Sunday, October 17, 2010

Ever Have One Of THOSE Days?

And you may ask yourself,

Well...

Is that my favorite Paladin singing?


And you may find yourself living in a shotgun shack;

And you may find yourself in another part of the world;

And you may find yourself behind the wheel of a large automobile;

And you may find yourself in a beautiful house...

With a beautiful wife...

And you may ask yourself,

Well...

HOW DID I GET HERE?

Saturday, October 16, 2010

Sword And Sorcery Movies

While I don't believe it's exhaustive, a relatively comprehensive list of Sword and Sorcery movies can be found at Jesse Acosta's Sword and Sorcery Guide website. In addition to his listing, he also provides an overall rating (out of four stars) as well as sub-ratings for how much "sword" and how much "sorcery" are in each of those movies. Here is a list of what Jesse Acosta considers to be the three and four-star Sword and Sorcery movies, along with his ratings.

**** 13th Warrior

**** Army Of Darkness

**** Beastmaster

**** Conan The Barbarian

**** Dragonslayer

**** Jason And The Argonauts (Harryhausen)

**** Lord Of The Rings (Peter Jackson version)

**** The Hobbit (Rankin+Bass version)


*** Black Cauldron

*** Clash Of The Titans (Harryhausen)

*** Conan The Destroyer

*** Dark Crystal

*** Excalibur

*** Highlander

*** Labyrinth

*** Ladyhawke

*** Princess Bride

*** Red Sonya (Schwarzenegger version)

*** Sword and the Sorcerer

*** Willow

I could quibble about his ratings, or the fact that Highlander is included while Sword In The Stone, Heavy Metal, Fire And Ice and Sleeping Beauty are excluded, but it is a good start if you are looking for Sword and Sorcery movies nevertheless. Of the 20 movies listed, I have not seen four of them, a deficiency I intend to correct.

I would have a difficult time chosing my favorite from among these movies, but if pressed, might pick 13th Warrior. Lord Of The Rings is a close second.

How many have you seen? How many do you own? And what's your favorite?

Friday, October 15, 2010

Traveller's Appendix N: Ensign Flandry

Though it may exist, i'm unaware of a Traveller version of "Appendix N" -- a recommended reading list, providing a list of authors whose works inspired the development of our favorite science fiction role playing game.

I've mentioned in the past that I was fortunate to come across a large collection of old paperback fiction. Not all of it was of the swords and sorcery variety. I also obtained some old science fiction novels from the 60's and 70's. One of those novels was Ensign Flandry, by Poul Anderson, which was published in 1966. This is not the first published Flandry novel, but comes earliest in the chronology of the series.

If a Traveller Appendix N does exist, I imagine Poul Anderson's Flandry series ranks as one of the more significant inspirations. Here are a selection of quotes from Ensign Flandry, which may have been inspirational to the Traveller designers.

"Everyone knows the Empire was won and is maintained by naked power, the central government is corrupt and the frontier is brutal and the last organization with high morale, the Navy, lives for war and oppression..."

"The sky illumination had now formed a gigantic banner overhead, the sunburst alive in a field of royal blue..."

"They crowded into the flier. It was a simple passenger vehicle which could hold a score or so if they filled the seats and aisle and rear end. Flandry settled himself at the board and started the grav generators."

"People say 'hyperdrive' and 'light-year' so casually. They don't understand. A series of quantum jumps, which do not cross the intervening spaces, therefore do not amount to true velocity and are not bound by the light-speed limitation..."

"'Lord Hauksberg is continuing to Merseia in another couple of days,' said Commander Max Abrams, of the Imperial Naval Intelligence Corps. 'I'm going along in an advisory capacity, so my orders claim. I rate an Aide. Want the job, Ensign?' Flandry goggled. 'You've shown yourself pretty tough and resourceful. A bit of practical experience in Intel will give you a leg up, if I can convince you to transfer to the Intelligence Branch.'"

"The starship Dronning Margrete was not of a size to land safely on a planet. Her auxiliaries were small spaceships in their own right. Officially belonging to Ny Kalmar, in practice, a yacht for whoever was the current viscount. She did sometimes travel in the Imperial service: a vast improvement with respect to comfort over any Naval vessel. Now she departed orbit and accelerated outward on gravitics. Before long she was clear enough into space that she could switch over to hyperdrive."

"The ship whispered. Powerplant, ventilators, a rare hail when crewmen passed each other in the corridor."

"'Come, come,' Hauksberg said. 'A galactic government is impossible. It'd collapse under its own weight. We've everything we can do to control what we have, and we don't control tightly. Local self-government is so strong, most places, that I see actual feudalism evolving within the Imperial structure.'"

Well I could go on, but I think you see the picture. The Ensign Flandry series is not the only science fiction source from which GDW may have drawn, but it certainly captures the flavour of many of the Traveller game elements, such as character generation, assumed setting, equipment, organization, starship design, and government and nobility.

Edit: You can find a recommended reading list from Space Frontiers on Dennis' What a horrible night to have a curse blog.

Thursday, October 14, 2010

Harn Weapons And Armour

In the 1990's, I was briefly in love with Harn. For those who have been smitten, you'll know what I mean. Gorgeous maps. Intricate world-building. Complex character generation. Detailed combat. Harn seemingly promised those two holy grails of game design, granularity and verisimilitude.

My Harn materials are mostly gone now: lost in a garage fire. But a couple of items remain. The amazing maps, from Cities of Harn and Son of Cities, survived, as they were placed in a binder that followed me on several moves. I also have one or two Encyclopedia Harnica folios.

Some Harn-related notes and characters also survived, in the same binder as the Cities of Harn materials. Among the notes are lists of melee weapons and armor.

Melee weapons in Harn had three potential damage aspects. Every weapon is rated on how much damage it inflicts, if used to do blunt, edge or point damage. This system is not unlike the three weapon types in 2nd Edition AD&D: bludgeoning, slashing and piercing.

But while the AD&D 2E system gave each weapon only one (or at most, two) damage options, many weapons in Harn allow you to do damage with any of the three weapon aspects.

Let me give you a couple of examples.

The Handaxe is rated as Blunt 4, Edge 6, and Point 3. The Shortsword: Blunt 2, Edge 4, Point 4. The Glaive: Blunt 6, Edge 7, Point 7. The Falchion: Blunt 4, Edge 6, Point 1.

However, some weapons only do damage in one or two aspects. The Mace is only rated as Blunt 5. The Warhammer: Blunt 6, Point 4. The Throwing Dagger: Point 4.

Obviously, the benefit of having a weapon that can do damage in any of the three aspects is that the weapon is more versatile. All of the swords fit in that category, as do the Handaxe and Battleaxe. The flails and clubs do significant damage as well, but are limited to blunt damage only.

Armour, at least in the version of Harnmaster that I possessed, was needlessly complicated. Every type of armor was broken down into the types of armor pieces available for each of the 16 locations of the body. I might buy a short chain hauberk, combine it with some plate greaves, a ringmail half-helm, hardened leather vambraces, and quilt gambeson, and then need to figure out my coverage, for each of the 16 hit locations. What you gained in realism you lost in endless record-keeping.

I did like the Harn shield rules though. Different shields were more effective against different classes of weapons. Light shields were better against light weapons, while heavy shields provided more protection against heavy weapons.

Coming back to my favorite out-of-print boardgame, Avalon Hill's Magic Realm, the three weapon aspects of Harn combat (Blunt, Edge and Point) nicely line up with Magic Realm's three attack directions (Smash, Swing and Thrust). Like most of my half-formed ideas, i've long wanted to find a way to combine the Harn weapon aspects and Magic Realm matrix into a diceless or near-diceless combat system. My quixotic quest continues.

Tuesday, October 12, 2010

Old School Chainmail Combat, LOTR-Style

I have the "good fortune" to ride the train several times a week. That gives me the opportunity to do some reading, whether it be a book from my "appendix n" collection, catching up on the day's news, or perusing something from my gaming collection.

Today's pick was my gaming collection, specifically, Chainmail: rules for medieval miniatures, by Gary Gygax and Jeff Perren, first published in 1971. Now, you'd think i've pretty much exhausted whatever nuggets of wisdom could be mined from that old wargame ruleset. But my earlier post on Battle of Wits Combat Systems got me thinking about old-school combat, and what could be more old-school than Chainmail?

Lord Of The Rings Strategy Battle Game, apparently. Like Chainmail, LOTRSBG is a tabletop miniatures wargame that allows you to field fantastic monsters, orcs, goblins, trolls, wraiths, wizards and heroes, and conduct battles between them.

The above "Wound Chart" is from LOTRSBG. In the game, you compare your attacker's strength to your opponent's defence, and must roll the indicated number, or higher, on a d6, to score a kill. For example, my Warrior has an Stength of 3. Your Orc has a Defence of 5. I need to roll a 5+ on a d6 in order to kill your Orc.

In many ways, the LOTRSBG Wound Chart is very similar to the mass combat rules in Chainmail, except that Chainmail uses light foot, heavy foot, armoured foot, etc., rather than numerical attack and defence categories. Both Chainmail and LOTRSBG also give Heroes multiple dice when attacking opponents. In short, it has just about everything that Chainmail has.

LOTRSBG has rules for Initiative, Armor, Weapons, Movement, Shooting, Combat, Cavalry, Charging, Courage, Morale, Magic Weapons and Spells, Equipment, Seiges, Catapults, Fortresses, Heroes and Heroic actions, Climbing, Leadership, Rallying Troops, Monsters, High Ground, and Effects of Terrain on Movement.

If I was going to play a D&D game using the Chainmail mass combat rules, I might instead be tempted to adopt the LOTRSBG rules, because they are clearly written, readily available, and i'm guessing you could get an old version of the LOTRSBG rules for free, or nearly free, since the rules have been updated several times since 2001.

Monday, October 11, 2010

Happy Canadian Thanksgiving

We've already done two Canadian Thanks giving dinners. One, at our place on Saturday night, with about 15 of our family members. Roast turkey and cranberries, sausage and apple stuffing, mashed potatoes and gravy, pumpkin pie with whipped cream, and the usual accompaniments. The second was at a friend's house on Sunday night, again about 15 of us, but this time the menu included Ham, shwartzies potatoes, carrot soup, brussel sprouts and brocolli, and ice cream and pecan and apple pies.

Happy Canadian Thanksgiving!

Sunday, October 10, 2010

World Of Synnibarr Redux

Many moons ago it was mentioned that I had a copy of The World Of Synnibarr in my collection.

Now it seems it is potentially off to a good home.

The World Of Synnibarr is liberally derided by many. Having read, but never played the game, I admit my perspective is somewhat shallow.

I've heard vague reports that Raven McCracken's campaign was not unlike that of Dave Hargrave's.

But while Hargrave is hailed as a hero of self-publishing and gonzo D&D house-ruling, McCracken is mocked for his World Of Synnibarr setting.

Interestingly, one of the criticisms of World Of Synnibarr is this: "McCracken is, incidentally, addicted to the percentile dice roll, and not in the good Unknown Armies / Call of Cthulhu way; he'll use them for everything. You'll see more of this later."

Is McCracken's material that bad, or does he get unfair rap?

Player Skill: Battle of Wits Combat Systems

Man in Black: All right. Where is the poison? The battle of wits has begun. It ends when you decide and we both drink, and find out who is right... and who is dead.

Vizzini: But it's so simple. All I have to do is divine from what I know of you: are you the sort of man who would put the poison into his own goblet or his enemy's? Now, a clever man would put the poison into his own goblet, because he would know that only a great fool would reach for what he was given. I am not a great fool, so I can clearly not choose the wine in front of you. But you must have known I was not a great fool, you would have counted on it, so I can clearly not choose the wine in front of me.

Man in Black: You've made your decision then?

Vizzini: Not remotely. Because iocaine comes from Australia, as everyone knows, and Australia is entirely peopled with criminals, and criminals are used to having people not trust them, as you are not trusted by me, so I can clearly not choose the wine in front of you.

Man in Black: Truly, you have a dizzying intellect.

Vizzini: Wait 'til I get going! Now, where was I?

Man in Black: Australia.

Vizzini: Yes, Australia. And you must have suspected I would have known the powder's origin, so I can clearly not choose the wine in front of me.

Man in Black: You're just stalling now.

Vizzini: You'd like to think that, wouldn't you! You've beaten my giant, which means you're exceptionally strong, so you could've put the poison in your own goblet, trusting on your strength to save you, so I can clearly not choose the wine in front of you. But, you've also bested my Spaniard, which means you must have studied, and in studying you must have learned that man is mortal, so you would have put the poison as far from yourself as possible, so I can clearly not choose the wine in front of me.

Man in Black: You're trying to trick me into giving away something. It won't work.

Vizzini: IT HAS WORKED! YOU'VE GIVEN EVERYTHING AWAY! I KNOW WHERE THE POISON IS!


How I would love to have a Dungeons and Dragons combat system that emulated the battle of wits scene in The Princess Bride.

One of the touted features of original D&D is its' encouragement of player skill. But many people find the old-school combat system lacking in that area. The main criticism of old-school combat is that deteriorates into an endless exchange of blows. While the criticism is somewhat misplaced, (after all, players should be using their player skills to either avoid combat or ensure that the battlefield is of their choosing) once combat is joined, players are at the mercy of the dice, and the vagaries of the DM, who may be permissive or not when it comes to the players' improvised combat tactics.

Some 'modern gamers' point to the 4E combat system as a solution, as it provides myriad tactical combat choices, providing some measure of player control in finding synergistic combinations of combat abilities to defeat the monsters arrayed against them. But the 4E solution feels completely artificial to me: the combat abilities rarely reflect real combat tactics, and so their selection and employment, in my mind, are examples of system mastery, not player skill. After all, if you look at the example of the battle of wits between Vezzini and the Man In Black, Vezzini is using real-life knowledge (basic psychology, geography, recent events) to try to deduce the mind of his opponent.

One of the great strengths of Avalon Hill's Magic Realm combat system is its' focus on player skill. The system itself is rather straight-forward, and uses the following 'real-life' combat principles:
  • Weapon length: longer weapons hit before shorter weapons.
  • Weapon speed: faster weapons hit before slower weapons.
  • Character speed: faster characters act before slower characters.
  • Armor: armor absorbs blows, but can be damaged as a result.
  • Weapon harm: heavier weapons do more damage than light weapons.
  • Attack Direction: there are three attack directions that correspond to the three dimensions: smash down, swing to the side, and thrust ahead.
  • Manuever Direction: there are three manuever directions that correspond to the three attack directions: duck down, dodge to the side, and charge ahead.
  • Fatigue: characters are able to perform certain exceptional actions, but doing so causes fatigue, which constrains future activities.
Using the above principles, Magic Realm employs a deterministic (diceless) combat system. Therefore, the results of a combat round are not subject to chance: each player's skill (in making the best selections of weapons, armor, attacks and manuevers, based upon what they know about the capabilities and strategies of their opponents) is the principal factor in determining his or her success or failure.

For example, in Magic Realm, the Dwarf is very slow. His only fast movement, that does not cause him to become fatigued, is his ability to duck down (which makes intuitive sense, since he is short). Another player, knowing this about the Dwarf, would select a smash down attack against the Dwarf, knowing that the Dwarf is most likely to use the duck manuever. Of course, in true Vezzini fashion, the Dwarf knows that other players are aware of his reliance on ducking, and so may employ one of his other manuevers, thus avoiding the smash down attack of his opponent (even if it meant accumulating some fatigue as a result).

I would be interested to learn if others have devised a way to insert player skill into their old-school combat systems, so as to transform them into a battle of wits between the players and the DM.

Saturday, October 9, 2010

Old School Resources: Dragon Tree Spell Book

Dave Hargrave wasn't the only one publishing gonzo, D&D-esque gaming materials in the late 70's and early 80's. In addition to the Arduin materials, Ben and Mary Ezzell of Dragon Tree Press were (and still are) publishing materials for their own fantasy setting, dubbed Delos (any similarity to the Greek island of Delos, and the Delian League is purely coincidental).

In addition to The Delian Book Of The Dead (which I previously reviewed), Dragon Tree Press published The Dragon Tree Spell Book ("the Spell Book"), which is a compendium of magic spells compatible with Dungeons and Dragons. First published in 1981, The Spell Book is 135 pages, contains 224 unique spells, and can still be purchased from Dragon Tree Press, for $12.

Some of the more interesting spells within The Spell Book include:
  • "Weed-killer", this spell withers weeds -- handy for clearing out an overgrown area;

  • "Andrea's Rambling Clew" -- the material component is a ball of yarn, which unrolls as it provides a trail towards your intended destination;

  • "Gordian Knot" -- a spell for ensuring theives cannot untie a knot to raid your backpack or sack;

  • "Snap, Crackle, Pop" -- a spell which creates tiny globules across a flat surface, which make loud popping sounds if walked upon;

  • "Foghorn" -- allows a player to amplify her voice, so she can address large crowds;

  • "Percival's Phosphorescence" -- enchanted items collect sunlight, and can thus be used as no-fire torches underground; and

  • "Brother Bertram's Body Bag" -- a corpse placed within the body bag will cease to decay, useful when you want to resurrect someone but it will be several days before you can do so.

There are some interesting and useful spells in The Spell Book. But the real value to be derived from The Spell Book is within the first 27 pages.

Those first 27 pages provide a summary of Newton's Principia Arcana, an ancient tome that reveals the four types of magical mana, from which are derived five magic systems. The derived magic systems are:

  • Memorization System -- similar to the Vancian system of spell-casting employed in Dungeons and Dragons;

  • Local Mana System -- similar to the system used in D&D's Dark Sun setting, or Niven's "The Magic Goes Away", there is a certain amount of magic power within a given area, and spell-casters who use up the magic power in that area, must then move to another area in order to continue casting;

  • Personal Mana System -- each spell caster has a certain amount of magical mana within himself, and can cast any spell until his personal mana is exhausted. Then he must eat and rest for a certain amount of time to restore his personal mana;

  • Percentage and Fumble System -- magical essense is abundant, but hard to control. Spell casters can cast spells, but there is always a chance that a spell will backfire or result in some catastrophe; and

  • Impromptu Magic System -- spell casters can make up any spell, but their chances are dependent on certain laws of spell casting. Those laws are identified in the Impromptu Magic System, and adherance to those laws affects the chance of spell success. This system is similar to DeCamp and Pratt's magic system, as described in The Compleat Enchanter.

Thursday, October 7, 2010

Phumble Phailure: Improper Use Of A d100

The introduction of platonic solids into gaming pre-dates Dungeons & Dragons. Romans were gambling using d20's long before Gygax et al conceived their use as random number generators for fantasy role-playing games.

I like the platonic solids: d4, d6, d8, d12, d20. My favorite? The d12, partly because it gets so little play at the game-table --and is thus the red-headed step-child of the number-generator family -- but also because I made a d12 out of paper, long before I knew anything about D&D, in some elementary-school craft project, to which I pasted pictures of 12 influential people -- what their achievements were, I can no longer recall.

I'm not a big fan of either the d10 or d100. Oh, they are useful, if uninspiring, dice. But the d100, in particular, seems over-used to me. The d100 often gets used, when a d20 would suffice.

Take, for example, Dave Hargrave's Magical Phumble Chart, from Page 18 of The Lost Arduin Grimoire IV. The table has 13 magical phumble entries. Except for two (4% and 1%), each magic phumble entry has a 5, 10, or 15% chance of occuring. A little pet peeve of mine, but if each entry has a probability that can be expressed as a multiple of 5%, then a d20 will work equally well.

I know some people have a fetish for the d100. But i'm a big fan of economy, whether it be in my written communications, or the dice employed in my role-playing game.