Friday, 7 May 2021

Hit Points, Saving Throws and all that.

The origins of D&D 


An awful lot has been written about Hit Points over the years. Lots of questions have been asked: What are they really representing? Should a PC die at zero or be just unconscious? How can we make the distribution of them fair? Should PCs begin to lose them as they get old? And... whoever thought it was a good idea to re roll my total every time I level up? So I doubt I'll say anything much new today. However, I have been re-reading early wargame rules sets recently including, of course, Gygax and Perren's Chainmail rules (first published in 1971 by Guidon Games) and the follow-up wargame supplement to Original D&D, Swords & Spells (TSR, 1976) also by Gary Gygax. This got me thinking about Hit Points and Saving Throws.

The pages that started it all.


Hit Points and Saving Throws were a couple of the mainstays of rpgs for thirty or forty years and are still present in a great many games. The concept of hit points has travelled out of Tabletop rpgs and into video and computer gaming and has thereby become part of everyday language, but their origin is in wargaming. Grognards please forgive me if I go over old ground here. In the wargames rule sets of the 60s and 70s, very often when a unit of soldiers receives 'a hit', individual models were removed from the table. Very often, one model per hit. A very practical (visual) way of recording that your company or brigade or whatever, has suffered casualties and may not be as efficient as it was at the start of the battle. This meant that your armies consisted of many individual figures, each representing 10 or 20 or even 50 actual soldiers. Moving all these hundreds of models took ages and issues with scale (does one model elephant actually mean one or five ot ten real ones?) meant that by the mid to late 70s wargamers were beginning to base their figures in groups on bigger 'stands'. But this meant that individual models could no longer be as easily taken off the field of battle. How did you or your opponent now know how relatively strong your units were as the Battle progressed?

Models weren't based in Chainmail


Various systems to indicate casualties were (and still are) used: "roster" lists or cards are kept for each unit and adjusted to show casualties, small caps or coloured rings are physically placed over the heads of model soldiers to indicate they've been taken out, number counters or dice are placed beside the unit to indicate it's condition. There are no doubt more. It's interesting to note that in Chainmail, no basing requirements are suggested at all, but by 1976 when Swords & Spells came out, very precise base sizes (given in eighths of an inch) are provided but models are still individually based and so could be removed when killed.

A Tolkien themed game of Chainmail


So what's this got to do with hit points? When Gygax wrote his fantasy supplement for Chainmail, he needed his heroes and superheros to stand out from the ordinary warriors as they did in the fiction which inspired them. They were to be harder to kill. Each one of these guys could take as many hits as a whole unit of ordinary soldiers. So how to show this in the game? Either Gary didn't want or didn't consider, little plastic cups over his heroes heads, nor did he seem to want (at this point) some kind of roster sheet (or as it was for an individual- a 'character sheet'?). So the solution he came to was that these heroes and superheroes needed several 'hits to kill' BUT, these blows all needed to fall in the same turn. So if Conan needed four hits to kill but only received three this turn, he walked away as if unscathed. 

So when Chainmail morphed into Dungeons and Dragons, Gygax and co-creator Dave Arneson (a fanatical Napoleonic wargamer) this same system was intended to be in place. That is, characters in the dungeon needed to be clobbered by those orcs many times *in one turn* to see if they died.

Now we all know that in D&D, the 'alternative combat system' prevailed, and the core of that now ubiquitous mechanic was that you no longer stomped about the battlefield shugging off wounds until the terrible moment came when four of the buggers got you at once- but that now, damage was a resource. Cumulative wounds eventually finished you off unless you were unfortunate enough to get the full force of a Dragon's breath. Yes, it's true, there were no consequences, mechanically, for how well your character performed as their supply of hit points dwindled. You were just as alive on 1 hit point as you had been when you had 20. But good referees made up for that, descriptively, and with only one hit point left most PCs became mighty cautious! And Gary gave up on his resistance to rosters. As players needed to keep a record of other things, why not keep a record of how wounded they were too?

Hah! I still have one hit point!


But I wonder, how different the game is if you actually play the 'multiple hits at once to kill' or nothing, rule. Although perhaps less realistic, somehow, the concept of your hero battling through hordes of monsters until they pile up on top of him, is more in keeping with the literary source material than the blood accountants we ended up with.

The other thing wargamers did/do, if playing in a campaign (see the previous post) was to figure out exactly how many of the casualties of a battle we really dead and how many were wounded, captured or had just run off. One mechanism for doing this was the 'saving roll'. If the battle was part of a longer campaign, when the fighting was over, you literally gathered up your casualty models and rolled dice to see if this or that figure was really dead and gone. Or had he been 'saved' to fight another day? British wargamer Tony Bath (what, him again?) took this one stage further and used the idea actually during the game, rather than after the battle was over. But only in specific circumstances. That is, when magic had been used to cause casualties. Bath ran a famous and long running Hyborian Campaign based on the Conan stories. Being Sword and Sorcery tales rather than those of High Fantasy, magic wasn't common in Bath's Hyboria, but it did exist (much to the disgust of some of his historical wargaming contemporaries). And magic was a risky and unpredictable business for both the caster and the victim. Thus, the 'saving' roll. I don't think Gygax and Bath ever met but both Perren and Gygax knew and used Bath's wargame rules. Gary 'borrowed' the idea of saving throws and roleplaying games never looked back.

Marc Summerloft took a different approach


Afterthoughts.

It's a long time since I've played a wargame with Swords & Spells and even longer since I played Chainmail. So reading them both again side by side has been an interesting exercise. S&S was a complete redesign and is in many ways a much more sophisticated set of rules. But, strewth, it's complicated! So many factors go into each round of combat, I really cannot imagine how I got my teenage head round it. My maths teacher should have been proud! I couldn't do it now. Chainmail actually reads as more playable.

Judges Guild followed suit a few years later but it is interesting to note that City State Warfare is a wargame using cardboard counters on a hex graphed board/map rather than a game for minis (although it can be played that way). Their solution to the problem is that each 'chit' becomes it's own mini roster/character sheet. Much like in modern computer wargames, the characters and units run around the battlefield displaying their own little sets of data. Nothing is really new is it!







Monday, 19 April 2021

Imagi-Nations: wargame and rpg campaigns

40mm 'flats' used in Tony Bath's Hyboria campaign in the 1960s


I've been thinking recently about what in wargaming circles, are now called Imagi-Nations. The term isn't new, but has, in the last decade or so, really taken off. The concept however, goes way back. When I was a kid, growing up in the UK in the seventies, what is now called an Imagi-Nations approach, was simply what we called 'a campaign'. We didn't have enough knowledge or sufficient numbers of miniatures to try anything realistically 'historical'.

Charge! Peter Young's classic wargame rules


Back then we hardly ever played recreations of Rorkes Drift or the Battle of Minden. Most of the really keen guys (myself included) were busy drawing up maps of imaginary worlds in which to fight our battles. Our discovery of Dungeons and Dragons could not have been better timed- here were rules to play the individuals in our fantasy worlds. This didn't put a stop to the bedroom carpet being taken over by hordes of Hinchliffe and Mini-Figs warriors fighting en masse however. My fantastic wargaming world was inspired by Tony Bath's Hyboria and thus was a world of ancients and early Medievals. Vikings often faught Persians with the occasional aid of the Romans! Ah, fun days.

But 'The Campaign World' idea is of course at the root of D&D. The style of wargaming we played fitted with it perfectly. And the split occurred right then. Some of our group (and the school wargaming club) wanted to carry on with the wargame side whilst others headed for the dungeon. As it happened, the World War 2 guys and the few Napoleonic gamers we had as members, carried on much as before, whereas the Ancients players (inc me) and Medievalists, became the core of the roleplayers. I'm willing to bet that this situation repeated itself all over the wargaming world.

Tony Bath's version of Hyboria 

As I said, for our campaigning, the inspiration was Tony Bath's Hyboria. For those who don't know, this was a massive and long lived wargaming campaign loosely based on Robert E Howard's Conan stories. Each player representing one of the countries; Aquilonia, Cimmeria, Ophir and so forth. The two versions of Hyboria (Howard's and Bath's) are not identical, but are clearly meant to be the same place. Quite why the Howard literary estate didn't complain when details of the Bath campaign began to be published, I've no idea. Bath and his associates initially played out the wargame battles which arose from the political intrigue (essentially, play by mail roleplaying) using 40mm 'flats' miniatures, usually used for Bath's Ancient's wargaming. It was this aspect of Bath's play which caught our imagination; the fact that one imaginary nation could be Viking-like and another Hellenistic. It also helped practically because few of us had big enough armies to game out a recreation of the Punic Wars for example.

Map of Charlotte Bronte's imaginary country: Angria. Used as an Imagi-Nation wargame setting


So we drew our own maps and named our cities and created the family trees of the nobility of these places. Some of us went deeper and created economic systems, religions and mythologies. Sounds familiar?
So when Dave Arneson and Gary Gygax, came together with their experience of similar campaigns (notably Dave Wesley's Braunstein games) and magicked up Dungeons & Dragons and quite naturally bandied around words like 'campaign' they expected someone (the Referee/DM) to create a world to play in. All of which seemed so natural to us because we were doing it already.

Advanced D&D contained notes on world building and even simple wargame rules.


So the concept of a long lasting campaign in an imaginary world jumped, virus-like, from one species of game to another and has thrived ever since. But that split, between historical 'real' wargamers and 'those fantasy guys', which began all those years ago never really completely went away. This, despite all of the cross-over games and attitudes such as roleplayers, (who would never call themselves wargamers) regularly playing skirmish wargames but just not calling them that. Indeed, various iterations of D&D have morphed in and out of essentially being skirmish wargame rules with roleplaying added. Nowadays there are only a few wargames miniature manufacturers who don't have a fantasy range. And yet that split remains. Wargame blogs and forums are peppered with slightly derogatory remarks about fantasy gamers and many roleplayers claim to be baffled by wargaming. But, the core activity, which both sides of the hobby retain, is the campaign.

Dungeons & Dragons' World of Greyhawk


As mentioned previously, in wargaming circles, the concept of what is now called "Imagi-Nations" has gained traction. Wargamers invent imaginary continents, with imaginary nations, whose armies fight imaginary wars. These countries can be based on real world places or even real world maps, but with alternate or entirely fictional histories. Just as with a D&D created campaign world, the topography, weather systems, religions, even languages are created, and often a system of allocating resources (natural or manufactured) is created to give these Imagi-Nations something to fight over. The only real differences between an Imagi-Nation's campaign and a D&D type campaign is the differing degrees of realism and fantasy. I sometimes read wargamers' commenting on and describing the processes they go through to create their worlds as if they are indeed, creating the concept afresh. And I read Roleplayers thinking, hey wouldn't it be great if we had real wars to fight in our setting? So, here are two cousins, growing up in silos next to each other, both doing almost identical things and to a degree oblivious of the knowledge, expertise, even books and magazines which the others use. 

Tony Bath

Obviously, this is a simplification. There are indeed, I'm sure, plenty of folks who are as equally happy fighting orcs in Mordor as they are sitting behind The Old Guard with Napoleon. But what can be done to help those who aren't really aware of the rich pickings on the other side of the fence? Well, Wargamers could pick up a Greyhawk Gazatteer or two. And Rpgers could take a look at Tony Bath's 'How to set up a Wargames Campaign'. We can encourage those who run conventions to include elements from both halves of the hobby. And wouldn't it be nice if more games shops sold historical wargaming figures alongside all those boxes of Warhammer Space Marines?

Who knows what might happen?


Next time: Thoughts on how Hit Points and Saving Throws jumped the species gap.




Monday, 22 March 2021

Uprising at Buzzard's Gulch: a campaign setting for Monsters! Monsters!


There's trouble on the Reservation.

 Here's something new! There have been a few campaign settings for the Tunnels & Trolls suite of games, but not many. What makes this one stand out is not simply because it has added to the pool but because it is usable with- nay, designed specifically to go with, the Monsters! Monsters! variant of T&T. That makes it a very rare beast indeed.


Uprising at Buzzard's Gulch Monster Rez (Rez, as in Reservation) is a setting guide and adventure seed set in a world (or part of Trollworld?) where humans and monsters live side by side- providing the monsters go back to the Reservation come nighttime. The title uses language redolent of the Wild West  and this puts you right into the zone for this setting. But we are playing Monsters! Monsters! here and the player-characters are supposed to be the bad guys, does that make the humans the goodies? Well, nope. The humans have, afterall herded up the monsters and put them in a reservation, and are exploiting them for their own gain. And now it seems, the monsters have had enough!

So what do you get for your money? Author, Thessaly Chance Tracy and publisher, Peryton Games give you a 93 page setting, nicely illustrated (the cover by Simon Lee Tranter is great), edited by the Troll Godfather himself and a minion called Monkey. The action is set on an island and can therefore be smuggled into most campaigns. There are maps, npcs a plenty, descriptions of places of note, the High City of Hylax, villages of The Rez, bars, brothels, revolting swampy areas that humans will hate but monsters (some of them) will enjoy. There are lists of foodstuffs, potions, diseases, random encounters, tribes of goblins and quite a few wicked and devious humans. As you'd expect there's a little history too. But there's more: new spells, new monsters, new kin and some extra rules for the Monsters! Monsters! game including monster talents and motivations.


The tone of the whole thing is as whimsical as one might expect for a T&T product and with an undercurrent of darkness. You get the feeling this town is gonna blow! There are some really noteble NPCs too. My favourites are Grimlar Steele, a mechanical monster who lives at the castle and Granny Grisstletit, a Madam, business woman of repute and potion brewer on the side.

There's a lot packed into these pages and yet the author hasn't fallen into the trap, as some campaign settings do, of getting bogged down in too much detail and history. Each place is described with brevity. Giving the GM easily enough to go on but at the same time, plenty of room for his/her own take on things.
Altogether, a really nice package and a great addition to the Monsters! Monsters! and Tunnels & Trolls games.

Sunday, 17 January 2021

Rob Conley interview

Here's something new for the blog. It's an interview using a simple framework I'm calling the 5W+H Interview...

Who, What, When, Where, Why plus How?

And our first interviewee is man of the moment: Rob Conley, who has just successfully completed a KickStarter for his Basic Rules for The Majestic Fantasy rpg (reviewed in the previous blog post).

Who... is The Majestic Fantasy rpg aimed at?

The Majestic Fantasy RPG is aimed at new and old fans of the classic editions of the original 1974 roleplaying games. It is designed to expand the life of the setting outside of the dungeon and wilderness. This aspect of my campaign came about because I was a referee who let players "trash" his setting. If a referee does that for their campaign, to make it a plausible challenge you need to flesh it out a bit. At first I made do with the barebones listing found in Judges Guild's Wilderlands of High Fantasy and then started to fill it out with material from Harn, Ars Magica, and my own stuff. Eventually, so many players came and went, each doing their thing, that it took a life of it's own.

What.. was the hardest aspect of the design/writing of the game?

Keeping it terse but not so terse that needed information was omitted. Another was the decade long playtest. Making sure I incorporated what I learned along the way. Then designing the presentation and writing it up in a way that was useful for kitbashing. There a tension between describing what I did and making that description useful for campaigns with a different focus.

Why... did you decide to publish your rules?

In truth I rather stick to settings and adventures but when you do physical sales you need a rulebook that you can offer. I am on good terms with most of the OSR publishers but it's hard to coordinate. So I decided to take the additional material I developed and turn it into a rulebook. This started out as a series of reference cards combining Swords & Wizardry and my Majestic Wilderlands supplement and proceeded from there.

When... is the next ('Advanced'?) edition due?

Probably in the fall and it will be the Lost Grimoire of Magic. I will start getting the book into its final shape after the Wild North setting is released.

It will detail the different magic-user classes:

-Contain a complete reference for all the arcane spells.

-Useful topics for playing and refereeing magic-users.

-An adventure about magic-users.

-Details about the various magic-orders.

-How to setup and maintain a conclave, workshop, sanctum, etc for a magic-user or a group of magic-users.

-Referee advice about magic and magic-users.

As for the series as whole, there will be about ten supplements including the Basic Rules. One each for Fighters, Rogues, Magic-Users, and Clerics. Monsters, Magic Items/Equipment, Human NPCs, Non-Human NPCs, and one I am calling the Axioms of Sandbox Fantasy Campaigns Each will be more than what one would expect from a corresponding chapter(s) in a traditional rulebooks as what I plan for the Lost Grimoire of Magic shows above.

It a bit of a gamble as it is a non-traditional approach. I think kitbashing is the norm not the exception. While there will be fans of Majestic Fantasy RPG, I aim to be everybody's second choices for material to incorporate into their campaigns.

Where... will any further campaign material be set, your Majestic Wilderlands or Blackmarsh/Points of Light?

The short answer it will be Blackmarsh/Points of Light. I will be calling the series The Majestic Fantasy Realms.

I would love to continue with the Wilderlands but at this point it has to be made open content or something else done with it in order IPwise for me to start working with it again. Disappointment doesn't begin to cover my feelings about this.

The Majestic Fantasy Realms will have all my original content just with the Judges Guild serial numbers filed off. The foundation was laid with Points of Light as at the time I had no idea that I would get JG license. For Points of Light, I sketched out a loose background compatible with my Majestic Wilderlands came up with different names and went on from there.

How... do you see the product's future?

I think it will be solid seller and many will find it useful. It's not a barebones system as those systems based on the 3 booklets of the original edition are. But it also not as detailed as GURPS, Ars Magica, Mythras/Runequest, Fantasy Age, or 5th Edition either. The closest equivalent in complexity and tone is the Adventurer, Conqueror, King System by Autarch.

Until I get the rest of Majestic Fantasy supplements out it will have a tough uphill battle because of the wealth of quality systems available in the OSR. I also hope that the Majestic Fantasy RPG serves as a good example of looking at what your setting needs and then writing and assembling the rules needed to run a campaign using that setting.

Robert, thank you so much for participating in our first 5W+H q&a session.

Thanks for having me do this interview.

Bat in the Attic Games on drivethru:

https://www.drivethrurpg.com/m/browser/publisher/2993

Rob's blog can be found from here:

https://www.batintheattic.com/

The Wilderlands MeWe group:

https://mewe.com/join/thewilderlandsofhighfantasy


Wednesday, 13 January 2021

The Majestic Fantasy RPG


Review of The Majestic Fantasy rpg (the basic rules) by Robert S

Conley, Bat in the Attic Games, 2020


Rob Conley has been a stalwart of the fantasy role playing game scene for a long time. Always modest about his achievements his work has been published by major names in the field. However, he is probably best known for his work on the Wilderlands of High Fantasy- creating amazing maps and content for both the Judges Guild and Necromancer Games versions of that setting. His mini setting, Blackmarsh, which he created as a free product for gamers and designers alike, has been used as a campaign basis for Delving Deeper, Swords & Six-Siders, Heroes and Other Worlds and probably more.

For years now, Rob has been playing with his group in an alternate version of the Wilderlands of High Fantasy which he calls, The Majestic Wilderlands. The rules set which he and his group use has been evolving and growing over the years with the campaign. Finally, this rules set is being published and this Basic Rules edition is the first installment.
Taking a lead from earlier starter editions such the Black Box edition of D&D, which takes characters up through levels 1 to 5, The Majestic Fantasy Basic Rules, gives a full rules set to enable the players and referee to run complete and detailed campaigns whilst leaving room for higher level play later. The rules are ultimately based on Original Dungeons and Dragons and are compatible with most, if not all, clones thereof. Matt Finch's Swords and Wizardry is mentioned specifically on the cover and indeed the book describes itself as a supplement to S&W. But make no mistake, this is a complete game on it's own.
But thus is not just another clone. Here, there are refinements and differences which show how Rob has modernised his rules as time and fashions tend to do. For instance, the classic six ability scores (here called Attributes) range from 3 to 23 although the normal human range is still 3-18. First level PCs get max hit points and starting cash is modified by Charisma (nice touch). In this volume we have the classic four main classes but with hints that in the Advanced(?) rules or in campaign supplements, there are more to come. For instance, although Rogue is a class, we are only presented here with the "Burglar" variant and the Cleric here is a "Cleric of Delaquain": presumably there are more cleric sects out there, each with their own specialisms and possibly, spells? (Indeed in his notes for the Kick Starter, Robert has more than hinted at this and there is another 'sect' detailed in the NPC section of the book). We have the four classic races plus Half-Elves. Here is a nod to more modern versions of the game: players of any background (race) can play any class. However, not all professions will be the best choice for each background. Hints at extra backgrounds can be found later in the book by looking at the notes on the cultures of non-human npcs. Look out for orcs, goblins and lizardmen backgrounds in future at least! Old school roots show themselves here- the backgrounds are not balanced, and are not intended to be. Elves in particular are designed to be somethin' else: "created as the shining examples of the potential of life" they are immortal beings, immune to disease and healing twice as fast as other humanoids.
And now we come to more modern twists on the old school warhorse rules: abilities. In this game abilities are not your rolled attributes but a skill system used alongside attribute tests, using a d20 roll. This version of the skill system has but twenty two abilities (although several of these are multi-faceted) ranging from Athletics to Intimidation, Survival to Haggling. These abilities help define or sharpen your character's chosen class. The system is simple and straightforward with one target number. Advantage and disadvantage are handled much like in D&D5e, and there are simple rules on levels or degrees of success/failure. The whole abilities section is only nine pages and feels light and streamlined (so OSR stick-in-the-muds like me don't need to get the heebie-geebies!) Similarly lightweight, but nevertheless there, if you want them, are the combat stunts and tricksie moves that are common in the modern game. Rules for grappling, swapping weapons, dual wielding etc are also present and concisely written. Character's attribute scores can affect surprise, initiative, ranged fire, melee efficiency and more. This has the effect of giving the classes more options which might otherwise 'belong' to different classes. This also means for example the Fighters in this game are beefed up compared with the original game, gaining extra attacks and with more hit points. Being a human fighter in these rules is not a default if your attribute rolls didn't come out too well. Players will actively choose to play one!
The spell casting system has a few extra twists too. Although spells are divided into Arcane and Divine magic, both Magic Users and Clerics need to have spell books to revise from. Both types of spell caster can also perform Ritual magic using their spell/prayer books and the right components etc. This enables spells to be cast without memorising them first. Scrolls therefore take on an extra dimension in the Majestic Fantasy RPG as they can take the place of spell books too precious to take adventuring. Be warned... some creatures in these lands have levels of magical immunity. This extra level of defense is used alongside a standard saving throw. This ability combined with the need to know how many hit dice your enemies might have (for fighters multi targetting purposes) means that players will need to get to know their monstrous enemies in a bit more detail than in other games. Rob justifies this by pointing out that hunters or warriors get a feel for the relative strengths and skills of their opponents as they gain experience with/of them. The final twist I want to mention is one which readers/users of the Blackmarsh setting will have come across before. The mysterious substance called "Viz". This is best described as an element of pure magic. A little like The Force in Star Wars, it suffuses everything, or perhaps more accurately- might suffuse anything. In the Blackmarsh setting it is suggested that Viz came to the world via a meteor or comet strike and became spread around the land and buried deep within it. You can actually dig it up or mine it I suppose. That isn't discussed here. But it's effects are. Viz essentially boosts magic in certain ways the most obvious is that a magic user can physically use up Viz whilst casting a spell and in doing so, the spell is not wiped from his memory. Very handy. Very expensive.
Many of you will have seen the author's Bat in the Attic website and blog. A place stuffed with excellent advice on running campaigns. Rob has cherry picked some choice morsels from there and included them here in the Basic Rules. It's worth saying here something about Rob's philosophy when putting these rules together. He describes the rules as a toolbox for 'kitbashing'. Customisation to you and me. Yes, that's right, the author of the game explicitly states he wants you tear his game up and use it how you will. I can see how lots of things in the book, and especially the advice sections, can be used this way. I could easily swipe the entire Abilities section and stitch it seemlessly into Epées & Sorcellerie for example. However, I'm not sure how well you could run the rules without, say, Viz. But I'm saying that without having played it.
All of the classic monsters are here, lots of treasure (including treasure assortment tables) and magical items. There are some excellent sections on NPCs and information on demi-human and goblinoid types etc which gives you scope to put together detailed tribes of goblins for example, complete with their warrior bosses, sages, shamans and so on. There ready made guards, NPC parties, the local witch, all sorts of good stuff.
The book is rounded off with helpful collections of tables and quick reference guides, combat tables and so forth. Lots of which are also available as free downloads.
The artwork is plentiful without getting in the way. All of it good to excellent. The cover work by Richard Luschek is especially good.
There are lots more lovely little touches I could tell you about- such as rules for using your trusty staff as a vaulting pole! Rob really has done an amazing job fitting all of this into one book. I went for the hardback because that's what I like but it's available in paperback and as a pdf... so what are you waiting for?
Headlines: the Majestic Fantasy rules are a bit like ODD all growed up. But without having it's teeth and complexion ruined by too many candies!