies, is relatively tame, but provides some tense moments. Enough variable situations are presented to keep the whole thing from becoming static. More important, in this instance, is the module’s organization as a prototype. It does well here, too; almost all the maps can be removed and the appropriate text descriptions are clearly keyed to the proper maps. This scenario cannot be played cold, which is also a necessary experience for a novice DM; it must first by read through and assessed.” However, he was not wholly positive, adding, “No real problems evidence themselves. As noted, this adventure will not appeal to experienced players; there is a certain lack of color or sweep to the whole thing.” before concluding that the module was, “Recommended to beginners only – but it says so on the cover.”

Anders Swenson reviewed X1 The Isle of Dread in Different Worlds Issue 12 (July 1981). He liked the, “…[C]oncept, design, and execution of this dungeon module. There have been only a few campaign/adventure books among the scores of products published for the hobby, but this is one of the best yet available. The map is flexible in that many sorts of adventures could be worked into the terrain as it is shown. There are many different types and patterns of landforms depicted. Many of the encounters specified for the Isle of Dread could be dropped intact onto other parts of the map.”

More recently, X1 The Isle of Dread was included in ‘The 30 Greatest D&D Adventures of All Time’ in the ‘Dungeon Design Panel’ in Dungeon #116 (November 2004). The founder of GREYtalk, the World of GREYHAWK discussion list, Gary Holian, described it as, “The first true module to introduce players to a ‘wider world’ beyond the castle, forest, and cave, Dread tore them from their medieval moorings and sent them careening across the waves to collide with a prehistoric lost world.” Mike Mearls, Co-Lead Designer for Dungeons & Dragons, Fifth Edition, asked, “Who doesn’t like hopping on a longship and sailing for days across the open sea to battle dinosaurs, pirates, cannibals, and the horrid kopru? It’s hard to believe that all that material is crammed into 32 pages.”
—oOo—

X1 The Isle of Dread is a great set of tools to run a hex crawl wilderness campaign. With its new monsters and distance from the civilisations of the Continent, the Dungeon Master has the scope to just not run a very different kind of adventure, but also scope to develop areas of her own. After all, there are whole other islands in the Thanegioth Archipelago which are left devoid of detail in the module. Plus with its mix of Zombie Masters, dinosaurs, pirates, and strange mind-controlling amphibians, it has a lush, Pulp sensibility, taking in King Kong, The Lost World by Sir Arthur Conan-Doyle, and H.P. Lovecraft. And yet…

In so many places, X1 The Isle of Dread feels flat. To start with, whilst the hook of great treasure is enough to get the Player Characters to the Thanegioth Archipelago, it does not feel enough to quite keep them going. For example, there are no hooks or NPCs with motivations to be found at the village of Tanoroa, although the suggestions for further adventures on the Isle of Dread do suggest one. In addition, although there is a great wall across the narrow isthmus connecting the peninsula to the Isle of Dread, there is no mention of quite what the wall is guarding against. Given the Pulp sensibilities of the adventure and the wall’s obvious nod to King Kong, its very existence is begging for a night-time attack against it to be staged by some great beast. Then there is Taboo Island, barely described bar the old temple, which as dungeon complex is open to expansion, but incredibly difficult to traverse from one level to the next such that the Player Characters may never discover the true secrets of the island. The fact that the Player Characters may never discover the true secrets of the island is the ultimate problem with X1 The Isle of Dread.

X1 The Isle of Dread does not really explain what the true secrets of the Isle of Dread are until two thirds of the way through the module. This is that the Kopru once controlled a great empire which spanned the whole of the Thanegioth Archipelago, thriving in the islands’ hot geysers and mud springs and enslaving native human population with their mind-controlling powers. The temple on Taboo Island was where they were worshipped as gods, but eventually they were overthrown. This is why the villagers on the peninsula fear the Isle of Dread, but cannot say why. Yet there is no sign of the Kopru on the Isle of Dread or any of the encounters on the island, until the Player Characters descend into the temple on Taboo Island—no ruins or hints, or even indications that Koru have charmed anyone on the island and so might be in their service. Literally, the Kopru are simply locked away until the Player Characters arrive and that is a huge, missed opportunity in terms of storytelling to the point where even if the Player Characters do encounter them, they may not realise the true nature of the Kopru and their secrets.

Ultimately, X1 The Isle of Dread needs the Dungeon Master to really work at it to drop some hints and develop some hooks which will draw her players and their characters into wanting to explore more, and it fails to really help the Dungeon Master do that when it really should. However, as a first wilderness module, X1 The Isle of Dread is a fantastically pulpy, fun hex-crawl, rife with potential for some great adventures and stories.

Saturday, 6 February 2021

1980: Land of the Rising Sun

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—

Land of the Rising Sun: Role Playing game of myths and legends in the age of Samurai
was published by Fantasy Games Unlimited in 1980. For the publisher, it predates Bushido, although that was previously published by two other publishers. Designed by Lee Gold, the editor of the long running monthly amateur press association, Alarums and Excursions, Land of the Rising Sun began life as a supplement for Chivalry & Sorcery dedicated to the samurai system of feudal Japan, but ultimately became a roleplaying game of its own. This gives Land of the Rising Sun the distinction of being first roleplaying game to be designed by a woman. It is a Class and Level system, in which samurai and nobles conduct themselves honourably; clerics—Buddhist and Shinto dispense blessings, write scrolls, conduct exorcisms, and more; merchants trade and make themselves richer than the nobility; mages of all types seek to perfect their art and studies; craftsmen make and sell their goods; bureaucrats keep the wheels of government running; and thieves, bandits, and ninja steal, rob, sabotage, and assassinate… This is a roleplaying game set in feudal Japan in which a wide array of character types can be played, including gamblers and geisha, and earn Experience Points for doing so. It presents a rich array of magical traditions, as well as extensive notes on religion and a bestiary of spirits, bakemono, demons, gaki, goblins, kami, and more. However, Land of the Rising Sun: Role Playing game of myths and legends in the age of Samurai does use the Chivalry & Sorcery mechanics, and together with a layout and organisation which is ponderous at best, does make this roleplaying game very much of a challenge to learn and play.

Land of the Rising Sun comes as a boxed set. Inside can be found the rulebook and five reference sheets which cover magic and combat. The rulebook itself, without much preamble, quickly dives into how to create a character. A Player Character in Land of the Rising Sun is first defined by his Species. This can be Japanese Human; Hengeyokai or Shapechanger, such as Fox or Cat; or Bakemono, a monster such as Kappa or Tengu. He has a Horoscope—Well-, Average-, or Poorly Aspected, which will primarily be of import should the character become a mage, followed by gender, height, and frame. The seven stats, Strength, Dexterity, Constitution, Appearance, Bardic Voice, Intelligence, and Wisdom, are all rolled on two ten-sided dice for Humans, but can be modified for non-humans. Lastly, Charisma is the average of all of these factors. He has an Alignment, which ranges from Saintly to Depraved. As well as Charisma, derived factors include Body Points (or Hit Points) and Fatigue Points, then Military Ability (talent as a field commander), Command Level (ability to lead troops), and Personal Combat Factor (ability to fight). The latter is modified by a Player Character’s Class and reflects the size of a weapon he can use and how well. Father’s social class and position determines a Player Character’s initial social class, and from this a player can work out how many siblings the Player Character has, birth order, how much money he has, and what gift his family might give him.

Our sample character is Kugojiro, the younger son of a samurai noble who is a justice of the peace in a small town, a reward for loyal service to his daimyo. The plain, homely-looking Kugojiro is ill-favoured by his family, which has not yet found a position for him, his older brother being groomed to take over from his father. Kugojiro wants to be a warrior, but his family will not support him and he is prepared to undertake less than honourable work.

Name: Kugojiro
Species: Human
Horoscope: Well-Aspected
Gender: Male
Height: Medium (5’ 2”) Frame: Heavy (123 lbs.)
Alignment: Worldly (Corruptible)
Profession: Fighter
Level: 1

Father’s Social Class: Noble (Level 18)
Father’s Clan Lord: Clan Head
Position: Department of Justice (Senior Official) Income: 65
Siblings: 3 (Two older sisters, one older brother)
Family Status: Poor Child
Birthplace: Town (Small Town)
Income: – Money: 72 bu/2 Oban

Basic Influence: 21
Social Status: 15

Strength 09
Dexterity 19 Dex Factor: +10%
Constitution 18 Disease Resistance: +5% BP Regen: +1/+2/+3 FP Regen: 3/6/9}
Appearance 04 Homely (-3 Charisma)
Bardic Voice 20 Orphic (+5 Charisma, +1 Military Ability)
Intelligence 13 Language Points: 3/LVL Detect Factor: +5% Research Limit: VI Remember Spells: 65% Read Scrolls: 85% BP: –

Wisdom 11 Average
Charisma 14 Influential

Military Ability: 7
Command Level: 3
Personal Combat Factor: 10.5

Light Weapons
BL: +1 DMG/WDF: 3 Hit: +15% Parry: -15%
Light/Heavy Weapons
BL: – DMG/WDF: 3 Hit: +12% Parry: -8% Shielding: -12% Dodge: -18%
Dex Bonuses: +2% to hit/Level, -2% to parry/Level; Weapon Specialisation 5, one extra Dodge per turn, two free missile shots per turn

Class Bonus: One free active shield/weapon parry

AC: 3

Body Points: 12
Fatigue Points: 3
Carrying Capacity: 198 lbs.

There is no denying that the end result of character generation is detailed, with the random determination of a character’s social status, family, and position within the family, it is possible to begin to get some idea about who the character might. However, both the end result and the process is far from perfect. It takes both a lot of flipping back and forth through the rulebook’s first twenty pages to get to this point as well as a lot of arithmetic—the author is not kidding when she suggests that the reader requires a calculator. Nor does the Player Character feel complete. Does the character have skills apart from a low chance to hit things—or Personal Combat Factor? Or a low chance for casting magic—Personal Magic Factor—for the Mage? Digging deeper—and it takes a lot of digging—the Cleric at least begins play with one miracle, Purify. The various types of Mage have learned some spells. An Artisan or Merchant begins play with the Production, Trading, and Investment skills, and there is a Dex Skill for Thieves, Bandits, and Ninja. No skills for the gambler or entertainer or geisha though.

Nor do the write-ups of the various professions—Fighter, Mage, Cleric, Thief, Bandit, Ninja, Government, Artisan, Peasant, Merchant, and Other (which covers gamblers and entertainers)—help, since they are all about their place in society and how they earn their Experience Points, and certainly not about what they can do. And the sections on martial arts and fine arts and magic and stealth are all about how to learn them and then be able to do anything of note. In many cases, too much attention is paid to how much money a Player Character will earn and essentially Land of the Rising Sun provides a means to create characters who know their place and role in society, know that they can do things and benefit or earn from doing them, but actually have very little idea how they actually do those things. Roleplaying games are all about things that the characters can do and being able to do cool things, and whilst Land of the Rising Sun will let the Player Characters do them, they have to learn them first.

So what of the mechanics? Land of the Rising Sun is a percentile system. Yet like many roleplaying games of its generation, it does not have a universal mechanic, but rather a set of rules for different circumstances. For example, the rules for Influence and Relationships are based upon the Charisma, Social Status, Level, and Honour Points of the Player Characters and NPCs, and covers ways to increase Influence as well as exert it, before discussing various relationships, from alliances between clan lords and different types of obligations to codes of justice and the nature of seppuku. Magic is broken down into not just a few, but eighteen types of mage, including Primitive, Dancer, Shaman, Medium, Herbalist, Divine, Artificer, Enchanter, Illusionist, Summoner, Symbolist, Poet, Calligrapher, and I Ching Master! Further, Symbolists include Origami, Painter, and Carver Symbolists, whilst Artificers Weaponsmiths, Jewelsmiths, and Weaver Mages. And each type of Mage has his own magic and mechanics, whether that is using I Ching rods to forecast the coming day or the Artificer constructing a magical device—which includes magical or Ego swords by the Weaponsmith. All of these different Mages, despite possessing different mechanics, are all nicely done and would be interesting to roleplay, whether that is the Origami Symbolist folding and animating paper to make it fly or run, or a Diviner reading the stars or writing a horoscope. There is a lengthy list of spells too. Clerics, Shintoism, and Buddhism are all treated in informative fashion. The rules over exorcism plus numerous Miracles, many of which the two faiths share.

The Martial Arts section covers everything from Tessen Jutsu or use of fans to Chikujojutsu or fortifications, and all have a number of skill points which need to be invested in them to be mastered. This is at least one hundred skill points, and because only a few points can be learned through training it can take a while to master a skill. Fine Arts, like Appreciating Embroidery and Dyeing and Playing Go, are treated the same way, but Stealth skills are not. They simply use a combination of a Player Character’s Dex Skill, Detect factor, and Level. Again, this section provides more background, this time about banditry, fences, ninja, and the like. And again, the Ninja is slightly different, first learning Ninjitsu, which of course, takes a while, and then being able to learn another raft of skills.

Combat covers morale, loss of fatigue for undertaking actions, parrying, mounted and a lot more, whilst later, separate sections provide rules for aerial, water, and mass combat. At the heart of combat, attackers are rolling on Missile or Melee Matrices—or attack tables—against an Armour Class rating, which goes from zero to ten. This gives a chance for the attack to succeed, primarily modified by the attacker’s Personal Combat Factor, and there are Melee matrices for different types of weapon and natural weapons. The rules do include a pair of examples, quite lengthy ones, and to be honest, they are necessary, because the rules are not only poorly explained, but there are a lot of them, whether that is aimed hits, desperate defence, attacking with chain weapons, and so on.

Oddly, the author suggests the reader purchase a geographical map of Japan rather than provide one, and instead of looking at Japan as whole, it concentrates on the types of buildings to be found in the country. There is certainly no history given and it would be nice to have some more context for the roleplaying game. Penultimately, Land of the Rising Sun includes a lengthy bestiary, which together with the tables for encounters and intentions of those met, provides the Game Master with plenty of threats, NPCs, and mysteries to present to her players and their characters. Lastly, there is a short bibliography, a handful of scenario ideas, and a piece of fiction, which though it might serve as inspiration for an encounter, feels out of place here.

Physically, Land of the Rising Sun is laid out in the classic wargames style with numbered sections. The layout is generally tidy, the writing reasonable, illustrations vary in quality, but the organisation leaves much to be desired. After covering elements such as character creation and influence and the prices of goods, it wanders off into the thirty-page section of magic, which though good, leaves the reader to wonder how a character does anything except magic, before finally arriving at the section on martial skills and fine arts, which of course, leaves the reader bewildered. It is a case of having to learn the rulebook as much as learn the game. And whilst there is an index, it not always of any help.

—oOo—
Land of the Rising Sun was extensively reviewed at the time of its publication. Eric Goldberg reviewed both of the roleplaying games set in Japan from Fantasy Games Unlimited—both Bushido and Land of the Rising Sun in Ares Nr. 7 (March 1981). He was not wholly positive, but said, “Land of the Rising Sun is an estimable addition to a FRP afficionado’s library. Aside from being well-explained, it is necessary for those who want to fully understand C&S. The care with which Japanese myth has been reproduced is simply amazing.” before concluding that, “It can also be said that the game is impossible to play, and requires too much of the players. Designer Gold achieved her objective, and did it in most impressive fashion. In doing so, however, she may have lost a greater audience.”

Writing in The Space Gamer Number 36 (February 1981), Forrest Johnson praised the roleplaying game, saying, “LOTRS is a very impressive effort. Lee Gold spent a little time in Japan. A lot of time studying the subject. Her game is complete and authentic.” before concluding that, “LOTRS is a beautiful treasure in an unopenable package. Recommended to zealots, and as a source-book to D&D.”

Wes Ives accorded Land of the Rising Sun a lengthy review in Different Worlds Issue 13 (August 1981). He detailed why the roleplaying game was not suitable for the wargamer or the dungeoneer, but for the romantic medievalist, it was, “A decent treatment of all those romantic, alien legends from medieval Japan! The medievalists will justifiably love LRS, even if they don’t have a Japanese FRP campaign to enjoy. After years of reading, in the hobby press (both apa-zines, which can be excused, and prozines, which should know better). treatments of various segments of Japan, held up and analysed in a vacuum, it is a glorious relief to see the strange weapons, the mysterious social classes, and the flabbergasting monsters collected and presented into an integral whole. If your wish is to run a campaign based on medieval Japan, then you will be in the care of someone who lavished as much attention on this set of rules as the Chivalry & Sorcery authors lavished on their treatment of medieval Europe.” He strongly recommended 
Land of the Rising Sun, describing it as, “It is a complete, entertaining game. Even if you don’t start a campaign based on the culture given, this is a good book to read to find out “How It’s Done When It’s Done Right.” LRS has all of the detail of Chivalry & Sorcery, with the added advantage of being a product of the second generation of those rules, so that the rough spots have been somewhat sanded down and refinished. And those of you who want to run a campaign in Old Japan will be in the best of care.”
—oOo—

There is no denying the wealth of detail about Japan ensconced in various sections throughout Land of the Rising Sun, all of them interesting and informative, but the author never pulls back to look at Japan in any great depth, to give context to the game, instead relying upon the reader’s expectations. The sections on magic and religion and the monsters are all good, but Land of the Rising Sun is lacking in so many other ways. Whether that is the frustrating organisation, the underwhelming, but overly complex nature of the Player Characters, the dearth of advice for the Game Master, they all serve to hamper both learning and playing the game. Land of the Rising Sun: Role Playing game of myths and legends in the age of Samurai is an attempt to do a roleplaying set in feudal Japan and do it well and do it comprehensively. Unfortunately, it comes up short of its goals. There are some fantastic elements in the roleplaying game, but it is too complex for what it is trying to do.

Saturday, 26 December 2020

1980: Dallas: The Television Role-Playing Game

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—

Dallas: The Television Role-Playing Game was published in 1980—and published by SPI or Simulations Publications, Inc., a publisher better known for its many, many wargames. Indeed, it was designed by James F. Dunnigan, the founder of SPI himself and a noted designer of wargames such as Jutland and PanzerBlitz, both for Avalon Hill. Dallas: The Television Role-Playing Game is significant because not only was it the first licensed roleplaying game, it was the first licensed roleplaying based on an intellectual property that was not based on a genre such as fantasy, science fiction, or horror. It was also a flop, and infamously, would contribute to SPI’s financial woes and ultimate takeover in 1982 by TSR, Inc. Fellow designer at SPI, Redmond A. Simonsen, later explained in Why Did SPI Die?, “As to DALLAS: we didn’t print 250,000 of them. More like 80,000 (in two runs). That was about 79,999 more than anyone wanted. DALLAS didn’t kill SPI, but it didn’t save it either (as some had vainly hoped). Essentially, anyone who is wired on DALLAS (the TV show) is not also wired on games.” However, there are some interesting elements to Dallas: The Television Role-Playing Game that would prefigure later roleplaying game designs.

Of course, Dallas: The Television Role-Playing Game is based on the Soap Opera, Dallas, which ran from 1978 until 1991, and at the time of the roleplaying game’s publication was hugely popular around the world. It revolved around the affluent and feuding Texas family, the Ewings, who own the independent oil company Ewing Oil and the cattle-ranching land of Southfork. Its most notorious character is the Ewings’ oldest son, oil tycoon J.R. Ewing, who was renowned for schemes and dirty business practices in his effort to control the family business. In Dallas: The Television Role-Playing Game, players take the roles of members of the cast from the television series, including J.R. Ewing, his wife Sue Ellen (Sheppard) Ewing, his younger brother Bobby Ewing and his wife, Pamela (Barnes) Ewing, J.R. and Bobby’s parents, Jock Ewing and Ellie (Southworth) Ewing, Jock Ewing and Ellie Ewing’s granddaughter, Lucy Ewing, Ray Krebbs, the foreman of the Southfork Ranch, and Pamela (Barnes) Ewing’s brother, Cliff Barnes. In each Episode, nine members—nine!—of the cast have their own objectives and over the course of five acts, they will negotiate with each other to achieve them, before persuading, coercing, or seducing their rivals to get what they want, or even investigating them to bring the law down upon them. At the end the five acts, the character who achieves his or her given aims, will have won the Episode, or alternatively the character with the most Victory Points wins, the latter coming into play if more than one character has achieved his or her given aims.

Dallas: The Television Role-Playing Game comes a slim box containing three booklets, fifty-six cards, and two six-sided dice. The three books consist of the Rules of Play—just sixteen pages in length, barely five of which cover the rules, the rest being devoted to the three ready-to-play Original Episode scripts, ‘The Great Claim’, ‘Sweet Oil’, and ‘Down along the Coast’; the Scriptwriter’s Guide, also sixteen pages in length, with notes on running and teaching the game for the Director, writing scripts or Episodes, plus background on the cards and Texas, and a sample of play; and the Major Characters booklet. This consists of twenty perforated sheets, one a cheat sheet for the Director, and then a character sheet for each member of the cast. Each character sheet includes full stats for all of the cast, some background, and an explanation of how Dallas: The Television Role-Playing Game is played. Each character includes some minor modifiers for affecting or resisting certain other members of the cast. The fifty-six cards consist of minor characters, organisations, and objects—the latter typically Plot Devices in the hands of members of the cast, such as Alexis Blancher, an employee of Ewing Oil, the Texas Railroad Commission, and a Saddlebag of Krugerrands. Many of these will come into play during an Episode and are essentially what the characters will be feuding for control over. The minor characters have the same stats as the members of the cast. 

Each character has four Abilities, and Power and Luck attributes. The four Abilities are Persuasion, Coercion, Seduction, and Investigation, and are divided into pairs, one to Affect another character, the other to Resist another character’s attempt to Affect them with that Ability. Power is a general measure of a character’s strength, whilst Luck is their good fortune—or lack of it—and is generally used as a last resort. The Abilities range in value between eleven and twenty-four, depending upon the cast member, and tend to be less for NPCs and organisations. Power ranges from one to nine for the cast members, or from Lucy Ewing to J.R. Ewing. Luck ranges between one and eight.

To play Dallas: The Television Role-Playing Game, the Director—as the Game Master is known—selects or writes an Episode and the players select their characters. They also receive the Plot Devices they start with at the beginning of the Episode. An Episode consists of five Acts and each Act consists of three phases—the Director Phase, the Negotiation Phase, and the Conflict Phase. In the Director Phase, the Director provides the players with new information and plot devices, and then in the Negotiation Phase, the players trade cards, information, and promises to support each other in preparation for the Conflict Phase. The Conflict Phase is the meat of the mechanics.

The core mechanic involves the Affecting (attacking?) character using the active value for an Ability, modified by the Affecting character’s Power and any relevant factors for their relationship against the Resisting character’s defending value for the Attribute, plus modifiers. The Resisting value is subtracted from the Affecting value and if the result is twelve or more, the Affecting character succeeds. If the result, or spread, is between two and eleven, the player of the Affecting character rolls the two six-sided dice and if the result is less than the spread, the Affecting character succeeds. If the Affecting character has succeeded, then the Resisting character can make a Luck check and if his player rolls under the Resisting character’s Luck, he successfully resists the Affecting character’s attempt at Persuasion, Coercion, Seduction, or Investigation.

A successful attempt at Persuasion or Seduction will provide the Affecting character with information from the Resisting character, force the Resisting character to relinquish control of an NPC or Plot Device, control of an NPC if they are uncontrolled. Seduction attempts can only be made against members of the opposite gender who are not related to the Affecting character. Instead of providing the Affecting character with control of an NPC if they are uncontrolled, a successful attempt at Coercion can force another character to make his Affect attempt immediately. If against an NPC and unsuccessful, there is the possibility of Revenge, in which every other member of the cast can make a Persuasion attempt to control the NPC, with the players rolling to see who makes the attempt first. Lastly, a successful Investigation attempt forces the Affected character to reveal information, including the identity of NPCs and Plot Devices which are face down on the table. If a character has committed an Illegal act, another character who controls a legal authority, such as the FBI or Texas Rangers, can use Investigation to identify the suspect officially, and subsequently, use Persuasion combined with control of a legal authority to obtain an arrest, an indictment, and lastly, a conviction. Each of these steps scores a player an increasing number of Victory Points. A convicted character loses all of his Power, but is still in the game, as his conviction is, of course, being appealed.

Physically, Dallas: The Television Role-Playing Game is cleanly and tidily presented. It is clearly written, but written in the style of a set of rules for a wargame with numbered and sub-numbered sections—just as SPI would do for its other roleplaying games, DragonQuest and Universe. Internally, none of the roleplaying game’s three booklets are illustrated. All of the illustrations appear on the cover of the box—in colour, and then in black and white on the front cover of the Rules of Play. So none of the character sheets are illustrated. Overall, the black and white production values—some spot colour is used on the cards—are underwhelming and lack the glossy sheen that a product or game based on a television series like Dallas really calls for.

The rules to Dallas: The Television Role-Playing Game are decently explained and they do come with an example of play. The three pre-written episodes are also decent and the advice on creating scripts and other characters is workable. The advice on creating scripts is backed up by a list of Plot Devices and biographies of the various NPCs, all of which can be used by the Director to write her own scripts. There is also a lengthy, and quite detailed history of Texas. However, there is no background or information to the television series of Dallas itself, beyond that of the little information given on each of the character sheets. Essentially, to play a game of Dallas: The Television Role-Playing Game, the designers expect the participants to rely upon their own knowledge of the series and its characters.

As a design, Dallas: The Television Role-Playing Game is not a traditional roleplaying game and nor does it feel like one. There are no rules for creating new members of the cast, no rules for gaining experience, or improving a character as you would find in almost any other roleplaying game. And despite the fact that infamously, a big storyline revolved around the identity of who it was who shot J.R. Ewing, there are no rules for physical conflict or combat—the roleplaying game is all about verbal conflict. Then although it has a Game Master or a Director and everyone sits round the table just as in a traditional roleplaying game, the fact that a game can involve nine players and the Director, makes it feel more like a party or social game. Of course, party or social games were not a category of games as they are today, so the nearest equivalent at the time of Dallas: The Television Role-Playing Game publication would be the ‘How to Host a Murder’ type games which were popular then.

As clearly and as simply as the rules are explained, anyone coming to them without a background in wargames or roleplaying—essentially the fan of Dallas picking up Dallas: The Television Role-Playing Game on a whim or because it is clearly connected to the soap opera, is likely to feel intimidated by the procedural nature of its play and the stolid nature of the mechanics. Nor is this helped by the grey, even boring production values that might have made the roleplaying that much more enticing had they been in colour and used photographs from the television series, something that another publisher of the time, Yaquinto Publications got right with its own TV’s Dallas: A Game of the Ewing Family board game, part of its Album series.

As much as it states that it is a roleplaying game—and a ‘family’ roleplaying game at that, Dallas: The Television Role-Playing Game lacks an explanation of what roleplaying is and an explanation of how the Director narrates the beginning of each act. Nor is there a sense of the NPCs, the minor cast members, being characters in themselves, merely pawns for the main cast to control. There is also a sense of misogyny to the roleplaying game, one that admittedly it inherits from the television show, in that the male members of the cast are more powerful than the female ones. The character sheets though advise that the male characters should not necessarily throw their weight around and that they generally have more challenging victory conditions than the female characters who instead should be working together.

—oOo—

Dallas: The Television Role-Playing Game was not well received at the time. The single notable review appeared in The Space Gamer Number 42 (August, 1981). Reviewer David Ladyman asked, “Is DALLAS a useful bridge between gaming and your “real world” friends? That might depend on how many DALLAS freaks you know that you would want to introduce to gaming. Hard core RPGers will probably want to add the game to their collection; characters' attributes and the conflict resolution system are novel enough, even if you have no interest in the television series. I wouldn’t suggest it, though, if you buy your games for long-term playability – DALLAS just doesn't have lasting entertainment value.”

—oOo—

However, as underwhelming as Dallas: The Television Role-Playing Game is in terms of presentation, theme, and rules, it is in its own way innovative. As the first licensed roleplaying game, it showed the possibility of obtaining licences based on mainstream intellectual properties and the potential of drawing the fans of those properties into gaming. Within a matter of years, for example, FASA would produce The Doctor Who Role Playing Game and Star Trek: The Role Playing Game, both well received. Most licensed roleplaying games continue to be based on fantasy, horror, or science fiction properties rather than mainstream ones—Leverage: The Roleplaying Game being a rare and more recent example, as well as a good example of how to design a roleplaying game around a television show. Which of course, Dallas: The Television Role-Playing Game was not, but it also prefigured adversarial roleplaying, that is a roleplaying game in which the Player Characters are against each other as often as not, and that there can be a clear winner in playing the game. This would really come to the fore in Phage Press’ 1991 Amber Diceless Roleplaying Game and would subsequently be seen in any number of indie roleplaying games.

Another aspect to Dallas: The Television Role-Playing Game is that in hindsight, as perhaps as underwhelming as the design is, there is huge potential for roleplaying in the game. It is not the mechanics which entice, but the opportunity to dig into the members of Dallas’ cast, a great many of them signature characters that are familiar even decades on and roleplay them around the table. Although, whether you would roleplay all nine at the same time is is another matter. Of course, Dallas: The Television Role-Playing Game does not support this, and it is only with hindsight and the experience of roleplaying that the potential can be seen. Anyone coming to Dallas: The Television Role-Playing Game without that experience or that hindsight, will ultimately be daunted by what they find in the box. 

Forty years since the publication of Dallas: The Television Role-Playing Game and the hobby is better served by roleplaying games which would emulate its genre. Dog Eared Designs’ Primetime Adventures: a game of television melodrama is an obvious choice, but Fiasco could also do it, as could Pasión de las Pasiones, the telenovela tabletop roleplaying game Powered by the Apocalypse published by Magpie Games. Further, all three of those roleplaying games would have the advice and guidance that Dallas: The Television Role-Playing Game lacks.

Dallas: The Television Role-Playing Game is significant as the first licensed roleplaying game, but not necessarily as a design. It can be seen as a venture or experiment, that in 1980, would have made commercial sense for SPI to pursue and publish because the crossover potential between fans of Dallas the television series and the roleplaying hobby could have been significant. Certainly, within a family it could have served as a means for a roleplayer to show his parents or other family members who were fans of Dallas, but likely mystified by his hobby, what roleplaying was like and how it could be fun.  Of course, it was not to be. Few in the roleplaying hobby would have been interested in a roleplaying game based on Dallas and anyone outside of the hobby would be daunted by the design of Dallas: The Television Role-Playing Game, which is more of a card game than a roleplaying game.

Dallas: The Television Role-Playing Game is an interesting, even important, curio from the dawn of the commercialisation of the roleplaying hobby. Its design though, is a hangover from the dusk of another hobby—wargaming, and that meant that Dallas: The Television Role-Playing Game was not the family-friendly—even if its cast of characters were anything but—introduction to roleplaying games it was intended to be. 

Monday, 28 September 2020

1980: Odysseus – Role Play for the Homeric Age

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—

Odysseus – Role Play for the Homeric Age was published by Fantasy Games Unlimited in 1980 and has the distinction of being the first roleplaying game set in the Ancient World. It is a roleplaying game in which heroes of the age adventure, travel the known world and sail the Aegean Sea and beyond, battle heroes from other lands, and maybe face the monsters that lurk in the seas and caves far from civilisation. It is also a man-to-man combat system, a trireme-to-trireme combat system, a guide to a combination of Greece in the Bronze Age and the Iron Age, and all that packed into thirty-two pages. However, it is very much a roleplaying of its time and vintage—and what that means is there is at best a brevity to game, a focus on combat over other activities, and a lack of background to the setting. Now of course, many of the gamers who would have played Odysseus – Role Play for the Homeric Age in the early nineteen eighties—just as they are today—would have been knowledgeable about the Greek Myths and so been able to flesh out some of the background. However, Odysseus – Role Play for the Homeric Age still leaves the Moderator—as the Game Master is known in Odysseus—with a lot of work to do.

A hero in Odysseus – Role Play for the Homeric Age—and it is very much a case of it being a hero rather than a hero or a heroine, is a young warrior ready to set out on a life of adventure and myth building. Aged between seventeen and twenty-three, he is defined by his home province, which also determines his patron god, his lineage, which determines his primary profession—which he shares with father, and his other skills. Rolls are also made for his family and the armour he begins play with. Notably, a hero has the one skill or ability—his Fighting Skill Number or FSN, initially rated between eleven and twenty, and can go higher. As well as Fighting Skill Number, a player also rolls for his hero’s armour—type, what it covers, and its composition. Heroes with a high FSN are likely to have better, even iron, armour.

Alastair
Age: 23
Home Province: Messenia
Patron God: Hephaestus

FSN: 20

Skills: Accountant (Major), Barber, Architect
Family: Only son, father deceased
Armour: Type II Body Armour (bronze torso and shoulders, greaves, and aspis)
Arms: Shortsword, spear, bow & twenty arrows

So character generation out of the way—although as we shall see, it is not completeOdysseus – Role Play for the Homeric Age dives not into the mechanics of a skill system (there is none) or the man-to-man ‘combats’ system (as it is described), but the rules for ship-to-ship combat. They describe Greek naval warfare as complex and are essentially a miniatures combat system, for which it is suggested that a large floor space and miniatures are needed. The rules cover movement—by sail and by oars, as well as the effect of the wind, maneuvering, missile fire—from both arrows and spears, collisions and ramming, plus grappling and boarding, taking on water, mast damage, and more. All of this is done in the captain’s orders, which are written down at the beginning of every combat round. The rules cover everything in just three pages.

Man-to-man combat or ‘Combats’ as Odysseus – Role Play for the Homeric Age describes it, is actually more complex than ship-to-ship combat. Initiative is generally handled by weapon range—weapons with longer range or reach indicating that a warrior attacks first. Then each combatant selects two cards, one an Attack Position Card, the other a Defence Position Card. The Attack Position Card indicates where the attacking warrior intends to strike, for example Head, Abdomen, or Calf, whilst the  Defence Position indicates where the defending warrior wants to protect, for example, ‘Parry Middle Without Shield’ or ‘Punch with Shield High’. The chosen Attack Position Card and Defence Position Card are cross referenced on the ‘ATK POS/DEF POS’ table. This can generate an ’NE’ or ‘No Effect’ result, in which case the attack is blocked or the attacker missed, or it can generate a modifier which is applied to the chance to hit number. This is determined by cross referencing the weapon used in the attack against the protection value of the armour on the location struck. This is a percentage value under which the attacking player must roll to succeed. Conversely, the player needs to roll high on the percentage dice to determine how much damage is inflicted, which determined by the Attack Position—as determined by the Attack Position Card cross referenced with the roll, the result varying from ‘No Effect’, ‘Stun’, and one or more Wounds to ‘Kneeling’, ‘Unconscious’, and ‘Kill’.

So the question is, where does a warrior’s Fighting Skill Number come into this if it is not being used to determine whether or not he successfully attacks or defends? Well, it does two things. First, it acts as a warrior’s Hit Points, with points being deducted equal to the number of Wounds suffered. Second, for each five points or part of, a warrior’s Fighting Skill Number is ten or above, he gains an extra attack each round. So between ten and fourteen points, a warrior has two attacks, three attacks for between fifteen and nineteen, and four attacks for twenty and above. When a warrior suffers Wounds and his Fighting Skill Number is reduced, if drops past the threshold, so does his number of attacks per round. Although a Warrior’s Fighting Skill Number can rise above twenty by being a successful combatant, the maximum number of attacks he can make is four. Thus points in Fighting Skill Number above twenty four represent just his Hit Points.

Beyond the mechanics for ship-to-ship combat and man-to-man combats, Odysseus – Role Play for the Homeric Age includes some campaign notes for the Moderator, primarily movement and encounters—by land and by sea, and done daily. The encounter table includes some classic mythic creatures like Gorgons and Centaurs, but essentially, they have no more stats than Player Character. All of the encounters are accorded thumbnail descriptions, as are the gods. The only major piece of advice for the Moderator is how to handle warrior versus god combat, that comes down to allowing it, but inflicting a high degree of bad luck upon the warrior for being so presumptuous!

There are two other mechanics in Odysseus – Role Play for the Homeric Age and both concern the Player Characters, but both are secret. In fact, they are so secret that the Moderator rolls them and never reveals them to his players. Both are straight percentage values. One is the Deity Empathy Score, which reflects how much a warrior’s patron likes or dislikes him, whilst the other is the warrior’s Luck Number. The only suggested use for this is determining how well other people react to the warrior.

In terms of background, Odysseus – Role Play for the Homeric Age is very lightly written, its treatment of the Homeric Age very broad. Oddly, warriors cannot be from Crete or Troy, the choice of weapons is limited, and there is very little historicity to the whole affair. There are also some oddities in Odysseus – Role Play for the Homeric Age. The first is that the example of play appears on the book’s last page. The second is that in the middle of rules there is a quiz about the rules. Which is very probably unique in the history of the hobby. The third is that given its vintage, it is surprising that Odysseus – Role Play for the Homeric Age does not explain what roleplaying is, but that it does not explain what a Moderator really does either.

Physically, Odysseus – Role Play for the Homeric Age is a slim book with rather underwhelming production values. Although the pen and ink illustrations are really quite good, the maps are bland and lack detail. It needs another edit and it is not quite sure what the title is—Odysseus – Role Play for the Homeric Age, Odysseus the Wanderer, or Odysseus Legendry & Mythology (sic). The main issue perhaps is the odd organisation which dives in ship-to-ship combat before personal combat, in the inclusion of a pop quiz about the rules rather than more examples of play, and so on. The game includes a card insert which is intended to be removed and used in play, and includes the Attack Position Cards and Defence Position Cards, and two ship’s deckplans.

—oOo—

Odysseus – Role Play for the Homeric Age was reviewed by Elisabeth Barrington in Space Gamer Number 31 (September, 1980), who commented that, “The character generation rules are a little skimpy at times, and some of the numerous tables are difficult to figure out.” before concluding that, “As new RP systems go, this one is above average. Only one book, and it is well-designed. Historical gamers specialising  in the classic period, this is for you.” However, Donald Dupont, writing in Different Worlds Issue 11 (Feb/Mar 1981) was far less positive, opening with the comment, “Odysseus is apparently an attempt at a roleplaying system for the Homeric Age of Greece, the Heroic Age of which Homer sings in his epics Iliad and Odyssey. As a mise en scene for the Bronze Age in the Aegean Basin it fails miserably. As a role-playing system it is disorganized, clumsy, and incomplete. The game lacks color, both of the Homeric Age, which it claims in its title, and of the later Classical Age which, in fact, it more closely approximates.” He finished the review by saying that, “Odysseus is a disappointment. The roleplaying world could use a good Heroic Age game system. With a great deal of interpretation and interpolation, Odysseus is perhaps usable by players familiar with role-playing systems, but the confused nature of its rules, and the lack of color in its world hardly make it worthwhile.”

—oOo—

It is debatable whether Odysseus – Role Play for the Homeric Age is a roleplaying game, its wargaming origins being so evidently on show, its focus being mainly on combat, and there being very little in terms of character to either roleplay or develop. This is not to say that the game cannot be played as either a wargame or a roleplaying game, but it would require a great deal of input from both player and Moderator—especially the Moderator, and whatever roleplaying experience might ensue, would definitely come from their efforts rather than be supported by the game itself. Of course, there are many roleplaying games like this, and this is with the benefit of hindsight, but even then, there really is very little to recommend Odysseus – Role Play for the Homeric Age. It simply does not have the right sort of rules to be a roleplaying game and it does not have the background to really do what the author intended. Odysseus – Role Play for the Homeric Age is very much a collector’s curio, a design from the beginning years of the hobby when not every publisher quite knew what a roleplaying game should be or what it should do, a design still influenced too much by the wargaming hobby before it.