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Showing posts with label TSR. Show all posts
Showing posts with label TSR. Show all posts

Saturday, 20 December 2025

1975: Boot Hill

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

—oOo—

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

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

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

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

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

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

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

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

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

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

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

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

Sunday, 19 October 2025

1985: Conan 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—

In 1984, TSR, Inc. published CB1 Conan Unchained!, the first appearance of Robert E. Howard’s Conan the Barbarian in roleplaying. It would be followed the same year by CB2 Conan Against Darkness! And then in 1986 by RS1 Red Sonja Unconquered. All were written for use with Advanced Dungeons & Dragons, First Edition—though with some adjustments to accommodate the specific style of Robert E. Howard’s pulp fantasy and all were inspired by, but not based upon the films which had been released in the previous two or three years. Off the back of the strength of CB1 Conan Unchained! and CB2 Conan Against Darkness!, TSR, Inc. would develop the Conan Role-Playing Game. Like CB1 Conan Unchained!, it was written by David ‘Zeb’ Cook, an avowed fan of Conan, and that showed in much of the detail and flavour of the roleplaying game. That said, mechanically, it was a radical departure from the Advanced Dungeons & Dragons, First Edition of CB1 Conan Unchained! and CB2 Conan Against Darkness!, owing more to TSR, Inc.’s other licensed roleplaying games from the previous year—Marvel Super Heroes and The Adventuresof Indiana Jones Role-Playing Game.

Like those other roleplaying games, the Conan Role-Playing Game came as a boxed set, and it is one that nicely appointed. Behind the striking cover, can be found a thirty-two-page ‘Rule Book’, a sixteen-page ‘Reference Guide’, a four-page ‘Master Reference Sheet’, a forty-eight-page ‘The World of Hyboria – A Collection of the Hyborian Studies by Professor Ervin H. Roberts’, a four-page ‘Character Folio’, and a large poster map of Hyboria, plus two ten-sided dice and a crayon to fill the numbers in. The ‘Rule Book’ dives straight into explaining what a roleplaying game is, oddly using ‘Cops & Robbers’ as an example, when you really wish that Conan was being used instead, and then into Player Character creation.

A Player Character in the
Conan Role-Playing Game is defined by Talents, representing his physical abilities, skills, and knowledge. These are divided into six Talent Pools—Prowess, Fighting, Endurance, Knowledge, Perception, and Insight. A tenth of the total value of the Talents in a Talent Pool will define the General Talent value for the Talent Pool, covering every other skill within a Talent Pool that the Player Character does not have. A Player Character can also have one or more Weakness, but will definitely have a Story. This is his background which starts with his Country and his Parents, and the following form that the player has to fill in:

“____________ (Character name), the ____________ (Sex) of ____________ (Father) and ____________ (Mother), was born in the land of ____________ (Homeland). ____________ (Character name) grew ____________ (Appearance). As a youth, ____________ (Character name) learned ____________ (Talents) and ____________.”

The character creation process is simple. A player decides on his character’s name, as well as those of his parents, chooses a Homeland from the given list, and then assigns thirty-five points to his Talents. No more than five points can be assigned to any one Talent, the Player Character must have one Talent from each of the six Talent Pools, and one point must be assigned to his father’s Talent. He can gain another five points to assign for each Weakness he selects.

“Thellius, the Son of Gaenus and Hygira, was born in the land of Iranisatan. Thellius grew up lithe and wiry, but with a broad smile. As a youth, Thellius learned the songs his father taught him and to perform, but fell into what his mother called wicked ways.”

Prowess – 1
Acrobatic – 3, Climbing – 4, Movement – 1
Fighting – 1
Brawling – 3, Sword – 3
Endurance – 1
Damage – 4, Stamina – 3, Will – 3
Knowledge – 1
Lockpicking – 4
Perception – 1
Observation – 3, Minstrel – 4, Pocket Picking – 3,
Insight – 1
Danger Sense – 3, Personal Magnetism – 4

Weaknesses
Gambler, Weakness for women

The Player Character creation process is simple, but underwhelming. There is no example of the creation process, and whilst a sample character is provided, it is in the ‘Character Folio’ and not the ‘Rule Book’, and is of Conan himself and not a starting character. Similarly, the NPCs named and given stats in ‘The World of Hyboria – A Collection of the Hyborian Studies by Professor Ervin H. Roberts’ are extremely experienced NPCs. The primary problem though, is there is no guidance on how to create a character that fits either the setting or any kind of a role. So, no guidance on creating a warrior or a thief or a guide or a healer… In fact, when it comes to the thief, let alone Conan himself, there is no Stealth skill. At this point in the roleplaying game this leaves a fundamental question unanswered and that is, “How do I create Conan in the Conan Role-Playing Game?”

Mechanically, the Conan Role-Playing Game is a percentile system used in combination with a ‘Resolution Table’. A ‘Resolution Table’ that looks more like a graph. The vertical axis of the ‘Resolution Table’ runs from one to one hundred and represents a player’s dice roll. The horizontal axis is the ‘Talent/Differential’ row and runs from thirty to minus thirty. The results are banded from top to bottom, White, Green, Yellow, Orange, and Red, each band representing a complexity. A result in the White band is a failure, Green is easy complexity, Yellow is moderate complexity, Orange is hard complexity, and Red is difficult complexity. To have his character undertake an action a player rolls the dice and compares the result of the roll on the vertical axis of the ‘Resolution Table’ versus the value of the Talent his character is using on the ‘Talent/Differential’ axis. If the rest is in the right band, his character succeeds.

The colour band into which the result of a test falls can also be used to be determine the quality of the outcome. Examples suggested include NPC reactions, degree of a language understood, damage inflicted in combat, advantage gained in combat, damage blocked in combat, falling damage, the effects of poison, and more. Although the ‘Resolution Table’ looks complex and more like a mathematical exercise, in combination with the various modifiers for the different situations and just a single roll for all of them, it is actually surprisingly flexible in its application.

For example, Thellius is performing in a tavern and wants to impress the daughter of a merchant. This will use his Personal Magnetism Talent. His player has already made a Talent Test using Thellius’ Minstrel Talent. The result was Orange, so the Referee grants a +2 bonus to his Personal Magnetism Talent. This will shift it along on the ‘Talent/Differential’ axis of the ‘Resolution Table’ from four to six. The Referee has already decided that the situation is ‘Friendly’ on the ‘NPC Reaction Result Table’ as it is in a tavern. Thellius’ player rolls the dice and gets a result of eight which is in the Red band! This is a very good result and on the ‘NPC Reaction Result Table’ indicates a ‘Generous’ rection. The merchant’s daughter definitely catches his eye and raises a glass to him.
Combat also uses the ‘Resolution Table’. Before it begins, the participants roll to determine if anyone is caught off-guard using either their Animal Reflexes Talents or General Prowess rating. The better the roll, the more Advantages a player generates, either one, two, three, or four. These are compared against their opponents and the combatant who has the most left over afterwards gets a free combat action for each one. Combat takes place in five-second combat rounds and initiative is determined by rolling a single ten-sided die and adding the highest of either the Animal Reflexes or Movement Talents or the General Prowess value. It is possible for a Player Character to take multiple actions in a round, but this requires a test against his Animal Reflexes Talent or General Prowess value and a Red result. Otherwise, he cannot take multiple actions and is at a penalty to his actions for this round and the next! So, in general, a combatant will either attack, defend, move, cast a spell, or wait, at least until either Animal Reflexes Talent or General Prowess value increases. When his character makes a mêlée attack, the player declares an Aiming Point on the body of his character’s opponent. Combat modifiers shift the ‘Talent/Differential’ up and down, and then the Fighting Talent of the defender is deducted from that of the attacker. The subsequent roll will determine not only if the attacker successfully strikes, but if he does, how much base damage is inflicted. This can be modified by the weapon used, for example, a javelin or tiger claw has a ‘-1’ penalty, whilst a flail has a ‘+1’ bonus. In most cases, weapons that inflict more damage have a penalty to Initiative.

Damage inflicted then, is roughly on a scale of between one and seven points, is deducted directly from a Player Character’s Damage Talent. If the Damage Talent is reduced to zero or less, each time the character takes damage after this, his player must test his character’s Damage Talent using its current value. If the result is Red, the Player Character remains conscious, but falls unconscious if the result is Orange, Yellow, or Green. If the result is White, a failure, then the Player Character dies. However, armour does stop damage, the amount depending upon what is being worn on each location and whether a shield is being carried. In addition to inflicting a base four points of damage, a Red result on the attack also inflicts a specific wound to the location targeted, typically a stun effect against which the player will need to make a General Prowess Test.

The
Conan Role-Playing Game does allow Player Characters to use magic, whether that is as a sorcerer, witch, wizard, or shaman. However, it is not recommended as it takes a great deal of time and effort to learn and it can have deleterious effects upon the practitioner. Simply having a magic-related Talent, whether that is Alchemy, Information (actually being a seer of some sort), Mind Control, Natural Magic, Physical laws, Summoning, or Transformation, only indicates an aptitude. The would-be practitioner has to spend months of game time in study. Then, there is a cost to pay, but the cost is not necessarily financial, it can be personal. Every time a Player Character magician gains a magical Talent or a Spell, he gains one or two continuing effects. One is a magical Weakness, including Animal Aversion, Disfigurement, Endurance Loss, Madness, and Nocturnal. The other is Obsession, a Weakness that is treated like a Talent which when the practitioner is tempted by even greater magic, is forced to test and if the result is Red, he must do everything in his power to obtain the new magic. The Conan Role-Playing Game does not include any spells by design, intending the Referee and her players to create them and define their effects and where they can be learned. For experienced roleplayers, this is unlikely to be an issue, but new players will find this unhelpful. On the whole, much like the source material, magic is intended to be used by the antagonists rather than the protagonists.

In addition to the rules for magic, the ‘Rulebook’ also covers movement, hazards such as falling, fire, and drowning, gives details of what life is like in Hyboria, interaction with NPCs, and rewards for the Player Characters. The latter includes Fame Points, which can be earned for heroic and savage deeds, annoying a major NPC, improving a Talent above twenty, and so on, but can be lost through acts of cowardice, stupidity, betrayal, and so on. Successful Talent use during an adventure will earn a Player Character up to ten Talent points to assign, and for originality and good roleplaying, the Referee can award Luck Points. These can be used to reroll a dice roll, to reduce the damage taken from an attack, and as means to perform incredible feats of luck. This works by the player expending as many of his character’s Luck Points as he wants, the number determining the column on the ‘Talent/Differential’ axis of the ‘Resolution Table’, and then rolling. If the result is Red, he succeeds. There is no mention of Luck Points before this.

The advice for the Referee on creating and running adventures in Hyboria is decent and there is also an adventure included at the back of the ‘Rulebook’. This is ‘The Tower of the Elephant’, based on the short story by Robert E. Howard. As in the story, it starts in a tavern where there is chance for some revelry and a fight before sneaking into the nearby tower to steal the ‘Heart of the Elephant’, a fabulous jewel in the possession of the evil sorcerer, Yara. It is a short affair, offering only a single session’s worth of play and its set-up is completely wrong for the Conan Role-Playing Game. The first problem with it is that it follows the plot of the short story fairly tightly and does not give a lot of options in terms of what the Player Character can do. The second problem is  that it is not designed to be played using any Player Character created using the rules in the game and it is not designed to be played by a group. Instead, it is designed to be played using the stats for Conan himself given on one of the character folios, who is a more experienced character. As a one-on-one, short scenario, it is adequate, but given that there is no scenario included for a group of new created Player Characters, it is anything other than fine.

Of the other items in the box for the Conan Role-Playing Game, the ‘The World of Hyboria – A Collection of the Hyborian Studies by Professor Ervin H. Roberts’ is a good gazetteer, introducing Robert E. Howard and Hyboria, the latter as if it was written down in an academic’s notebook, complete with annotations. It includes quite detailed descriptions of the various lands, their peoples, towns, and cities, and there is a decent bestiary too. Several NPCs are also detailed as are various gods, cults, magical items, and ruins and their lore. This is all solid background material that the Referee can develop for her game. The map is good too.

The ‘Reference Guide’ gives explanations for all of the roleplaying game’s Talents and Weaknesses before providing some of its charts and tables, including the ‘Randon Hit Location Table’, the ‘Combat Modifiers Chart’, the ‘Resolution Table’ a second time—the primary one is on the back of ‘Rulebook’ where it is in colour, an ‘Equipment List’, a ‘Specific Wound Chart’, a ‘Jewel Table’, a list of the ‘Principal Hyborian Languages’, and a ‘Talent List’. The tables are all useful, but they seem placed in a random order which makes their use not as easy as they should be. There are more tables on the ‘Master Reference Sheet’, which covers everything else, including NPC Reactions, a synopsis of the possible results, the combat sequence, and more, including a quick guide to being a Referee.

There is a neat, even decent set of mechanics at the heart of the
Conan Role-Playing Game, good enough that they were later redeveloped as the ZeFRSRules—short for ‘Zeb's Fantasy Roleplaying System’, as the author is known as David ‘Zeb’ Cook. Yet the Conan Role-Playing Game almost goes out of its way to make the learning and using of the rules as awkward as possible. This begins almost immediately in the ‘Rulebook’ where there is no explanation of the core rules and how they work, the ‘Rulebook’ going from character creation to combat, leaving the reader none the wiser. Instead, there is an explanation of rules, roughly two paragraphs long under ‘Action Success’ on the third page of the four-page ‘Master Reference Sheet’. What this means is that the Conan Role-Playing Game, which is designed for ages ten and over, an introductory roleplaying game that is effectively hiding its rules. Add to this, the lack of an example of play, no example of character generation, no example beginning characters, and no beginning scenario for beginning characters or even multiple characters, and it is clear that the Conan Role-Playing Game is not giving proper support to either the Referee or the player.

Yet on the plus side, in addition to the very serviceable rules, the means of creating a Player Character using the form on the character sheet is a neat touch as it asks each player to think about his character in terms of his story and tying him into the world of Hyboria. The background description of the world is not bad either and to be fair, the adventure, ‘The Tower of the Elephant’, is actually reasonable enough for a one-one-one, single session’s worth of play. The problem with it is that is either not suitable for the roleplaying game on its own or it is simply not enough.

Physically, the
Conan Role-Playing Game is well presented. Everything is of good quality, the layout is tidy, and the internal illustrations, all by Jeff Easley, are excellent.

—oOo—
The Conan Role-Playing Game was reviewed by Mike Dean in ‘Game Reviews’ in Imagine Adventure Games Magazine No. 29 (August, 1985). He began by saying that, “With the recent influx of RPGs based on specific books, films and TV series, it is not all that surprising that we should eventually be presented with the CONAN® RPG. Along with the trend for this type of RPG has also come the unfortunate tendency for such games to be written in very simple English. CONAN RPG is no exception, and although it can be argued that the style encourages younger players and enables them to grasp the concept of the game more easily, one cannot help but feel that one is being talked down to by the authors.” He was also critical of the magic system in the Conan Role-Playing Game and the effort required both in game and out, adding, “…[I]t is almost as if by making magic difficult to pursue the authors are hoping that no-one will want to.” He concluded, “In conclusion, this game has some interesting concepts but is lacking in certain respects, notably the magic system and the slant towards the younger gamer.

Pete Tamelyn reviewed the Conan Role-Playing Game in ‘Open Box’ in White Dwarf Issue 69 (September, 1985). He was critical of the layout and organisation, saying that, “I get the impression that there were quite a few bugs in the systems as well because there is a 4 page ‘Reference Sheet’ included which makes several significant changes to the rules. ‘Last minute errata sheet’ might have been more appropriate.” Despite this, he awarded it an overall score out of seven out of ten and finishing with, “It's a great shame. With a bit of care it could have been a very good product. Most of the errors are essentially cosmetic and even with them I still prefer it to AD&D. Hopefully TSR will produce a second edition – after they’ve tightened up on their quality control.”

It was reviewed in ‘Game Reviews’ in Different Worlds Issue 45 (March/April, 1987) by Edwin King, whose initial description was that, “The Conan RolePlaying Game is a great piece of hack & slash fun that can reawaken the enthusiasm of the most jaded role-player.” Although critical of the limitations of the scenario, he was positive in his conclusion. “Essentially, it is worth the effort to overlook the organizational problems and occasional lapses in clarity in the rules. If you can enjoy the freedom of using an easily-learned rules set that leaves plenty of options, Conan is great. It makes a pleasant break from more detailed fantasy campaigning and it is certain to have its players rereading the Conan stories in search of inspiration.” He awarded it three stars out of five.
—oOo—

The Conan Role-Playing Game has an experimental quality to it in combining a very simple system that gives the players a lot of freedom in terms of what they can create and play with a resolution mechanic that is surprisingly elegant and flexible and can cover most situations. It is unlike any other roleplaying game from TSR, Inc. of its era and as a development of the earlier Marvel Super Heroes and The Adventures of Indiana Jones Role-Playing Game, it could have been the basis of a system suitable for a variety of genres. Yet despite its production values, the Conan Role-Playing Game hides this mechanical simplicity behind a ragged organisation, poor explanations of the rules, and a lack of support for the player in terms of examples and advice. There are moments where the author’s love of Robert E. Howard and Conan the Barbarian does shine through even its poor organisation, primarily in the sourcebook and the rules for magic, but even this cannot stop the Conan Role-Playing Game from failing to live up to its potential.

Sunday, 2 February 2025

1984: Conan Unchained!

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

—oOo—

In 1985, TSR, Inc. published the Conan Role-Playing Game, the first of five roleplaying games to be based on the Conan the Barbarian stories of Robert E. Howard. Which means that it is forty years old in 2025, but this was not the first foray into the archetypal Swords & Sorcery genre by the publisher. After all, the Conan the Barbarian stories had always been an influence upon E. Gary Gygax, TSR, Inc., and Dungeon & Dragons, with stats for Conan actually appearing in Supplement IV: Gods, Demi-Gods & Heroes for the original version of Dungeons & Dragons, which was published in 1976. That though, was unofficial, whereas his appearance in two modules for Advanced Dungeons & Dragons, First Edition was official. CB1 Conan Unchained! and CB2 Conan Against the Darkness! were both published in 1984 and both were designed for Player Characters of Tenth to Fourteenth Levels and to be played by the four pre-generated Player Characters included in each module, which of course, included Conan amongst their number.

Behind the eye-catching image of Arnold Schwarzenegger as Conan, CB1 Conan Unchained! provides not only a scenario set within the Hyborian Age, but also an introduction to the setting and the rules to run the scenario using Advanced Dungeons & Dragons, First Edition. Although the image from the cover was taken from Conan the Barbarian, which was only released two years before, CB1 Conan Unchained! does not use any more images from it and it is not based on its story. Rather, CB1 Conan Unchained! takes its cue from the short stories by Robert E. Howard—‘Queen of the Black Coast’, ‘Red Nails’, and the unfinished ‘The Hall of the Dead’. It is from these stories that Conan himself and two of the three other pre-generated Player Characters come from. Besides Conan, they include Nestor the Gunderman and Valeria of the Red Brotherhood, whilst Juma the Warrior is inspired by later comics. All have weapon proficiencies and secondary skills, whilst Conan has a special ability which means he is very rarely surprised. Conan himself is a Thirteenth Level Fighter and a Seventh Level Thief, Valeria a Tenth Level Fighter and a Ninth Level Thief, Juma a Twelfth Level Fighter, and Nestor the Gunderman a Fourteenth Level Fighter.

One notable addition to all four Player Characters is that of Luck Points. This is the first of several new rules in CB1 Conan Unchained! Conan has twelve of these, Nestor and Juma have ten each, and Valeria has sixteen! These are included because, “Conan is sometimes able to do things beyond the range of the AD&D rules. These impossible actions are part of Conan’s special abilities. It is important for characters to be able to do the same things, so they are given Luck Points.” However, they are not spent by the player per se, but by the Dungeon Master. She is told to encourage the players to have their characters perform “…[H]eroic, amazing, or impossible feats…”, with a player expected to describe what his character is trying to do and the Dungeon Master then adjudicate the cost without the player being told how many Luck Points his character has left. For a single Luck Point, a Player Character can make an extra attack in a round, automatically hit an opponent, climb without falling, leap a chasm, and so on; whilst for two Luck Points, he can knock out a person with fist or weapon, spring back from a trap just in time, and climb while carrying another person; and for three Luck Points, do something heroic beyond the scope of the rules. They cannot be spent on a roll that has already been made, on a Saving Throw, or a Fear Check. Some opponents also have their own Luck Points.

To account for the lack of the Cleric Class in the Hyborian Age and thus the lack of healing magic, a Player Character always heals a single Hit Point per day and Hit Points equal to half the Player Character’s Constitution if he rests for a whole day.

The other major addition is the Fear Factor to found in certain creatures and monsters as well as magic effects and reflect Conan’s own instinctive reaction to the unnatural and things that defy explanation. Whenever a Player Character fails a Fear Check, he is struck dumb momentarily or flees for his life, until he overcomes his fear or is hurt again. Sources of Fear include monsters, spellcasters, and unusual magic items or situations and have a Fear Statistic ranging between one and ten. When a Fear Check is required, the Fear Statistic is multiplied by the Player Character’s Wisdom and the resulting value is rolled against on percentile dice. Succeed and the Player Character is unaffected, but fail and he is filled with fear.

There can be no doubt that the inclusion of Luck Points and Fear Checks are radical changes to Advanced Dungeons & Dragons, First Edition, that certainly in the case of Luck Points take the roleplaying game far beyond what it is normally expected to do. In fact, what the inclusion of Luck Points highlights is that as much as Advanced Dungeons & Dragons, First Edition is pitched as a roleplaying game of heroic adventures and fantasy, it is actually not as heroic as it could be. Arguably, the fantasy of Conan the Barbarian and the Swords & Sorcery genre is pulp fantasy, but if that is case, then given the fact that Dungeons & Dragons is inspired by Swords & Sorcery, what Luck Points show is that Advanced Dungeons & Dragons, First Edition cannot do Conan-style, Swords & Sorcery as written without them. And since they encourage roleplaying in a particular style, they are actually the first roleplaying mechanic to appear in Dungeons & Dragons! (As opposed to Inspiration, which appeared in Dungeons & Dragons, Fifth Edition in 2014!)

In fact, the inclusion of Luck Points in CB1 Conan Unchained! is not only a highly radical design choice for Advanced Dungeons & Dragons, First Edition and TSR, Inc., but also a very modern one. Top Secret: An Espionage Role Playing Game for 3 or more players, ages 12 to adult, published by TSR, Inc. in 1980 included an optional rule for Fame and Fortune Points which enabled a Player Character to overcome a fatal wound. It would be James Bond 007: Role-Playing In Her Majesty’s Secret Service, published in 1983 by Victory Games, that developed the concept fully as Hero Points that could be used to adjust skill rolls, shrug off wounds and even death, and enable the Player Characters to be more heroic. However, in The Adventures of Indiana Jones Role-Playing Game, published by TSR, Inc. in 1984, only offered Player Points, which can only be spent to reduce the severity of a Player Character’s wounds or injuries. It is incongruous that in two roleplaying products from the same publisher and the same designer—David Cook—released in the same year, it is a scenario for Advanced Dungeons & Dragons, First Edition that is given Luck Points.

If the Luck Points are a good addition, Fear Factor, less so. It is not so much a case of CB1 Conan Unchained! not needing a mechanic for handling fear, but rather a question of whether or not it needs a specific new rule for handling fear. Could not the Saving Throw mechanics of Advanced Dungeons & Dragons, First Edition be used instead? That said, the Fear Check mechanic is simple and fast.

One other change that CB1 Conan Unchained! makes is to classify its scenes into several types. These are normal, random, and plot encounters. Normal encounters are those typical of an adventure, such as exploring a ruin or attacking a pirate ship, whilst random encounters are there to spice up the action. Plot encounters are scenes in which the Player Characters have to act through with only a limited number of choices in how they can act. The Dungeon Master is advised that they be handled with care lest the players feel forced in their characters’ actions. Unfortunately, ‘plot encounters’ like this were not well received at the time and are still looked at with some disdain, though more so in the case of DL1 Dragons of Despair—which came out the same year as CB1 Conan Unchained!.

The introduction to the Hyborian Age in CB1 Conan Unchained! is short, but informative. It highlights how the countries and peoples of the Hyborian Age are formed of different individual groups, each easily identified and with different attitudes and behaviours. The latter means that is often possible to identify someone in the Hyborian World just by their actions. Steel weapons are available, but armour is rarely more than chain or scale. Monsters like those of Dungeons & Dragons are very rare, with giant beasts and demons, elementals, giants, and golems being common. Magic in the Hyborian Age is practiced, but rare, confined to summoning, illusions, charms, and death spells, so greatly feared. Magical items are even rarer and invariably dangerous to those who wield them, though this does not stop sorcerers hunting for both them and dusty tomes of magic.

The scenario on both sides of the narrow Sea of Vilayet and opens with the adventurers as mercenaries in the employ of the Khan of Turan, hired to put down a rebellion by Kustafa, the governor of a city who has refused to pay the taxes that are due. However, a strange magical attack by darkness and shadows finds the army they were part of destroyed and the adventurers on the run. This is the first of the scenario’s four Plot Encounters, the second following close on its heels as the Player Characters are captured by the Mongel Horde-like Kozaki nomads who plan sell them to Stygian slavers. The problem with this Plot Encounter is that the Player Characters have to be captured for the scenario to proceed and given that this is at the beginning of the scenario, they have a lot of Luck Points to spend. Now the nomads do use lariats to capture them, but it is possible for the players to burn through an awful lot of their characters’ Luck Points before that happens and this is right at the start of the scenario.

The Player Characters are not expected to escape, but to prove themselves worthy of being one of the Kozaki and then over a series of events make themselves popular, and eventually, challenge the hetman of the group. There is a good mix of events and encounters to throw at the Player Characters throughout this process and they are given plenty of opportunity to prove themselves. There is even an encounter when a rival to the post of hetman attempts to assassinate a Player Character who looks like he is vying for the position. Of course, it also possible for the Player Characters to escape, but it is not nearly as interesting as what the scenario presents. Whether or not the Player Characters escape, or they become part of the Kozaki, they will in the third Plot Encounter of the scenario run into a female NPC. She will reveal herself as Costhiras, the mistress of the Khan of Turan, who was visiting the city that he sent the army that the Player Characters were part of to recapture it after it rose in rebellion and stopped paying taxes. She tells them that Kustafa, the governor of the city did not do this willingly. He has fallen under the influence of Bhir-Vedi, an evil sorcerer who searches for her still—and to enforce that fact, she is attacked by an Invisible Stalker that instant!

Costhiras begs for the Player Characters to help her and offers to guide them to The Citadel of Bhir-Vedi (or they can follow her if she was snatched by the Invisible Stalker). Either way, this leads them to travel with a band of pirates lead by a somewhat tiresome pirate captain (though he does fight with a sword blade attached to the steel cap on the stump of his wrist and if desperate, can fire it on a spring), but eventually the Player Characters will get to the other side the Sea of Vilayet and the entrance to The Citadel of Bhir-Vedi. There is a short maze-like cavern to navigate before coming upon Bhir-Vedi’s tower, a fairly standard sorcerer’s tower by any measure. There are a fair number of traps to avoid, mostly requiring a check to see if the Player Characters are surprised before they can spend Luck Points, and there is the strong possibility of them being captured after being put to sleep and then waking up to find themselves chained atop the tower ready to be sacrificed to some god or other by Bhir-Vedi. Hopefully, they will have retained enough Luck Points to break their chains (or at least make a Bend Bars/Lift Gates roll)! And after that? Enough points to kick Bhir-Vedi off the top of the tower!

Physically, CB1 Conan Unchained! is disappointing. It looks good, with good art and cartography, but the editing is poor with names constantly changing and inconsistent descriptions.

—oOo—

CB1 Conan Unchained! was reviewed by Steve Hampshire in the ‘Game Reviews’ section of Imagine No. 24 (March, 1985). He said, “The module itself also has some uniquely ‘Conan’ features. Normal AD&D monsters are almost totally replaced by various human opponents and potential opponents. Surprisingly, some of these are good enough to challenge Conan! The plot is simple and rather derivative, but it takes in some interesting settings and encounters. For most part it plays well, despite niggles like a ship that keeps changing its name, and monsters using their useless wings to fly into attack.” He concluded his review by saying, “The mood of this module is different form the normal run of AD&D material, and the players and referee really need to get into the swing of the thing. It helps if one is familiar with the Conan books or film. This scenario is good for introducing the characters, but stronger plotlines will be needed of there is to be series.”

Rick Swan reviewed CB1 Conan Unchained! in the ‘Capsule Reviews’ in The Space Gamer Number 73 (March/April, 1985). Of the new rules—the Fear Factor and Luck Points—he said, “D&D purists may freak, but the rules work and add to the heroic feel of the setting. Fans of R.E. Howard will happy to know that Cook has approached the source material with considerable respect and that Conan Unchained is generally consistent with the Hyborian world we all known and love.” However, he added that, “The basic problem is that Conan isn’t a particularly good choice for the D&D system. Compared to most D&D settings, Conan’s world is pretty barren. There’s no magic or interesting settings to speak off, and the adventure is nothing special (the characters are captured by slavers, negotiate their freedom, and rescue a fair maiden from a nasty castle).” He concluded that, “Conan Unchained can be played as part of a regular D&D campaign without Conan and associates, but what’s the point? There are plenty of better roleplaying modules available from TSR and elsewhere. Conan and D&D go together like peanut butter and tuna fish – it can be done, but you can bet there’s going to be a funny taste.”
—oOo—

CB1 Conan Unchained! suffers from several problems. Most obviously, if you going to play it, who plays Conan and why would you want play anyone else? Second, Advanced Dungeons & Dragons, First Edition does not feel right for it and is not right for it, as evidenced by the inclusion of Luck Points which enables the heroic feats that Conan calls for and which Advanced Dungeons & Dragons, First Edition is not designed to do. In fact, what it highlights is how staid the design to Advanced Dungeons & Dragons, First Edition was by 1984. Third, how poorly plotted it is. The adventure does not really start until the Player Characters get captured, so why does that have to be played out and the players waste their characters’ Luck Points? Then the sequence with the pirate captain is tedious, designed to barb the Player Characters into action. The plot really is most straightforward. Yet there are flashes of excitement to found in CB1 Conan Unchained! The sequence in which the Player Characters free themselves from the nomads and then take over is actually quite fun and the inclusion of Luck Points encourage the players to be a little more inventive than Advanced Dungeons & Dragons, First Edition necessarily might be in normal play.

Ultimately, CB1 Conan Unchained! feels rushed and underdeveloped, an attempt to bring fans of Conan the Barbarian and Conan the Destroyer to Advanced Dungeons & Dragons, First Edition and fans of Advanced Dungeons & Dragons, First Edition to Conan the Barbarian and Conan the Destroyer, but is not really good enough to attract either and ultimately, satisfies neither.

Sunday, 4 August 2024

Review 2500: The Adventures of Indiana Jones 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—

The Adventures of Indiana Jones Role-Playing Game
was published in 1984 by TSR, Inc. It was an attempt to create an introductory roleplaying game based on the highly successful films, Raiders of the Lost Ark and Indiana Jones and the Temple of Doom. Although supported by six adventures and an accessory pack, it was poorly received and would prove to be a failure. The licence lapsed the following year. In the years since, it has gained a poor reputation for not only being a flop, but also for being a badly designed game. Even in some cases, one of the worst roleplaying games ever published. Its problems can be attributed to just two design decisions. The first decision limited what you could play. The options were Indiana Jones and then Sallah, Marion Ravenwood, Short Round, Willie Scott, Wu Han, and Jock Lindsey. They were the only options because The Adventures of Indiana Jones Role-Playing Game does not have rules for character creation. Even then, the choice of characters for a young teenage audience was extremely limited. Did anyone really want to roleplay Willie Scott, let alone Wu Han or Jock Lindsey? Plus, this is not a roleplaying game for more than a few players, one of whom gets to roleplay Indiana Jones, whilst the others play his sidekicks, who are going to change from one story to the next. The second decision is more mechanical, but effectively, none of the heroes can die in The Adventures of Indiana Jones Role-Playing Game. This models the films—except for poor Wu Han, of course—but no matter how bruised or battered he gets, how far he falls, Indiana Jones cannot die. He can suffer a lot of damage, but he cannot die. Then, when he does suffer damage, he takes weeks to heal, which does not model what we see on screen. Forty years since it was published, is The Adventures of Indiana Jones Role-Playing Game as bad as its reputation claims it to be?

The Adventures of Indiana Jones Role-Playing Game comes as a boxed set. Inside is the sixty-four-page Games Rules Booklet, an eight-page Evidence File, a World of Indiana Jones Map, a Referee’s Screen, and three-dimensional cardboard figures to cut out and use in play. The Games Rules Booklet contains all of the rules to play, as well as a solo scenario, ‘The Ikons of Ikammanen’, which leads in to a scenario that can be played by multiple players. The Evidence File gives stats for Indiana Jones and his six companions, plus maps and clues for the ‘The Ikons of Ikammanen’ scenario. The World of Indiana Jones Map depicts the world as it was in the nineteen thirties and is marked with the common travel routes, sadly not in thick red lines though. The Referee’s Screen has many of the tables on it needed to play, but not all. The Referee will need to refer to the Games Rules Booklet for the ‘Chase Flow Chart’ as well as the back of the Games Rules Booklet for the ‘Modified Check Table’ and the ‘Check Results Table’ as both require full colour and only the front of the Referee’s Screen is in colour. The three-dimensional cardboard figures include all of the heroes, NPCs that appear in ‘The Ikons of Ikammanen’ adventure, and generic Goons and Villains. They also include a few rough buildings.

With a little colour fiction, the Games Rules Booklet pulls the reader into an explanation of what a roleplaying game is and the basics of the mechanics and what a Player Character looks like. Following this is ‘The Ikons of Ikammanen’ scenario, at this stage a solo adventure, although not a ‘choose your own’ style of solo adventure. Rather, it provides a few options, but keeps them all to the same page. In each case, what it is doing is getting the reader to make a few dice rolls and show how the previously explained rules work in practice, going from one page to two, and then more as the rules have to handle more complex situations. It does this in turn for combat, chases, and more, until it gets to part four and dealing with ‘Cronies & Contacts’ where Indiana Jones has to interact with some NPCs. This requires an actual player and a Referee. Up until that point it has been the reader playing through this, so what this means is that to get to this point, the Referee has to play through the first three parts and the player has to play through the first three parts, and then they have to come together for part four and beyond… This is annoyingly clumsy in its execution when the simplest solution would have been to have had player and Referee involved from the start. From this point on though, the remaining five chapters of the adventure do require the Referee and then  another player to take the role of Indiana Jones. That said, the format of the author explaining or telling the reader rules and then showing the reader the rules and getting him to use them in play is a good idea. It is just that its execution is poor.

Instead of character generation, The Adventures of Indiana Jones Role-Playing Game simply gives the stats for Indiana Jones and his sidekicks from the films Raiders of the Lost Ark and Indiana Jones and the Temple of Doom. A character has seven attributes—Strength, Movement, Prowess, Backbone, Instinct, and Appeal. Prowess is his fighting ability; Backbone is his determination and his guts, as well as his ability to overcome irrational fears; and Instinct is his perception. There is no Intelligence type ability, but there are Knowledges, areas of expertise that let a character do certain things or simply know about them. Notably Indiana Jones is not that much better than his sidekicks. Both Indiana Jones and Willie Scott have irrational fears that require a Backbone Check to overcome lest they be frozen in fear and ultimately, their players to roleplay their way past them. Some of the Player Characters have notes such as Wu Han knowing a little archaeology and being a master of disguise.

Indiana Jones
Attributes
Strength 68
Movement 80
Prowess 76
Backbone 72
Instinct 80
Appeal 88

Movement Rate (running); 25 squares (5 areas)/turn
Weapons: bullwhip, pistol, knife
Money: $500
Knowledges: Archaeology, Driving, Parachuting, Surveying
Irrational Fears: fear of snakes
Notes: Indy wears glasses to correct an astigmatism

Mechanically, The Adventures of Indiana Jones Role-Playing Game is a percentile system, similar, but very simplified in comparison to, the mechanics used in Marvel Super Heroes, also published in 1984. To have a character undertake an action, his player makes an Attribute Check. The Attribute Check is easily modified by either doubling the value if the task is easier, or halving or even quartering it if the task is difficult. Modifiers cancel each other out, so that a Prowess Check to shoot an NPC would be doubled because the weapon is resting on a solid object, but halved because the target is in cover. If the result on percentile dice is equal to, or less than, the attribute value, the character succeeds, but if how well the character succeeds, the Referee can consult the ‘Modified Check Table’ on the back of the rulebook. This compares the result of dice roll to the modified Attribute Check. The result is a colour coding and when that colour is checked on the ‘Check Results Table’ it will give a more nuanced outcome, depending upon whether a character is attempting to inflict damage in combat, discover something using Instinct, or persuade someone using Appeal.
For example, Indiana Jones wants to find the next clue to the location of a tomb. He is in a library, but a gang of goons is after him, so the Referee rules that this increases the difficulty and halves Doctor Jones’ Instinct of 80. So, his player will be making an Instinct Check of 40. He rolls ‘07’. This is between ‘06’ and a quarter of his current Instinct Rating and indicates a yellow box. Checking the corresponding yellow box under Instinct ‘Check Results Table’ and the Referee can tell Indiana’s player that he has a ‘What or Where’ result, meaning that he has found the information he was looking for.
If the result is five or less, then the character gets a ‘Lucky Break’, but suffers a ‘Bad Break’ if the player rolls ninety-six or more. A Lucky Break on a Movement Check might be that the enemy falls and trips up his companions or a trap fails to work on an Instinct Check. A Bad Break might be that an NPC finds the character repulsive on an Appeal Check or the character’s knife or sword breaks on a Prowess Check. However, the important line here is, “No one ever dies as a result of a Lucky Break or a Bad Break. Such events just make things just a little more interesting—one way or another.”

Combat is more complex and stats slightly oddly in that rolling for initiative is optional. The players and the Referee only roll if they want to act before anyone else. A Movement Check is used for initiative and also if a character’s action is to move, whilst a Prowess Check is used for all attacks. Specific actions, such as Indiana Jones using his bullwhip to snatch a gun from a goon’s hand or attempt to knock a goon off his feet rather than inflicting straight damage are handled as modifiers to the attacker’s Prowess. The level of damage inflicted is determined by the quality of the roll and checking on both the ‘Modified Check Table’ and the ‘Check Results Table’. The outcome can either be light, medium, or serious damage. Brawling inflicts injuries, whilst Shooting inflicts wounds. Some weapons increase the severity of damage inflicted, for example, from light to medium. This tends to be weapons that inflict injuries, such as a blackjack or the buttstock of a rifle when used as a club, whilst piercing or cutting weapons inflict wounds. Both injuries and wounds can lead to Attribute Ratings being reduced and unconsciousness, whilst wounds can result in death—although how that is handled is not addressed and in fact, this is the only mention of death in the roleplaying game. Goons—such as Nazi guards or Nepalese thugs—always act after the heroes and are knocked out if they suffer serious damage, whereas villains, like rival archaeologist René Belloq, act and take damage like a Player Character. The fact that Goons can be knocked out by serious damage does model the films, for example, Indiana Jones shooting the swordsman in the marketplace scene or the fistfight against the German Luftwaffe mechanic. The roll also determines where the damage is inflicted. This is done by reversing the numbers on the roll and consulting the ‘Action Results Table’ on the Referee’s Screen.
For example, Indiana Jones is fighting his way out of the library and wants to punch one of the Nazis in front of him. This is a Prowess Check. Indiana has a Prowess of 76. His player rolls ‘25’ and the Referee compares it to the ‘Modified Check Table’ and the ‘Check Results Table’. This is between a quarter and a half of Indiana’s Prowess and indicates medium damage. The result of ‘25’ is reversed to ‘52’ and the ‘Action Results Table’ consulted—Indiana has landed a good blow in the Nazi goon’s gut! This forces a Strength Check on the goon. The check is successful and so all of the Nazi’s Attribute Ratings are halved for this and the next round. (If the roll failed, then the Nazi would have been knocked unconscious.)
As this is a roleplaying game based on Raiders of the Lost Ark and Indiana Jones and the Temple of Doom, there are rules for vehicles, chases, and combat whilst in a chase. This is the most complex part of the rules in the roleplaying game, but is decently explained, there is an example of it in play, and then the reader gets to try it out. The rules also make use of the ‘Chase Flow Chart’, which model routes and intersections and possible hazards that the Player Characters might encounter. (A similar chart would later appear in Top Secret/S.I., published by TSR, Inc. in 1987.) Other rules cover money, travel, equipment, and dangerous events. Of these, the rules for money are arguably superfluous since money never plays a factor in the films. The rules for dangerous events, whether falling, hanging on to a failing rope bridge, riding a runaway cart in a mine, drowning, and more are simply given a Danger Rating which works like an Attribute in play, using the same ‘Modified Check Table’ and ‘Check Results Table’.

There is good advice for the player as well as the Referee. For the player, this is about having fun, getting into the adventure spirit, and playing the good guys. In fact, there is a rule for enforcing the latter, the Referee having the right to demand a Backbone Check if she thinks that Indiana Jones, or a sidekick, is about to do something out of character. Since there is no means of creating Player Characters in The Adventures of Indiana Jones Role-Playing Game, there is no way of improving them either. There is, though, an optional rule for Player Points. These are earned by achieving the objectives in an adventure overall and in some episodes as well, such as rescuing an NPC or obtaining the artefact that Indiana Jones is searching for, whilst the Referee can earn them by having the NPCs capture the Player Characters or retain the artefact that the Player Characters are after. The players and the Referee can also reward each other with Player Points at the end of an adventure or episode for making the play fun, good roleplaying, and coming up with good ideas. A player cannot earn more than five Player Points per adventure or episode and cannot have more than fifteen in total. Player Points can only be spent to reduce the severity of a Player Character’s wounds or injuries, for example, from serious to medium, at a cost of five Player Points each time. This also applies to the Referee and her NPCs.

Another way to earn Player Points is a special bonus if a Player Character sacrifices himself to save another Player Character or NPC. If a Player Character is killed, the Player Points are carried over to the player’s new one. Given the lack of discussion of character death in The Adventures of Indiana Jones Role-Playing Game, this seems at odds with the nature of its play, and whilst the expenditure of Player Points counters the sometimes severity of the combat system, in hindsight it feels so limiting that they cannot be spent to undertake heroic or cinematic action. That said, this is a roleplaying game published in 1984 and the idea of Hero Points or Luck Points, of which Player Points are a sort, had yet to be adopted by the wider gaming hobby. Yet this is despite the pioneer of their broader use, James Bond 007: Role-Playing In Her Majesty’s Secret Service, being published by Victory Games the year before.

In terms of background, The Adventures of Indiana Jones Role-Playing Game provides a timeline and a very short history of the 1930s, plus descriptions of various archaeological locations around the world, none of which are marked on the World Map. The advice for the Referee is decent enough. The scenario though, ‘The Ikons of Ikammanen’, is in parts exciting, but as a whole never more than serviceable. It opens with the death of a former student of Doctor Jones, which puts him on the trail of a set of legendary artefacts from West Africa. Here he will be captured along with the student’s sister—who also took classes under Indiana Jones—by a greedy local, and together they will be forced to explore a mysterious and deadly volcanic island. The scenario stretches credulity in places, such as when a Nazi submarine torpedoes the ship they are on, rescues them, and actually transports them across the Atlantic to New York! It is a direct adaptation of the first story of Marvel Comics’ The Further Adventures of Indiana Jones series and highlights how ultimately, The Adventures of Indiana Jones Role-Playing Game is a very direct adaptation of the source material rather than a setting to be explored. It is disappointing that an original story could not have been included, perhaps one that could actually have involved more than one player. That said, it does get comic artist and writer, John Byrne, who wrote ‘The Ikons of Ikammanen’ for The Further Adventures of Indiana Jones comic, a roleplaying game design credit!

Physically, The Adventures of Indiana Jones Role-Playing Game is underwhelming. The Games Rules Booklet is illustrated with images from the first two films, all in black and white, but the rulebook does feel cramped and busy. The most colourful items are the three-dimensional cardboard three-dimensional cardboard figures, but the artwork is far from great. It captures the look of Indiana Jones and his sidekicks in the clothing that they wear rather than their actual appearance.

—oOo—
The first review of The Adventures of Indiana Jones Role-Playing Game appeared in Imagine No. 21 (December 1984), appropriately in an issue dedicated to superhero roleplaying games! In ‘Games Reviews’, Paul Mason said, “The main strength of the rules lies in the system used. The designers have come up with an ingenious way of combining chance with success, quality of result and (in the case of combat) hit locations with a single percentage role. The whole game depends on this simple system, making it easy to pick up.” In the main though, he was critical of the game, finishing with, “…[W]hile the game structure is spot on, the execution is poor, making me feel overall that the game is a missed opportunity.”

The most positive of its reviews would appear in the pages of Imagine magazine’s rival. In Adrian Knowles’ review of The Adventures of Indiana Jones Role-Playing Game in ‘Open Box’ in White Dwarf Issue 61 (January 1985) he highlighted how the rules are designed for someone with little roleplaying experience, commenting that, “It is very obvious that the game has been produced entirely with a young market in mind - players totally new to the idea of roleplaying will find it easy to play and pick up and good fun to boot.” and that, “Experienced gamers, I suspect, will regard the game with horror - a character who is unthinkable [sic], ridiculous!”. (Presumably, he meant ‘unkillable’ rather than ‘unthinkable’.) He concluded with, “Although I found the game to be quite enjoyable (but then I had spend [sic] the evening propping up a bar before tackling it) it only has appeal as a ‘one-off’ game - good for a break but unlikely to have lasting appeal. It is fun, however, and no matter what crazy stunt you attempt, Indy will survive.” before awarding it seven out of ten.

Steve Crow was less charitable in his review which appeared in the ‘Capsule Reviews’ section of Space Gamer Number 73 (March/April 1985). He was critical throughout and ended with, “Indiana Jones is so locked into the concept of the two movies that it is practically useless for anything outside of reenacting the movies or similar plots. FGU’s Daredevils and Hero Games’ Justice Inc. both take a broader look at the genre of 30s roleplaying, giving you a chance to take your life into your own hands with characters of your own creation. Indiana Jones does neither.”

The negative reviews continued with Different Worlds Issue 39 (May/June 19865). In ‘Game Reviews’, Russell Grant Collins reviewed The Adventures of Indiana Jones Role-Playing Game as well as the first two adventures, IJ1 – Indiana Jones and the Temple of Doom Adventure Pack and IJ2 – Raiders of the Lost Ark Adventure Pack. He summed up both roleplaying game and scenarios with “In conclusion, avoid this game; if you play some other system that is set in this time period and are willing to do the conversions, the modules might be worth it, especially Raiders of the Lost Ark.”

Perhaps the oddest review would appear in the pages of Dragon No. 215 (March 1995). In ‘Role-Playing Reviews’, Rick Swan gave an overview of numerous roleplaying games and settings with ‘Something for everyone? West end Games’ MASTERBOOK game’. In examining The World Of Indiana Jones—which was published exactly ten years after The Adventures of Indiana Jones Role-Playing Game, he said of the first version that, “It wasn’t a big hit—I picked mine up at a GEN CON® Game Fair for fifty cents, still in the shrink wrap—possibly because of the elementary mechanics, more likely due to the exclusion of a character-creation system. Instead of dreaming up your own PC, you simply assumed the role of your favourite character from the films. Thus, the game ensured a flurry of fist-fights as players squabbled over who got to be Indy.”
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Although the licence for the roleplaying game would lapse in 1985, The Adventures of Indiana Jones Role-Playing Game would infamously and curiously have an afterlife that lives on today. According to legend, when the licence was lost, all copies of the roleplaying game had to be burned. Employees at TSR (UK) rescued the last, partially burned copy, and its remnants would end up encased in a Perspex pyramid, the only words legible being ‘diana Jones’. In the twenty-first century, this became the trophy for the Diana Jones Award For Excellence In Gaming, serving as an accolade for everything that The Adventures of Indiana Jones Role-Playing Game was not. The irony is not subtle.

The Adventures of Indiana Jones Role-Playing Game was, notoriously, the roleplaying game that applied the ‘™’ or trademark symbol to the word ‘Nazi’ as in ‘Nazi™’. Except this really is a roleplaying myth. Many of the three-dimensional figures do have both the Trademark and the Copyright symbols on their bases. These are all named characters from the films—Indiana Jones, Sallah, Marion Ravenwood, and so on. The others like the various Goons, the Ship Captain, and yes, the Nazi, do not.

What is surprising about The Adventures of Indiana Jones Role-Playing Game is that in some ways it is not as bad as its reputation suggests, but in every other way, its poor reputation is deserved. Mechanically, The Adventures of Indiana Jones Role-Playing Game is a good game and the way in which a single Attribute Check can determine its qualitative outcome and in combat, the hit location, with a single roll, is actually elegant and fast playing. Yet the way in which it handles the effects of damage, death, and effectively, script immunity for Indiana Jones, Sallah, Marion Ravenwood, and so on, underwhelms any sense of jeopardy. Of course, the sense of peril seen on screen is not real, because ultimately, we know that Indiana Jones will prevail, but The Adventures of Indiana Jones Role-Playing Game makes it explicit. Indiana Jones can take any amount of damage and come back from it, and though optional, the use of Player Points, enforces this. At the same time, you want the Player Points to allow you to do other things, just like Indiana Jones does on screen, but the rules are not there for that. The limitations of who and what you can play also limits choice and the number of participants. What The Adventures of Indiana Jones Role-Playing Game really is, is not so much a roleplaying game, with its freedom for the Game Master and her players to create their content in terms of characters and adventures, as an ‘adventure’ game designed to emulate very closely the films and stories upon which it is based.

By modern standards, it would not actually take much to adjust The Adventures of Indiana Jones Role-Playing Game into something more playable. The underlying mechanics are workable. It is the choices made to model the films too closely that undermine the rules and the roleplaying game as a whole. The result is that as both a roleplaying game and a roleplaying game based on the world of Indiana Jones, The Adventures of Indiana Jones Role-Playing Game fails to satisfy.

Sunday, 28 April 2024

1994: Planescape Campaign Setting

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.


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Published in April, 1994, the Planescape Campaign Setting was as a radical a setting for Advanced Dungeons & Dragons, Second Edition as could be imagined in the 1990s. Perhaps even more imaginative than the Spelljammer setting published five years before that Planescape would ultimately replace in terms of both tone and scope. Based on the earlier Manual of the Planes for Advanced Dungeons & Dragons, First Edition, it introduced a multiverse that was in part familiar to an audience from that supplement, but in way that was totally unfamiliar. Where perhaps the Manual of the Planes had been a means for the Player Characters—typically of a high Level—to traverse from one plane of existence to another, what Planescape provided was a base of operations, a city, rife with politics and factionalism, from which the Player Characters could leave to visit and come back from realms that before they could have only dreamed of visiting. Whether it is the Astral Plane or the Ethereal plane, the Inner or Elemental Planes of Air or Water or the Quasielemental Planes in between, for example, Paraelemental Plane of Smoke or Paraelemental Plane of Ooze, the Outer Planes divided between the Upper Planes of Good such as Arcadia or Mount Celestia, the Lower Planes of Evil, like the Abyss and Acheron, and the Boundary Planes of Neutrality, such as Bytopia and Elysium, or even whole other worlds on the Prime Material Plane, for example, Krynn of Dragonlance or Athas of Dark Sun, the Player Characters could come and go as they pleased. For the most part, that is. For they needed to know how, they need access to a portal or door, a gate key to pass through, and sometimes, they needed permission. For all of that, they needed to be in Sigil: The City of Doors.

Sigil: The City of Doors literally floats at the centre of the multiverse, spread around the inside of a torus turning atop a towering mountain spire with the surrounding Outlands radiating out below, a cramped city of spires, bureaucracy, and industry under greasy clouds that spit rain upon its streets. It is a neutral point in which all manner of creatures are likely to be seen living, working, visiting, and abiding on its streets. Angels, Avatars, Modrons, Baatezu, Tanar’ri, and Yugoloths—Baatezu, Tanar’ri, and Yugoloths because the Planescape Campaign Setting was published at the tail end of the Satanic panic of the eighties in which references to devils and demons were removed from Dungeons & Dragons to avoid ill-founded allegations that Dungeons & Dragons promoted Satanic worship—could all be found in Sigil. Normally adversarial, they were bound to keep the peace in Sigil because the city’s mistress, the Lady of Pain, caring of the city, callous of its citizens, wreathed in glittering, keen-edged blades, can simply deny them access to the doors to elsewhere in the multiverse. This does not mean that many do not covet possession of Sigil itself, but to move against the city and the Lady of Pain would be to raise her ire and perhaps even spark a war across the planes as the other factions try to prevent such a takeover. There is also the need for a neutral meeting place, especially with the ongoing Blood War between the denizens of the Nine Hells and the Abyss, which to date the Lady of Pain has prevented from spilling onto the streets of the city.

Below the city—far below the city—lies the Outlands, or the Plane of Concordant Opposition. Although the Plane of Neutrality, it is marked by a number of realms close to the Great Ring. These include Tir Na Og, ‘The Land of Youth’; the Palace of Judgement, ruled by Yen-Wang-Yeh, Judge of the Ten Law Courts and King of the Eighteen Hells; the Caverns of Thought, fizzing with the energy of brain waves and thought, whose cold and heartless tunnels always lead back to the court of the god-brain, Ilsenine, god of the Mind Flayers; and the Dwarven Mountain, a realm of merrymaking, belching smoke, and labour. Beyond lie the Inner Planes of the elements and quasielements, and the Outer Planes of morality or alignment. Also connected to Sigil and the Outlands via doors and portals and other means of planar transport are the worlds of the Prime Material Plane, and both Astral and Ethereal Space. From the start, the setting of Planescape is epic in scale.

As befitting a boxed setting for Advanced Dungeons & Dragons, Second Edition from the nineties, the Planescape Campaign Setting is richly appointed It includes four books, four posters, and a DM Screen. The books consist of ‘A Player’s Guide to the Planes’, designed to introduce the Planescape setting for player and Dungeon Master alike; ‘A DM’s Guide to the Planes’, containing detailed information about the setting for the Dungeon Master’s eyes only; ‘Sigil and Beyond’, a guide and more to the city that formed the heart of the setting; and the ‘Monstrous Supplement’, which provides the additions particular to the Monstrous Compendium—the equivalent of the Monster Manual for Advanced Dungeons & Dragons, Second Edition. The four posters in turn depict the heraldic-like icons for the setting’s sixteen factions, and maps of the Outlands surrounding the city of Sigil, the Outer Planes, and Sigil itself.

The starting point is the thirty-two page ‘A Player’s Guide to the Planes’ and right from the opening paragraph, it is clear that this is no ordinary boxed set and no ordinary setting. The reader is assailed by liberal doses of Cant, served up by berks, bashers, and barmies—fools, thugs, and crazies—who engage in chants, garnishes, and dark—gossip, bribes, and secrets. Drawn from a mixture of Elizabethan and Dickensian slang, it is jarringly in-game and jarringly informal, but it accentuates the differences between this and any other campaign setting for Dungeons & Dragons, before and since. It introduces the key concepts to Planescape, both in terms of play and design, and these are the idea of the ‘Centre of the Multiverse’ is both subjective and nonsensical; that the Multiverse consists of rings, such as the Outer and Inner Planes, and even the Outer Rings are ringed by a Great Road which lead on to the next infinite plane; the ‘Rule of Three’, that everything—good or bad—comes in threes, thus the Prime Material Plane, the Inner Planes, and the Outer Planes; Law, Chaos, and Neutrality; and so on. The denizens of the Planes also come in three types. These Primes, who were born on the Prime Material Plane, Planars, born on a plane, and Petitioners, the departed spirits of Primes and Planars, who seek to cement a union with the powers of their plane. Petitioners and other beings can be a Proxy, an agent of a Power bestowed with gifts in return for loyalty, whilst a Power is a deity who rules over a plane.

In terms of what the Planescape Campaign Setting offers the player, ‘A Player’s Guide to the Planes’ gives one broad choice, a number of new Races, and more importantly, Factions. A Player Character can either be a Prime, from the Prime Material Plane, which means that they are not subject to the effects of Monster Summoning spells or general planar magic, or a Planar, who can be subject to those effects and more—like Protection from Evil, but inherently has the power to see the gates between the Planes. The new Races are the Bariaurs, goat-like centaurs, whose males have a headbutt attack with their horns and females have stronger senses; the Githzerai, humourless ascetics with a loathing of the Githyanki and the Mindflayers; and Tielflings, halfbreed-orphans often reviled for their supposed ties to the darker powers. The Planescape Campaign Setting marked the introduction of the Tielfling.

The Planescape Campaign Setting does not include any new Classes, but does instead give cultural notes on all of the standard Classes. Instead, what it does introduce are factions. There are sixteen of these, complete with official faction title, faction philosophy, primary plane of influence, allies and enemies, eligibility for membership, and both benefits and restrictions. In general, there are no restrictions in terms of Race and Class for any one faction, though there are exceptions. For example, the Athar do not believe that there are such things as gods, so have a dislike of priests, but gain protection from certain divine spells; the Bleak Cabal believe that the multiverse does not make any sense and so are immune to any spell that causes madness; the Dustmen believe that everyone is dead, but some are dead than others, and benefit from a pact with the undead who will ignore any Dustmen member; the Free League cannot decide upon the exact nature of the Multiverse, so openly debate it and have an immunity to charm effects, since they each of their own mind; and the Mercykillers want to bring about the perfect world through justice, so allow only Lawful members and have the ability to detect a single lie per day. In general, these are relatively minor abilities, but alongside them, what each provides is an idea and a belief, which of course, roughly aligns with those of other factions, whilst bouncing off those of others. Plus, of course, they are a great set-up for scenarios, plots, and storytelling.

The second of the four books in the Planescape Campaign Setting is the sixty-four page ‘A DM’s Guide to the Planes’. In addition to describing the numerous planes of the Inner Planes and Outer Planes, and their cosmology, this book explains how magic and magic items work across that cosmology. Naturally, everyone has a view on why magic and magic items work differently from one plane to the next, but again, unsurprising, the ‘Rule of Three’ applies. The caster needs to be aware of the effect of the spell on the target’s home plane, the position of other planes involved in the spell, and the availability of extradimensional space, but beyond that it does a bit complicated as which spell or magical item works where, and knowing that becomes a bit of hassle for the prospective arcane spellcaster. In fact, mechanically, this is the most complex part of the Planescape Campaign Setting. However, the setting provides an easy way around it—Spell Keys. Which are like the Door Keys that enable the Player Characters to access portals and thus other planes, but they allow a Wizard to cast spells freely on a particular plane, whilst a Power key does the same thing, but for a Priest’s spells. Magical items tend to be less effective the further they are taken from the plane where they were crafted. The combination of keys—Door Keys, Power Keys, and Spell Keys—are a toolkit for the Dungeon Master who can use them to craft and push the direction of her game by choosing when they become available and how they become available.

The ninety-six page ‘Sigil and Beyond’ is the third and longest book in the Planescape Campaign Setting. It begins with advice for the Dungeon Master on how and why she should run a Planescape campaign. ‘A Player’s Guide to the Planes’ suggests campaigns involving all Prime or all Planar Player Characters, or a mixed group, whilst the ‘A DM’s Guide to the Planes’ emphasised the fact that the tone of a Planescape campaign is about ideas and philosophies, and that those can lead to terror and treachery as well as mercy and goodness, most obviously through the factions, but also across the planes, tied as they are, to Alignment. In fact, it could be argued that Alignment plays a role in the Planescape Campaign Setting like no other setting for Dungeons & Dragons ever before. The differences continued to be highlighted throughout the advice, that Planescape is not about straight dungeoneering and plunder, but quests and objectives, exploration and experiencing a sense of wonder, interesting with and against the factions, not about being bullies and beating everything in sight including gods and taking their powers. The advice also covers possible adventures written for low, medium, and high-Level Player Characters.

The bulk of ‘Sigil and Beyond’ is devoted to describing both the various Realms and Towns of the Outland and the City of Doors itself. There are some extra notes on the factions too, but the main focus is on Sigil, which is given enough detail for the Dungeon Master to use and bring to life. Rounding out ‘Sigil and Beyond’ are a pair of campaign quick-starts. ‘For the Price of a Rose’ is designed for low Level Player Characters and is intended to get them from the Prime Material Plane to Sigil, chasing a gang which has been stealing from the world and thus annoying the gang enough to want revenge, whilst ‘Misplaced Spirit’ can be used as a follow on to ‘For the Price of a Rose’ or used to start a campaign with all Planar Player Characters. This has the Player Characters chasing after a petitioner who has escaped the Palace of Judgement, so it gives them the opportunity to run round the city. There are also a pair of new spells and a list of the Cant, which the Dungeon Master can annoy her players and their characters with by learning and using!

The fourth and last book in the Planescape Campaign Setting is the thirty-two page ‘Monstrous Supplement’ presents twelve new monsters for the setting. Some of the entries are tough, like the Aleax, the physical manifestation of the vengeance enacted by a Power, or the Spirit of the Air, a winged monkey-minion of a Power of air and wind, so not necessarily immediately useful. Whereas, the Cranium Rat, vermin whose intelligence is boosted the greater its numbers, including spellcasting, and the Dabus, odd, berobed humanoids who speak in speech bubbles and iconography and are tasked with repairing the City of Doors, are likely to be encountered in Sigil. The longest entry is dedicated to the Modron, the polyhedral creatures of absolute order from the plane of Mechanus. It is more an interesting mix than a useful mix, and is the core set’s biggest omission and disappointment.

The extras in the Planescape Campaign Setting are not perhaps as useful as they could have been. The four-panel ‘DM Screen’ is serviceable, containing a mix of standard tables from the Player’s Handbook and Dungeon Master’s Guide for Advanced Dungeons & Dragons, Second Edition, along with the few tables from the Planescape Campaign Setting, so more of the former than the latter. This consists of the ‘Faction Reactions’, ‘Wizard School Alterations by Plane’, and ‘Magical Items in the Planes’. So not necessarily all that useful over the standard screen for the roleplaying game. Similarly, the poster showing the heraldic icons of the factions is nice, but not useful, whereas the poster maps of The Outlands, the Outer Planes, and Sigil, are much better and more useful, including extra content on their reverse side.

Of course, the other major difference between Planescape and other campaign settings for Dungeons & Dragons is the physical design. The palette of green, Verdigris, and brown, the use of Exocet typeface which replaced the letter ‘t’ with ‘+’, and the stunning artwork of Tony DiTerlizzi which wraps sinuously around the text and echoes the administrativia and grotesquery of Mervyn Peake’s Gormanghast novels. This is in addition to the iconography of Dana Knutson, who created the symbols for the factions and most notably, that of the Lady of Pain, which adorns the front of the box and each book.

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The Planescape Campaign Setting would win the 1994 Origins Award for Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement, but the reviews were limited in number. The Planescape Campaign Setting was reviewed by Rick Swan in ‘Role-playing Reviews’ in Dragon Magazine Issue #207 (July, 1994), giving it a rating of six out of six, or ‘The Best’ as well as describing it as “…[A] spectacular boxed set and TSR’s most ambitious campaign world to date.” and “…[D]esigner Zeb Cook’s finest effort since 1985’s Oriental Adventures and may be his masterwork.” He praised the boxed throughout, before ultimately concluding with a warning: “By covering so much ground and hinting at so many possibilities, the PLANESCAPE set raises expectations that may be tough to meet. Despite five books of material, there’s only enough room to give a taste of what’s in store, hence the tantalizing asides about dungeons made of giant skulls, a link between Toril and Krynn, and cities that change planes when their populations change alignments. This set is a box of promises, and if subsequent supplements fail to deliver, there’s going to be an awful lot of disappointed berks.”

Scott Haring, reviewing the Planescape Campaign Setting in ‘Pyramid Picks!’ in Pyramid Vol. 1 #8 (July/August, 1994) opened with, “I’ll cut to the chase — Planescape is the finest game world ever produced for Advanced Dungeons & Dragons. Period.” He described it as being, “…[E]verything us cool, jaded, disaffected gamers always complained that AD&D was not — sophisticated, almost adult roleplaying.” Praising the Planescape Campaign Setting throughout—best especially the artwork of Tony DiTerlizzi—Haring concluded with, “Planescape is a revolutionary product, a breakthrough for TSR. If you think you’ve “graduated” from AD&D, that you’ve evolved past it, go back and take a look at Planescape. This is the game world that will get you playing AD&D again.”
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The Planescape Campaign Setting could have been written by White Wolf in the nineties. After all, its emphasis on the presence and role of factions in the setting do make it feel like a World of Darkness roleplaying game, enabling the telling of stories around politics and beliefs as well as the exploration of the planes and more. The Planescape Campaign Setting includes a wealth of material to support such a campaign, but it is a wealth that does not feel quite enough, especially when it comes to the factions and the planes. The Dungeon Master is definitely going to want to know more to help her bring Sigil: The City of Doors and the Outlands to life. Of course, TSR, Inc. would follow up the Planescape Campaign Setting core box set with numerable supplements, including multiple boxed sets that would add depth and detail to the Multiverse of Planescape. Of these, the Dungeon Master is going to want In the Cage: A Guide to Sigil for a better guide to Sigil: The City of Doors, The Factol’s Manifesto for more detailed descriptions of the factions, and the MC8 Monstrous Compendium Outer Planes Appendix for more foes. The Planescape Campaign Setting is a superb start though, an amazing introduction to the setting and means of getting berks and bashers to Sigil: The City of Doors.

The Planescape Campaign Setting is the most interesting, the most innovative, and the most individual of all the worlds created for any iteration of Dungeons & Dragons. It is a fantasy utterly non-traditional, taking the Player Characters from the Dickensian grubbiness of the alleys of Sigil: The City of Doors all the way out to the infinite splendour of the Outer Planes and back again in time for bub and kip, a setting and a game line whose look and feel, let alone that setting, is genuinely unique and can truly be described as iconic.