Time Management

Allow me to be clear; I play modern tabletop games. Pathfinder is my game of choice, and I believe Paizo is a company with the potential to be a driving force of innovation within the gaming industry. I love rulebooks which are heavy enough to break your toe if you drop them, I love having mountains of build options for my characters, and I love a game which has functional rules for making detailed monster builds. Sure it’s a waste of time if you’re doing it for every monster in every game, but who says you need to? And no, modern rules are not perfect. I think I’ve made that clear with posts like The Problem with Feats, and Stuff Which Never Works. I’d like to see some serious revisions to the way modern game developers look at games.

I also believe in the importance of learning from history. Whether you are trying to run a nation, a classroom, or just a game table, history can be your greatest teacher. Our forebears were, believe it or not, just as smart as we are. They didn’t have all the tools we have today, which is why we sometimes forget just how clever they were. But if anything, lack of tools only made them more ingenious, until one of them was so ingenious that they made a tool so that the given task would never be quite so difficult ever again.

Now, do not mistake me: I do not look into the past with rose colored glasses, as some do. Anytime I hear someone rambling about how things were ‘better’ in the ‘old days,’ I have to roll my eyes a little.* More often than not the speaker in question is just allowing nostalgia to cloud their perceptions. However, the fact that things have, overall, improved, does not mean that our very clever forebears didn’t have amazing ideas which never reached us. And the best part about those clever people being in the past is that we can look around and see for ourselves how their ideas worked out. So even though I do consider myself a modern gamer, I frequently look to the works of Gygax, Arneson, and others who worked on games in the early days.

And in reading these early works, I’ve frequently come across the concept of time management. Specifically, that it is important to track time not only in combat, but out of it as well. It is necessary, according to Gygax, for a Dungeon Master to keep track of in-game time throughout the entire session. This is mentioned a number of time throughout the numerous iterations of D&D’s first edition, but nowhere is it more clear than in the original Dungeon Master’s Guide–universally regarded among the most authoritative works on the subject of role playing games.

TIME IN THE CAMPAIGN
“Game time is of utmost importance. Failure to keep careful track of time expenditure by player characters will result in many anomalies in the game. The stricture of time is what makes recovery of hit points meaningful. Likewise, the time spent adventuring in wilderness areas removes concerned characters from their base of operation–be they rented chambers or battlemented strongholds. Certainly the most important time stricture pertains to the manufacturing of magic items, for during the period of such activity no adventuring can be done. Time is also considered in gaining levels and learning new languages and more. All of these demands upon game time force choices upon player characters, and likewise number their days of game life.

One of the things stress ed in the original game of D&D was the importance of recording game time with respect to each and every player character in a campaign. In AD&D it is emphasized even more: YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.”

-Gary Gygax, Dungeon Master’s Guide

The emphasis, by the way, is not mine. That’s Gary Gygax throwing up caps, because this is that important to him.

When I first read about how important Gary considered time management, I was taken aback. On the one hand, I couldn’t understand how time management was even supposed to work. And on the other hand, I was offended by the thought that every campaign I had run in the past was not “meaningful,” simply because we didn’t keep track of time. I’ve run some damn good games in my years as a GM. Why does the fact that I’ve never even attempted to keep track of time invalidate that?

Then I took a deep breath, remembered that I pride myself on being rational, and tried to stop throwing an internal hissy fit before anyone caught me in the act.

The fact that I’ve never attempted time management before doesn’t invalidate all the good games I’ve run. They were good games, everybody had fun, and nothing will change that. The question is whether those games were good because of, independent from, or despite my lack of time management. And if I’m being honest with myself, I can think of a lot of things which would improve if I was better at tracking in-game time. And even though I can’t think of an easy way to manage in-game time, the fact of the matter is that Gygax did it, and many other game masters do it, so it must be possible. I am simply ignorant of the methodology, and that can remedied with learning.

So I did some more reading. First through Gygax’s Dungeon Master’s Guide, then through the OSRIC manual, since clarity was not always a strong point of Gary’s writing. I also refreshed myself on the movement rules as stated on pages 170-172, 192-194 of the Pathfinder Core Rulebook, since movement is one of the core elements time management affects. Pathfinder divides movement into Tactical, Local, and Overland, which I think functions as a good basis for a modern system of time management.

Tactical Time is managed in the basic units which we’re all familiar with. A tactical (or ‘combat’) round is six seconds long. In these six seconds, every combatant gets a turn. Ten rounds make a minute, sixty minutes make an hour, etc. Local Time is what you might use if you’re delving into a dungeon, or exploring a town. Taking a page from OSRIC, it seems like the best unit of time for Local Time is 10 minutes. That’s long enough that it shouldn’t significantly slow down the players as they try to get things accomplished in game time, but short enough that it shouldn’t need to be divided further for players to complete small actions. Overland Time is tricky. I’m not sure whether it should be measured in hours, or in days. I think the best solution is to use days and hours both as units of measure, depending on what the players want to do. If they’re just traveling in to a destination, days will work fine, but if they’d like to spend part of their day exploring the area they’re already at, and the rest of the day traveling, then breaking things down into hours could be helpful.

I haven’t tried this yet, so I have no idea how it will play out in a game, but the more I think about it, the more it seems like time management is actually an awesome idea. Casters will actually have to be careful with their spells if the party doesn’t want to stop to rest simply because they ran out of spells within the first few hours of the day. And if a caster does run out of spells, this could give non-caster classes a real opportunity to shine. Potion durations and non-magical hit point recovery become relevant! The players could actually be forced to make decisions based on how much time something will take, or be faced with time-sensitive goals! The very notion that I’ve never done this before begins to seem ludicrous.

I have no idea why modern games stopped emphasizing time management, and why they never developed better systems for implementing it. It seems to be the same problem I discussed a few months ago in my “Why Hex Maps Need to Come Back” post. For some reason, modern gaming developers decided to arbitrarily throw something away without coming up with a replacement for it. And us poor kids who were raised on D&D 3.5 or Pathfinder are stuck with an incomplete picture of how role playings games can best be played, until we start looking back through gaming’s history for guides.

As I stated in the opening of this post, I have a lot of faith in Paizo’s ability to be an important force for innovation in RPGs. They should start by bringing back some of these senselessly abandoned concepts.

*To clarify: this is not always the case. Occasionally people will have well reasoned arguments for why they prefer something old over something new. For example, members of the Old School Roleplaying/Renaissance community have some very solid reasons for preferring 1980s style tabletop RPGs over more modern games. Likewise, I like to think that I have some very solid reasons for feeling that recent expansions of World of Warcraft have reduced the game’s quality in many ways.

Handling Overpowered Player Characters

I spent most of today working on a project which will affect the future of Comma, Blank_. Once completed, I think it will be a huge improvement for this humble blog. Until that time, however, I’m afraid that working on it is consuming much of the time I would otherwise be using to play tabletop games, and write about them for your amusement. I’ve actually been working on it since early December, and only mention it now because I accidentally let it get far too late on a day which I’m supposed to post something. So my options are to stay up really late to finish today’s post, or cop-out. And with work in the morning, I’ve decided to cop-out. So I hope you liked Gary Gygax’s story of the Jeweled Man from last week, because it’s time for another post based on The All-Father’s column.

This time it’s a tale of self-destructing PCs from Dragon #314, first published in December of 2003. Gygax reminisces about an overconfident player with a high leveled character he didn’t earn, and gives advice on how to deal with such players. Advice I don’t entirely agree with, in matter of fact. But we’ll get to that later.

Once again, I will reprint Gygax’s original words here, but I do so without permission. I’m doing this because this is from a seven-year-old issue of a magazine which has been out of print for almost 5 years (by Vecna’s Eye, has it been that long? ;_;). To my knowledge, it’s not currently possible to read this column unless you somehow manage to physically acquire an original copy of the issue. And once again, I will happily remove it if contacted by anyone from Hasbro, Wizards of the Coast, or the Gygax Estate.

Self Destructing PCs

Unearned Levels are the PC’s worst enemy

Many DMs have asked me how I handle characters that are obviously over-powered, “jumped-up” PCs that never really earned their high abilities and survive by massive hit-point total, super magic, and unearned ease in attacking with sword or spell. To such inquiries, I respond that in recognizing this sort of character I simply play the encounters a bit differently, mainly in the presentation of information, not in “fudging” of the dice rolls for monsters. Inept players will destroy their characters without having to resort to such methods. Allow me to illustrate this with the following account:

While at a regional convention in upstate New York, I was asked to run adventures in my campaign’s Castle Greyhawk Dungeons. An assembly of players gathered for what was billed a moderate-level excursion. One aggressive young chap came to the table with a 13th-level ranger, supposedly his least powerful character. Although the others in the group had PCs of about half that level and were chary about including the lad with the ranger, I assured them all would work just fine, even with experience division given by shares according to level.

There followed some initial exploration and minor encounters as the team worked its way down into the dungeon maze. The first real test came when the party came into a large chamber with many pillars and several doors. As the main group discussed what strategy they would follow in this locale, a bold dwarf broke off and opened a nearby door. Rather than telling the player what he saw, I told the players this:

“The dwarf slams the door. He reels back and comes staggering towards the rest of you, stammering something that sounds like. ‘G-ga-get back! W-wuh… Horrible! A bunch of them!’ He is obviously fearful and thus incoherent.

The 13th-level ranger hesitated not a moment. Without consulting with his fellows, the character ran to the door that the dwarf had slammed closed and opened it without concern. The four wights that were preparing to exit their lair confronted him, won initiative, and two succeeded in hitting. In the ensuing melee, these undead monsters managed to strike the ranger twice more, so at the end of the battle, the ranger was of a level more commensurate with the others, 9th as it were.

Much disturbed by that turn of events, but clearly not chagrined by his rash behavior and the results, the ranger insisted on leading the way. Soon thereafter, they discovered a staircase down, and beside it lay an alcove wherein a great clay pot rested, radiating heat and billowing smoke. The other PCs advised leaving the strange vessel alone, but the ranger determined to attack it. As he did so, all the other characters fled the area. With a single blow the ranger shattered the pot, and thus a really angry fire elemental was freed. It didn’t take long for that monster to finish off the ranger, and thereafter it departed.

I took the character sheet from the fellow, suggesting that he should be more careful with such potent characters in the future, for surely he had spent a long time gaining 13th level with his now dead ranger PC. He left the table without comment, and the rest of the group went on to several exciting hours of dungeon delving.

This shows that unearned levels don’t translate to playing ability. To the contrary, the power gained often makes the player overconfident. Any able DM can craft adventures that weed out unwise and inept players who think to bulldoze their way through problems by use of undeserved power. That’s possible only in computer games where saved games and cheat codes serve to reward such play.

Clearly, the culture surrounding the game in those days was significantly different than it is today. I can’t imagine a GM taking a player’s character sheet like that. But, then, neither can I really imagine arguing with Gary Gygax if he was my Dungeon Master.

This column struck a cord with me because my own character, Zalekios Gromar, is bursting with unearned power. Not only is he a Gestalt character with levels in both Warlock and Rogue, but a few years back my GM facetiously gave him a Ring of 100 Wishes, which rocketed his undeserved power level into the stratosphere. Of course, Zalekios is a very special case. He has no party–no companions to excel in the areas where he is weak. He’s got to be able to handle everything by himself. That being said, though, he could still probably out-perform four characters of equivalent level. The character is overpowered. I won’t argue that.

The way my GM and I have always handled it is simply to raise the difficulty of the challenges Zalekios must face. And, when we get it right, it works very well. A few sessions ago, Zalekios was very nearly killed when he was attacked by a level 16 gestalt Paladin/Barbarian character. My GM overruled the fact that Paladins must be lawful, and Barbarians must be Chaotic, because he’s evil like that. The combination of rage and smite evil very nearly ended Zalekios career. If not for some clever tactics on my part, using Dimensional Door and Eldritch Blast to keep my foe at range, I would not have survived.

And if all the players are overpowered, that’s a fine solution. But most often, that’s not the case. Players being different levels than one another is not often a problem in modern games, but power disparity will always exist. Sometimes players pull min-maxed builds off of the Internet. Other times, you underestimate just how effective a certain magic item will be in the hands of your players. Or, occasionally, a player just gets really stupidly lucky with a Deck of Many Things. And in this, I think Gary’s advice is eternal.

Let player skill determine whether your player deserves what he or she has. Give them opportunities to be overconfident, and pay for it. A player who has easily cut through challenges which the other players would have struggled with is going to come to expect it. So throw them a curve-ball. Drop a high leveled monster on them, and watch as they refuse to run away from a fight. Don’t take their power from them, just put them into a position where foolish action will cause them to lose it.

Of course, this may not always work. If your player is just as skilled as they are powerful, then you may need to reassess. You don’t want them to ruin the game for the other PCs who are left to stroll in their companion’s wake. But neither do you want to punish the player if they’ve made no mistakes. At this point you might consider making a loss of their power part of an important quest. Perhaps the artifact they acquired is evil and needs to be destroyed, or perhaps it is the lost blade of a celestial general who needs it to continue the battle against evil. If the deck of many things granted the player millions of gold, let him learn that an equivalent amount of gold disappeared from the coffers of a small nation, which is now unable to feed its people during a famine. If all else fails, you can just buff up the rest of the party, and the encounter level along with it.

As a side note, is it just me, or does it seem really uncool to take control of a player’s character? I know role playing games were different in those days, and the particular instance here is pretty mundane, but I can’t imagine ever doing that. The control a player has over their character is sacrosanct in my mind. I would have at least allowed him a saving throw versus fear.

Gary Gygax, the Jeweled Man, and Letting Your Players Fail

I’ve always had a love for magazines. During my youth, one of the most exciting days of the month was when my issue of Star Wars Insider would arrive. Magazines are like proto-websites. Which perhaps explains why many magazines have made the successful transition out of print, and onto the web. Still, there’s something about holding the monthly publication in your hand which feels a great deal more substantial than bookmarking a website does. It makes me sad that magazines are slowly dying off. Which might explain why I’ve occasionally been called a Luddite.

Of course, if we didn’t have the Internet, then I’d be trying to get these blog posts into a magazine, and probably having most of them rejected. So you don’t hear me complaining.

Given my love of magazines, I doubt anybody will be surprised to learn that I’ve gathered a decent collection of Dragon magazines over the years. (Funny Story: most of them are from the personal collection of Jeff Grub). They’re all piled into a cardboard box underneath my sourcebook shelves. I haven’t had the time to read even a tenth of the issues I already have, which is kinda nice, because I can always just pull a random issue from the pile and flip through the pages to find something new.

One of my favorite features of many of the issues of Dragon is a regular article called “Up on a Soapbox, All I Need to Know I Learned from D&D.” These articles were written by the Gary Gygax himself, and were often retellings of his earliest campaigns. It’s always fun to read about what he was thinking, and what he experienced, which shaped Dungeons and Dragons in those early years.

Today I opened up Dragon issue 290, from December 2001. In it is a story by Gygax entitled “Lesson #4: The One That Got Away. It tells the story of a golden man, encrusted with jewels and gems, which his players encountered in Castle Greyhawk. Back in those days, experience points were primarily earned through the acquisition of treasure, so a man made of gold was quite a find. Unfortunately for Gygax’s players, the man always ran away, and they were never able to catch him, though many attempts were made over the years.

I have some things to say about this story, but first, I think it would be nice if people had an opportunity to actually read it. Unfortunately, I can’t find it replicated anywhere online. And, unfortunately, issues of defunct magazines from over a decade ago aren’t something most people can easily find. So, after some consideration, I’ve decided to type up the article and include it in this post. I will happily remove it on request from anyone at Hasbro, or Wizards of the Coast. Hell, if the Gygax estate wants me to take it down, I will.

The Jeweled Man

When reminiscing about the “old days,” players in the original Greyhawk campaign still bring up the Jeweled Man. Although there were victories aplenty for those who adventured through the ruins of Castle Greyhawk, those veterans are still trying to discover who and what this figure was. That’s because nary a PC managed to catch this incredible thing, the Jeweled Man. All such speculation is to no avail, of course. Until some player’s character manages to discover the truth about him, the mystery will never be revealed. That’s a secret, and mystery is part and parcel of a good campaign.

Once the teams of PCs delving into the dungeons of Castle Greyhawk had made their way down to a moderate depth, all were after greater treasures. That was the natural way of things; in the original D&D and AD&D games, experience point awards were primarily based on the value of a defeated monster’s treasure hoard, not on the power of the monster. Of course, XPs were given for slaying foul creatures, successful use of spells, and other heroic acts. Even the most rigorous use of sword and spell, however, was insufficient to gain the large amounts of experience points needed to gain a level. In short order, the players learned that copper was dross, silver meaningless, and even gold a middling reward at best. Platinum? A bare cut above gold. Gems, jewelry, and magic items, those were the goal of every party’s explorations, the wherewithal to become more than one’s class.

It was around the dungeon’s 8th level that the first bold adventurers came upon something they had theretofore only dreamed of. Tenser, Robilar, and Terik were delighted when, upon entering a large chamber, they saw a figure apparently made entirely of gold. This sight was all the more wondrous not because the man-like thing was animate, but rather because the glitteringt yellow metal of the figure’s body was encrusted with faceted gems of all sizes and shapes. Even from a distance, it was plain that thousands of carats of diamonds, emerals, sapphires, and rubies–the whole spectrum of precious stones–were embedded in the thing’s golden body. Surely, the strange golden automaton represented millions and millions of gold pieces worth of wealth–and enough experience points to advance a large, high-level party to the next level of power.

Even as a spell was cast to keep the Jeweled Man from acting, warriors were rushing to come to grips with this marvel. Alas for the adventurers, the spell had no effect, and before the eager fighters were near, the figure was off and away, running so quickly that even boots of speed could not keep pace. Down a passageway went the glittering form, the party in pursuit. In all too brief a time, however, the Jeweled Man was lost, vanished into the labyrinth of the surrounding passages. Swearing to return, the adventurers went away empty handed, settling eventually for far less precious items taken from likely more fearsome opponents.

The players of course, embarked on a series of expeditions comprised of both the original team and other characters–even lone PCs. Most of the groups managed to make their way to the location, and of those finding the great chamber, the majority encountered the Jeweled Man therein. Each successive encounter saw the would-be captors become more and more frustrated, more aggressive, and more mystified at their lack of success. Their reason for failing to capture the prize might well have been the close-lipped nature of the would-be plunderers.

Almost everyone knew that it seemed impossible to take the creature by surprise, but teams and individual characters kept their own counsel concerning the success of other actions. Clearly the incalculable worth of the treasure and the repute to be had from gaining it worked to diminish cooperation, the one thing that makes success in adventuring most likely.
This effect was not foreseen, but the actions of the players made it easily recognizable. To reflect the attitudes of the PCs, it was natural to use innuendo to suggest one or another character was planning to capture the Jeweled Man alone. Solo adventures among the most able players were rare thereafter, as their peers were loathe to allow one of their number a chance to catch the Jeweled man alone.

To this day the begemmed thing–and I use that term advisedly, as no one has discovered exactly what it is–haunts the great chamber in the mid-levels of the dungeons of Castle Greyhawk. it has been years since any determined effort to capture the creature has been made, but the veterans of the storied times when exploration and derring-do were meat and drink to a large company still speak of it. Suggestions that it was an illusion fall flat because several different groups launched failed attempts to prove it unreal. there are growls about “DM cheating” too, but these complaints are half-hearted. Simply put, the players concerned know deep down that they never made a truly concerted effort, and each suspects they just might one day succeed.

Perhaps they will, and then the tale of that triumph will be told and retold. As it is, however, only sad stories of the one that got away are related.

Of course, I now realize that this was a terrible idea. Juxtaposing Gary Gygax’s thoughts on role playing with my own is not likely to create a favorable comparison. But what’s done is done. I can only hope Wizards of the Coast demands I take the post down.

Among the number of lessons to be learned here, I think the most important and the most clear is that it’s important for players to be able to fail. Gary certainly thought so, because as best as I can determine, he took the secrets of The Jeweled Man to his grave. I managed to find a forum post, apparently written by Gygax, which was written just about two years before his untimely death. In the post, he says he’ll discuss the concept in general terms in some then-upcoming modules, but that he does not intend to reveal how the encounter operated in his original campaign.

That’s dedication to the craft.

Personally, I don’t know how he did it. When I GM, and I make something cool, I want to tell people about it. Of course I want my players to figure it out on their own, so I don’t drop any undue hints. And if they fail to solve a mystery I’ve crafted, I have to bite my tongue to stop myself from giving it away to them right then and there. Then I have to bite my tongue again at the end of the adventure to avoid letting it slip during the post-adventure chatting. It’s difficult. I think I’m missing a few pieces of tongue at this point.

The best solution I’ve come up with is to tell people not involved in the game in question all about my brilliant game mastering. That’s not always advisable, though, because sometimes those people later want to join the games I’ve told them the secrets for. That has happened to me, and it’s a pain in the ass. But I’ve meandered off topic.

I feel that the importance of player failure is undersold by most of the modern sourcebooks I’ve read. Many people will agree that one of the best parts of role playing games are the stories you get to tell about your adventures. And the best stories always contain an element of failure or sacrifice. Like the time you were ambushed on the way to the dungeon, and killed in a single blow. Or the time your paladin died to foil the villain. Or, in this case, the way the Jeweled Man always managed to get away.

Players can always roll new characters. And if you let your players fail, then they’ll know that their successes are their own. Not just fudged dice.

Wizard Spell Research Variant

Sir William Fettes Douglas The Alchemist 19th cent.

Wizards are the scholars of Pathfinder. Other spellcasting classes, such as the sorcerer, cleric, or druid, draw their powers from their ancestry, their gods, or nature itself. The unique flavor of wizards is that they are the scientists of a magical world. Their power comes from hours of study, and dutifully logged research. At each level, wizards automatically learn two new spells which represent research performed between adventures. A wizard can also learn new spells by studying the spellbooks of other wizards. The only real limit on the number of spells a wizard can know is however many books the GM will let him get away with carrying.

This versatility is one of the great draws of the wizard class. Unfortunately, the nearly limitless ability to expand their spell repertoire also allow wizards to completely overshadow the other classes. This uncontested dominance has plagued the game ever since D&D 3rd edition’s release. Over time, balance has improved through lowering the effectiveness of some spells, and increasing the abilities of other classes, but wizards are still considerably overpowered in Pathfinder.

Editions ago, when wizards were still called magic users, this was not as much of an issue. I’m not exactly an expert on older versions of D&D, but my understanding is that not only did wizards level at a slower rate than other classes do, but their abilities were also significantly less comprehensive. In Pathfinder, the idea is that anything which can happen in the game world can potentially be achieved by players. If there are mighty magic users who can cast spells powerful enough to raise continents out of the sea, then players should be able to look forward to similar abilities at some point. Obviously this creates much more powerful casters, but I don’t think I would want to give either of these things up. I like that ever class levels at the same rate, and I like that nothing is ever completely out of reach of player characters. I would, however, like to see wizards brought more in line with other classes. It’s a problem which is often floating around the periphery of my awareness. I haven’t come up with a solid solution, but recently I struck upon an idea which I think is flavorful, interesting, and goes a small way towards helping with balance issues.

As I’ve posted about before, I’ve been reading a few first edition D&D modules. Alas I’ve been too busy to really make a dent in the small stack of them that I have, but one thing I’ve noticed is the big to-do which is made about NPC spellbooks. Any time a magic user appears in a module, the author makes note of where the magic user keeps his or her spellbook, and what spells are in it. Magic users often seem to go to great lengths to hide their books. It seems that in 1st edition, stealing finding and stealing a spellbook was considered a great prize. And why shouldn’t it be? In first edition, as in Pathfinder, getting your hands on someone else’ spell book means that–after a little study–all of that person’s spells can be added to your own collection.

I toyed with this idea for awhile, not really sure what I wanted to do with it. I could start making spellbooks a bigger part of my games, but all that would do is make any wizard players more overpowered than they already were. I jotted the idea down in one of my notebooks for future reference, and promptly forgot about it for a few weeks. That’s when I read a post by Paul over at Blog of Holding called 4e Spells as Treasure. I find it amusing that many of my best ideas come after reading Blog of Holding, since it most often focuses on 4th edition D&D, a game which I find personally quite distasteful. In this post, Paul discusses the possibility of including scrolls which have improved versions of spells in treasure hordes. Wizards could transcribe the spells into their books, and forever be able to cast a slightly better version of a common spell. This set me to thinking:

What if wizards only learned spells by finding them?

It wouldn’t be difficult. Simply drop the 2 spells wizards learn automatically with each new level. Since those spells are explained as research performed between adventures, all a GM need say is that spell research in the game world is significantly more time consuming and difficult than in the standard Pathfinder game. Players could still research spells on their own, but doing so would need to be handled with the GM, and would probably have significant costs associated with it. As Paul writes, “DMs and players can go crazy with rules for spending money on research, libraries, and labs.”

Using this house rule, characters would no longer be able to learn spells independently from the game world. Players never like to see their characters become weaker, but once they accepted this way of doing things, I think it would make spell acquisition a much more involving and entertaining process. Gaining two new spells instantaneously with each level is fine, but it’s an abstraction which reminds everyone that they’re playing a game. Instead, every time players encountered a wizard, they would be engaged in trying either to befriend her so they could learn from her, or defeat her so they could steal her secrets.

This house rule also provides the GM with useful tools for controlling their game world. Many spells make a GMs job significantly more difficult, such as the various permutations of polymorph, flight spells, teleportation spells, invisibility spells, and worst of all, divination spells. And while I think it would be inadvisable to simply block players from ever finding these spells, this rule does give the GM a throttle with which to control their inclusion in the game. Overland Flight, for example, might never appear in the game until an enemy wizard uses it in a level 14 adventure. If the players then earn the spell by defeating their foe and finding his spellbook, it’s still just a 5th level spell. But the GM is able to prevent it from effecting the game until they’re ready for it, 5 levels after it would normally be available to characters.

Another benefit of this house rule is that treasure hordes become much more interesting. My experience with D&D is that most GMs include two things in treasure piles: coins, and gear they want their players to use. I did this myself for many years, so I understand the desire to simplify player rewards. Artwork, weapons which won’t be used, and even gems seem like they’re simply obstructions to game play. All the player will want to do is find out how much gold he can get in exchange for these items, and sell them as soon as they can. But simple treasure hordes become boring very quickly. Players can only get excited about a pile of coins and a replacement for their weapon with an extra +1 on it so many times. Including the spellbooks of long dead magic users, or even just scrolls containing a new spell, will go a long way towards getting players more excited about what they find.

It’s just a thought at this point. I haven’t had an opportunity to implement this rule in a game yet. When I do I’ll be sure to take copious notes on player reactions and update the blog on how it went.

WEG Star Wars: What It Was, and Why You Should Play It

I am a Star Wars fan. I’ve read every book based off the original trilogy at least twice. Some of them I’ve read five or even ten times. I keep the audio books around as well, which I’ve probably listened to hundreds of times each. At the age of 11, I wrote the editors with omissions I had found in the Star Wars Encyclopedia When I was 12 years old when I attended the midnight showing of The Phantom Menace, and despite how terrible that and Attack of the Clones both were, I was still at the midnight showing for Revenge of the Sith. I cried over the death of Chewbacca, and I cried harder over the death of Anakin Solo. And when Jaina Solo was forced to kill Jacen? That haunted me for days. I still break down crying every time I try to read through that chapter.  

Star Wars is my great, lifelong obsession. And “The Star Wars Roleplaying Game” Second Edition published by West End Games is among the greatest tabletop role playing games I’ve ever encountered. You really don’t even need to read the rest of this post. If you don’t have it, you need to find it, and buy it, now. Once you have it in your hands, you can read the rest of this post to learn why the choice to make that purchase was the right one.  

The entire system is designed to keep game sessions fast paced and exciting. The rules are very simple, the character creation is minimalistic, and any actions which requires a roll are handled with one of two basic systems. If a player is attempting to do something to another player or NPC, the two make opposed dice checks (such as “shoot” and “dodge”) and whoever gets the highest succeeds. For any other kind of action, the GM just picks a difficulty number (based of a difficulty chart which GMs should memorize) and asks for a roll. Simply put, that’s it. Much as I love Pathfinder’s more complex rules, there’s something freeing about switching gears and running something with almost no rules at all. To put it in the words of the system’s designers:

Keep the Game Moving Quickly. Star Wars is supposed to be exciting. Laser bolts fly fast and furious, starships dodge around asteroids, and speeder bikes race through thick forests at frightening speeds. Keep the game moving as fast as the Star Wars movies!

Even the core rulebook is fast paced. Chapter 1 starts off with a solo adventure where the book plays the role of game master, and the reader takes on the role of a player. It plays out sort of like a ‘choose your own adventure’ book with dice occasionally thrown into the mix. In whole, the player’s portion of the rulebook is sixty six pages long, including the adventure at the beginning. In comparison, the D&D 3.5 Player’s Handbook has 317 pages. Pathfinder’s core rulebook doesn’t get past the player section until page 393! WEG Star Wars is a definitely a game which adheres to the old school role playing philosophy of keeping most of the mechanics away from the players to better simulate the fantasy.

Like Pathfinder, WEG Star Wars characters have six basic attributes; Dexterity, Knowledge, Perception, Strength, Mechanical, and Technical. Each of these has a certain number of six sided dice attached to it during character creation. (WEG Star Wars only uses six sided dice.) For example, a human character gets 18 dice total, and has a minimum of 2 dice and a maximum of 4 dice in each of the six attributes. After filling the minimum requirements, players have 6 dice to spread between their six abilities. Once in play, any action which requires a roll will be associated with one of the six abilities, and the player gets to roll however many dice they allocated for that attribute. For example, hitting something with a blaster requires the ability to aim the blaster accurately, so you would roll your dexterity. If you went ahead and maxed out your dexterity, then you’d be able to roll 4d6 against your opponent’s dodge. And if he or she rolls lower than you did, the blaster bolt hits! And given how dangerous combat is treated in this game, there’s a good chance getting hit by that blaster bolt killed them.

There’s also a skills system for more specific tasks. Each character starts out with 7 dice to apply to skills. So even though you have 4 dice in dexterity, you could put another 2 dice in the Blasters skill, and be able to roll a whopping 6 dice whenever you try to hit somebody. Dice can also be split up. Each die counts as 3 “pips,” which is WEG’s code for bonuses. Essentially, if you’ve put 2 skill die into blasters, 3 into medicine, and 1 into starfighter piloting, and can’t decide where to put your last die, you can just break it up. Add a +2 to starfighter piloting (making the skill 1d6 + 2) and a +1 to blasters.

All praise aside, there is one thing about West End Games’ masterpiece which I really don’t like. I can’t find anybody to play it. New players curious about the hobby are normally the most interested in playing Dungeons and Dragons. It’s probably the only game they’ve heard of, and it’s the one which drew their attention to the hobby in the first place. Others are wary of playing a Star Wars game, either because they don’t think they’re familiar enough with the mythos to keep up, or because they don’t like games based on movies/television/etcetera.

I did manage to play a few sessions of the game once. In the first session, my player (I only had one) managed to steal a ship, which he painted bright orange and christened “Stealth Ship.” He was too lazy to hire a crew for it, so I gave him a wookie communications officer. By the second session he had been hired by the rebellion to free some prisoners from an Imperial prison camp. One of them as it turned out, was his psychotic ex girlfriend, who shot him. By the time the second session ended, he had recovered, been chased around the corridors of an abandoned Star Destroyer by the same psychotic ex, and narrowly escaped form said Star Destroyer just before it exploded. We never got to session three, which is sad, because the rebellion was going to commission him to find them a new hiding place “now that the Yavin base has been compromised.” I was going to let him re-shape the original trilogy by becoming an incredibly important, off-screen character. It would have been glorious.

Buy the game. You will not regret it. And, once you have it, all you need to do is move to WA state so we can play it together…

…forever…

Why Hex Maps Need to Come Back

Above is a selection from the wilderness map created for “The Endless Stair,” a TSR module for 1st edition Dungeons and Dragons originally published in 1987. Prior to the release of third edition D&D by Wizards of the Coast, maps such as this were commonplace. With that release, for reasons unknown to me, Wizards of the Coast apparently thought it was best to completely sever the connection between D&D and the noble hexagon. As a tabletop role player who started with D&D 3.x, I spent a number of years vaguely aware that some people liked hexes, but had to context as to how they could be beneficial.

It was Trollsmyth’s superb series of hex mapping posts which finally drove home for me the importance of hex maps. They are not intended as a replacement for maps constructed using squares, but rather, are intended to supplement those maps in situations where squares are less appropriate. Squares work best for dungeons and other structures, where walls and rooms and corridors often snap neatly into a square grid anyway. In fact, the module I mentioned above, The Endless Stair, contains a number of dungeon maps printed on a square grid.

What hex maps are intended for is the outdoors. Squares have no place measuring nature. If any of my readers are old enough to have played the original Dragon Warrior game for the NES, they know what I mean. The game was great fun, but the squared-off overworld map looked silly even in those days of primitive technology. And while the righteous hexagon may not necessarily be a more ‘natural’ shape, it certainly approximates a natural shape more efficiently than its brutish cousin the square. Through the use of its two additional sides, the hexagon is more uniform in size than the square. The the distance between the center of a hex, and the center of any adjacent hex, is equal for all six sides. Whereas the square, with its 8 adjacent spaces, allows characters to travel much greater distances when moving diagonally than when moving up, down, left, or right. The only way to compensate for this extra distance is to penalize a character somehow for moving diagonally. And while this may be a simple matter on a small scale map (each space moved diagonally is counted as 1.5 spaces.), it becomes more difficult on a larger scale.

Which brings us to the next point regarding hexes: scale. Maps of dungeons or other areas which utilize squares are generally done on a small scale. The most common measurement is that 1 square is equal to 5 square feet. It’s simple, and when a room is only thirty feet square, it’s effective. However, wilderness travel require a larger scale by definition. No one in their right mind would try to map a forest, a mountain range, or a continent, in five-by-five foot increments. To even attempt it would be ludicrous. The standard size for a single hex on a wilderness map is six miles across from flat side to flat side. While a GM can use any scale he or she pleases, the six mile scale has a good balance. It’s small enough that overland travel can be measured in a meaningful way (with most characters being able to travel between 12 and 18 miles in a day), but large enough to allow a good sized continent to fit on a piece of 8 1/2 by 11 graph paper.

The largeness of a six mile hex comes with other benefits as well. At over 30 square miles*, it’s impossible for a party to fully explore every hex. They can mark down the primary terrain, and any items which they come across, but there will always be more. This means that even a hex which has already been explored can offer new challenges for players. From wandering monsters which they didn’t encounter the last time, to dungeon entrances, or perhaps an entire community or fortress which was 2 or 3 miles away from the route the party took last time they passed through. The blog “I Waste the Buddha With My Crossbow” has a great post which gives you an idea of just how large this scale is.

For all the arguments I can make demonstrating the benefits of hex maps, there’s one which I keep returning to time and again. An argument which, in my mind, is irrefutable proof that the D&D community needs to re-embrace hex mapping:

We don’t have anything better yet!

It baffles me why Wizards of the Coast would abandon a perfectly good system without at least attempting to provide a replacement for it. But they did nothing of the sort! Wilderness travel was downplayed significantly in 3.x, and that hasn’t been remedied in Pathfinder. On the rare occasion that wilderness maps are included in adventure modules, the best they can do is indicate scale with a measuring stick. Take a look at this map from one of my favorite D&D 3.5 modules, “The Standing Stone:”

What about this map is improved by the lack of a hex overlay? Nothing! Refusing to include an overlay of mighty hexagons forces the GM to add measuring tape to the already cluttered area behind the GM screen. And while it may be argued that the map is too small in scale for six-mile hexagons to be of use, I would reply that the map is perfectly scaled for three-mile hexagons. Wizards of the Coast had better options. Options which they chose to ignore for reasons I cannot even begin to guess at.

Hex maps provide us with the metric which makes world exploration possible. Without it, completely open-ended, sandbox exploration can seem like a daunting task to players and GMs alike. I know I certainly never had the guts to provide a world exploration game to my players before I learned about Hex mapping–despite being very proud of the maps I’d created! Nor have I ever been given much choice as a traveling player. Travel is always handled by indicating where I’m going, and then fading to black as I travel there. And you know what? That’s sad.

As the old saying goes: “The journey is more important than the destination.” Isn’t that the essence of an adventure?

*Yes, I am aware of the irony of using square miles as a measurement in a post decrying the use of squares as a unit of measure. Stop mocking me!

On Character Generation V.S. Character Building

Yesterday I wrote regarding the general consensus I’ve observed in the OSR community regarding player agency and game master guidance. On that issue the OSR community is very much opposed to the emphasis on GM guidance they perceive to be more present in modern games than in older ones. And, while their criticisms have merit, I ultimately disagree.

Today’s post is similar. It again relates to the OSR community, this time relating to character creation and progression. The consensus is that the forms of character generation used in older role playing games are superior to systems of character building present in more modern RPGs. I’ll explore this in more depth below, but first I’d like to define these two terms as I understand them.

Character Generation is quick, simple, and requires a minimum of knowledge on the part of the character. Many character generation systems actively discourage GMs from allowing their players too much access to the rules, because knowing what the rules are will limit what the player thinks they can do. Often these systems are not much deeper than rolling dice for your basic statistics and picking a class. Generating a character is a great way to get into the game quickly, with a minimal amount of time spent on other things.

Character Building, by contrast, can be a very intensive process. Ability scores tend to be generated less randomly, with many of the most modern systems simply using a point-buy as the default. Players have a multitude (some might even say a deluge) of options available to them to customize and specialize their character’s abilities. Character building systems offer greater depth to a player interested in customizing their character.

These are less dichotomous than simple labels would imply. There are gradations between the two, as well as alternatives to either system. Traveler’s ‘lifepath’ system is both amazing, and unlike anything described above. However, in most games (particularly those closely related to Dungeons and Dragons) some variant of character generation or character building is used.

As a matter of personal preference, when I’m a player, I’m very attached to the character building model. That isn’t to say I don’t enjoy the speed, simplicity, and unpredictability of character generation. However, when Zalekios finishes a hard day’s work being a horrible person, and the GM goes home, I’m still on a role-playing high. I want more. Unfortunately, as a player, there’s not a lot more for me to do. The only thing I have control over is my character.

Which is why Zalekios often has written and diagrammed plans prepared for the next gaming session. It’s why I designed my own character sheet layout for him, I’ve made character sheets for NPCs in his backstory and sent them along to my GM in case he ever wants to use them. It’s why I’m level 12, but already have my character sheet ready-to-go for when I hit level 13. The fact of the matter is that I enjoy fiddling with my character.

Having said that, the OSR community is correct. Character building is harmful to RPGs.

When I think back over my career as a game master–a great deal more extensive than my career as a player–I have a hard time coming up with any of my players who enjoyed building their character. Many, if not most, have needed me to help them with updating their character sheet for every successive level. And that includes the group in which I purchased Player’s Handbooks for the entire party. Most people are far more interested in playing the game than they are in deciding where to put their skill points. Or at least most people I’ve played with feel that way. Anecdotal evidence is not hard evidence, after all.

This doesn’t mean that complex character building needs to go away. I enjoy it, and I know for a fact that many others enjoy it as well. But if we want our hobby to grow, then we need to make our favorite games more accessible. We need to engage people who are less interested in putting points into acrobatics, and more interested in leaping across a gaping chasm without caring why they landed safely. This is too big to house rule. It needs to be built-in to future systems.

I propose a theoretical system which offers players a choice between character generation and character building. Those players who want to spend their evenings pouring over rulebooks looking for the perfect combination of skills and talents should be able to do so. While players who don’t want to, shouldn’t have to. They should be able to roll their character ten minutes before the game and be ready to go.

This is a difficult, if not impossible task. In order for such a system to function, characters rolled using the shorter method will need to be just as effective overall as other members of the party built by dedicated players. Yet simultaneously, players who spend hours building their characters must not be made to feel as though their efforts have gone to waste. I think this would be best achieved by making a “general purpose” and “special focus” distinction. Whilst a generated fighter would be good at all the things fighters are good at, a built fighter might excel in fighting casters, or taking damage, or sundering weapons, while being less adept in other areas.

Considering the fact that games such as D&D and Pathfinder are unable to maintain class balance in the systems they’ve already got, my theoretical system seems like a pipe dream. I’m confident, though, that with sufficient ingenuity it can potentially be achieved. I fully intend to devote some of my attention to the problem. Until this magical system makes itself manifest, however, we’ve got to make due with what we’ve got.

I’m presently working within Pathfinder to try and devise a stopgap solution. I want to work out a method of character generation & leveling which functions quickly and simply. My current criteria for the system are:

-Characters created using this method must be reasonably well balanced with characters who are built within pathfinder. I’m never going to be able to make a formula for creating Pathfinder characters which will be able to rival min-maxed characters, so I won’t try. All I want is for a party of casual players to be able to contain both built and generated characters without there being an obvious disparity in power.

-The method must be able to easily create a character of any level, not just first level. And it must maintain its ease of use throughout the leveling process.

-Any mechanisms used in this method of quick character generation should be easy to commit to memory. At the very most it could require a single page printout to run effectively.

I’ve made some minor progress. The difficult items like feats, spells, and class abilities such as rogue talents are still hurdles for me to make a jump check at. However, I did come up with a quick method of generating skills that I like.

Each class grants x + Int Modifier skill points each level. Select a number of class skills equal to x + Int Modifier. These are the character’s skills. The modifier for any check is Level + 3 + Relevant Ability Modifier.

It’s a start.

On Player Agency, and GM Guidance

In an effort to educate myself further on the variety and subtlety of the role playing hobbyscape, I’ve spent the last few weeks trolling for good blogs. Many of the ones I’ve gravitated towards affiliate themselves with the OSR sub genre of role playing. To sum OSR up in a single sentence, it’s essentially a group of people who think RPGs reached their zenith with older games like first edition Dungeons and Dragons, or Hackmaster. And while I doubt you’ll hear me espousing a return to treating elves and dwarfs as classes rather than races, I firmly believe that history is an excellent teacher, regardless of the subject.

One issue discussed frequently is the conflict between what is called Player Agency (D&D’s version of ethical agency, for my fellow philosophy majors) and what I’ll call GM Guidance. This issue is particularly well illustrated by a post over at Hack & Slash. Stated simply, a player has agency when he or she is able to control their own in-game destiny. Any circumventions of a player’s choice, or arbitrary restriction placed on the choices available, reduces player agency.

The general consensus I’ve observed among the OSR community is that modern games fail at creating sufficient player agency. At best, this failure is the result of a failure to communicate the importance of player agency to gamers. At worst, it is argued, modern games actively discourage or prevent an acceptable degree of player agency. The examples given in the post linked above deal primarily with how fourth edition D&D discourages player agency. Any game, though, can suppress player agency if the GM fails to recognize how important it is to preserve.

On this matter, the OSR community has a point. Any game master of quality will warn new GMs of the temptations and dangers of railroading. And I’ve often told new players that the most remarkable thing about this hobby is that you can do anything with it. That freedom, that player agency is what makes these types of games so worth playing. To harm that freedom by telling a player who just wants to hunt for treasure “No, the king wants you to go on a diplomatic mission!” is bad game mastering.

Where I start to disagree with the OSR community is when they espouse unrestricted player agency. The idea that the GM should place no limits whatsoever on player freedom. It seems that many view the role of the GM to be one of world total world creation. NPCs may plead the players for help at a village to the north, and a sage may hint at a long forgotten dungeon to the east, but if the players want to go South West the GM damned well better be able to keep up. As fun as that sounds, I cannot accept it as the ‘correct’ way to play.

The work which goes into simply running a pre-written adventure for your players warrants some guidance from the GM. At a minimum, published adventures are thirty or forty pages long. That’s an evening’s worth of reading, plus any additional time the GM would need to create reference sheets, handouts, maps, or to integrate the module’s locations into the campaign world. And as much time as that would take, it is easily the least work-intensive method to prepare a game. Designing a high quality adventure from scratch requires creativity, and hours of preparation detailing locations, challenges, and so forth.

I always hesitate to use my own experiences as an example in an argument, because that’s simply anecdotal. However, in the years I’ve engaged in this hobby, both as a player and as a GM, I’ve never felt as though fun was lost due to the guidance of a game master. As a player, I make sure the GM knows what my player wants. If I want treasure, I’ll try to find a treasure map, or even just tell the GM that I’d like to go looking for some treasure. As a GM, I ask my players after each game what they liked, what they didn’t like, and if there’s anything they want to do moving forward. Much to my delight, they’re often too busy talking about how awesome it was when they ran away from the tribe of goblins to pay much mind to my probing.

That’s what’s really important: engaging your players. It doesn’t matter if you nudge them along a vaguely linear progression, or simply drop them in a sandbox. So long as your players are engaged and having fun, you’re doing it right. There is no excuse for half-assing your plot hooks and expecting your players to fall in line. Nor is there an excuse for dropping your players into a finely crafted campaign world and being frustrated when they want someone to give them some direction.

I don’t want anybody to think I dislike sandbox style role playing, however. I actually prepared a campaign world for one once, several years back, which I was going to play with members of my World of Warcraft guild. That game fell apart, but the more I learn from the OSR community, the more I want to give it another try with the tools and knowledge I’ve gained in the years since that first attempt. Both styles of play are an excellent way to spend time with friends, or to make new friends.

Above all, Game Masters should remember: players will always defy your expectations. It’s their job to break your game, and if you don’t know how to handle it, you’re doing it wrong.

lrn2GM

A Treasure Trove of Classic Gaming

I’ve been a little quieter lately than normal. There are two reasons for that, neither of which is a slow down of my ideas.

1) As much energy as I have for the kind of writing I’ve been doing, I’m bad at maintaining that energy after a long and draining day at work. After my last post (which I don’t think reflects my best work) I decided I needed to take some time to rest and relax, so I can bring my full energy to this.

2) Is…well:

Click to enlarge and check out the awesome cover art!

I recently began delving into classic D&D modules with the intent of updating the best ones for Pathfinder. My local gaming store, Fantasium, had a ton of them! The updating process will be a pain, but it would be worth it to be able to take groups through these classic adventures. And it’s certainly blog-worthy content as well.

For the curious, here are the adventure modules I’ve got, from top left to bottom right:

Vecna Lives! By David “Zeb” Cook, published in 1990
I’ve always been a huge fan of Vecna as a villain. He brings depth, and an imposing presence to both cults and to the undead. Unfortunately, since I started playing after the release of 3rd edition, most of the classic Vecna stuff was already out of print. I found a PDF of this online, and have been devouring the printout I made at work. (As it turns out, I’ve made a few mistakes in The Girl and the Granite Throne…I think most can be explained way though.) This is also the only second edition module I have. All the rest are serious, oldschool, first edition awesomeness.

Vault of the Drow By Gary Gygax, published in 1978
Aside from Vecna Lives!, this is the only one I got in printout. I really prefer to have the actual copy, but these things are damned difficult to find and Vault of the Drow is supposed to be the adventure which made the Drow into one of the most terrifying enemies out there…at least until The Crystal Shard made them into cool loners who doesn’t afraid of anything.

Earthshaker! By David “Zeb” Cook, published in 1985
I’m not the biggest fan of juxtaposing classic sword & sorcery with technology. I’ve nothing against it, I just never see it done in a way which appeals to me. Then again, Final Fantasy IV had a pretty awesome giant robot in it, and this was written by the same badass who wrote Vecna Lives, so I’m more than willing to give it a try. It includes maps detailing the inside of the robot. I imagine there will be fighting in there.

Adventures in Blackmoor By Dave L. Arneson and David J Ritchie, published in 1986
I haven’t had much time to look at this one. However, contrary to what I said above, that mechanized horror on the front looks awesome. Less like technology and more like advanced siege weaponry. And with Dave Arneson behind it, I’m sure it’s a fantastic adventure.

The Endless Stair By Ed Greenwood, published in 1987
I bought this one a week before I got the rest, so I’ve had the most time to peruse it. First off, Ed Greenwood, which is awesome. The adventure follows a group of adventurers as they work to unravel the mysteries of a stairway leading up into the sky, while two rival wizards watch and wait for the party to unseal the secrets of their former teacher. I really can’t wait to get this one updated and run it for my group. It’s a great one-off kind of game.

The Savage Coast By Merle and Jackie Rasmussen, and Anne C. Gray, published in 1985
Haven’t had time to read this much at all, but it’s got knights riding on horsies on the cover. Plus, “The Savage Coast” sounds crazily awesome, doesn’t it?

Five Coins For A Kingdom By Allen Varney, published in 1987
Is it just me, or is “Five Coins for a Kingdom” a fantastic title? It’s really high level too. Granted, I don’t know much about first edition, but 3rd ed maxes out at level 20, and this adventure is for characters of level 28-32. I don’t know much about it, but it comes with five cards, each representing one of the five coins. Each coin grants a special power, and causes a certain shift in personality. I’m assuming that the module calls for five players, and each gets a coin.

The War Rafts of Kron by Bruce Nesmith, published 1984
I haven’t even taken this one out of the bag yet. Nautical adventures are not my greatest strength as a GM, but who cares? It looks awesome.

Death’s Ride by Garry Spiegle, published 1984
Again, no idea what this is about, but the picture on the front is awesome. I’m pretty sure I’ve seen it somewhere before, just can’t think of where.

Legacy of Blood by Steve Perrin and Katherine Kerr, published in 1987
Also haven’t had a chance to open this yet, but I did lul over the stereotypically impractically immodest garb worn by the woman on the cover.

Where Chaos Reigns by Graeme Morris, published in 1985
Two things about this one have struck me. First, there is a British flag in the corner for no reason I can determine. (Perhaps the module isn’t compatible with my Region 1 D&D rulebooks.) Secondly, and maybe I’m being silly here, but the pictures of the fellows atop the mammoth seem like racist caricatures of black people.

So yeah, that’s what I’m up to.

Expect normal posts to resume in the coming week.