Tuesday 13 August 2019

[BLOG] More Adventures in Morthimion & The Sideways Level


[Spoiler-free, player-safe section]

One of the fun things about The Ryth Chronicle – perhaps the single most useful document of early OD&D play, and more useful than some actual OD&D supplements – is seeing the campaign take shape through the actions of multiple different adventurer groups. Ryth had an enormous player roster involving guests and regulars, apparently even going as far as to lease out some characters on expeditions where the players could not be present. The earliest listing from March 1975 counts 26 players and 17 characters (not counting the recently dead), the highest-level being Pontius, a 5th level Cleric, and Felsord, a 5th level Dwarf. The last one, from October 1976, counts 50 players and characters… three 9th level Magic-Users (Fazzlefart, Sondin and Kodiak), two 8th level Fighters (Ragnar Lodbrok and Grobard BenGon), and two 8th level Clerics (Benelux V and good old Pontifus).

You get a good idea about how things went when you read the earliest expedition reports – brief snippets along the lines of 
  • “Morbundus, 2nd level. John Van De Graaf led 15 players, losing 3, in a search for passages to lower depths. They defeated a wyvern, gnolls, toads, zombies, bandits, giant snakes, giant rats, and giant ants. They found a magic toad statue of unknown properties, and cleaned out the remainder of the Troll Room treasure.”
  • Or: “Weir, 2nd level. Paul Michaud led 14, five died, and two high-level characters (a hero and a curate) were at death’s doorstep. They defeated 3 giant snakes, but met their match with 2 manticores and left without treasure.”

One of the fun things about Castle Morthimion is seeing a similar thing play out, even if on a much smaller scale. Morthimion operates as an occasional campaign – there is no planned schedule; it goes on the menu when we can’t organise one of our regular sessions, or on special occasions.  As such, expedition parties are organised on an ad-hoc basis – whoever is present can bring a previous PC or roll up a character (one 2nd level or two 1st level PCs). More than that, Morthimion’s guest players are a prestigious lot: as of the last post, we had Zulgyan visiting us from Argentina; the next session, Lord Metal Demon came by from the frozen lands of Canada. What is even better, I am hearing both are now entertaining the idea of running an OD&D dungeon of our own – hope we will hear about them in due course! I don’t usually do open table games (my attempt to do so with Helvéczia back in 2012 triggered an immediate player revolt), but this comes reasonably close.

As it always goes with OD&D projects, there is a trick to all this. As envisioned, OD&D is a game without boundaries. It is meant to expand; not just through the continuous vertical and horizontal expansion of the dungeons, or in the incorporation of new “stuff”, but often in the scope of play as well – from dungeoneering to wilderness exploration, castle building, airborne and maritime combat, and “more”. Meanwhile, recreating an LBB-only game today is inherently laser-focused and based on setting limits – a specific mindset and specific rules (fortunately, it does not require LARPing 1970s hipsters) But the game will, inevitably, be something different. We can’t remake Ryth with today’s tools. But we can learn from it and adapt it to our current needs.

***

Our third July game was again conducted in English, with Lord Metal Demon dropping by for an afternoon.
  • L.M.D. brought Balta the Axe, a 2nd level Fighting Man (the character’s name would translate as Axe the Balta). He was joined by Tumak the Shaman, 2nd level Cleric of Chaos; Brother Tivold, 3rd level Cleric of Law; Tycho the Ascetic (Cleric 1 of Law) and Weirlord (1st level Magic-User) returned from the first expedition, and Ravenheart (who runs Vorpal Mace) brought Grimly the Poor, a 2nd level Dwarf who rolled particularly badly for starting money. They brought two light footmen (Rudolf and Ragnarr), a bowman (Robin), a porter (Ale) and a torchbearer (Chort); as well as a cart for all the treasure!
  • This time, we could actually start in the wilderness, as I had a player map and some basic notes ready. Starting from King Donald’s Wall, the company immediately went off track and scouted a collection of burial mounds from the time of the Faerie Princes, encountering a host of elves exploring the valley.
  • They also found a hidden way into a valley ruled by the castle of Lord Moltgaard, who, seeing they could neither just nor pay a toll, had them run off with the threat of siccing the dogs on them!
  • …as well as a second valley with a pool of comely naked ladies close to a grove of trees. Balta was charmed after a botched altercation, and had to be physically dragged off before he would join them beneath the water surface.
  • …and a small lake with an island, a troll bridge, and a gazebo where they avoided a trap, learned of an imprisoned princess, and found some treasure.
Domains of the Faerie Princes
  • Arriving in Morthimion, the company descended to the dungeons and continued exploring the southern passages of the first level. This did not go very well: Brother Tivold was paralysed by a ghoul and taken out for most of the action, and disturbing a nest of centipedes, Grimly and Balta were both bitten with only 2d6 turns to live! After a mad dash for the exit, they sought an audience with the Wizard Wörramos for help. Balta was saved in due time with a potion, but poor Grimly died a horrible death. In exchange for saving Balta’s life, and the second vial of poison cure, Wörramos bade them via geas to find the Chantry of the Centipede Lord, and find therein a small brass statuette.
  • For the second expedition, Grimly was replaced with Joe Average, hobbit Fighting Man of no remarkable stats. Right near the entrance, they encountered yet another fellow, a handsome man wearing plate and a mace. Introducing himself as Milius, he joined the company despite suspicions of being up to no good, and managed to stay in the back without doing anything useful.
  • This time, they went to explore the northeast. They found a passage that turned into a 90-degree horizontal pit trap. Descending with the aid of a rope, Balta found himself in a new level with deep pits and shafts, but they collectively decided this place was located too deep for the Chantry, their primary objective.
  • They encountered a Stone Hero who challenged them to single combat to let them pass, and Balta completed the challenge! These passages brought them to an area of stone doors (which they decided were fake), pit traps, and mysterious chambers with brass bowls on pedestals. Robin and Ragnar fell into the pits and died. Three black gemstones retrieved from one of the bowls proved useful in conjuring a spirit of the Underworld, who agreed to transport them to the Chantry of the Centipede Lord, which was located right below their feet on the second dungeon level!
  • Now in unknown territory and only a vague direction of where their exit may lie, they set to explore the nearby area. The entrance to the chantry was easy to find, but before, they decided to prod a nearby stone door, releasing a gelatinous cube from an overhead chute! The chute, in turn, lead to the hidden Diamond Laser Room, containing a fabulous 5000 gp diamond suspended in the air between several laser beams and a system of mirror walls. Choosing the brute force approach, Balta chucked a stone against the gem and knocked it out of place, triggering the lasers which cut poor Joe Average into ribbons. Since the hour was late and L.M.D. would have his flight back the next day, we called it a day with the company stuck down in the dungeons, and went for a few beers in a nearby pub.


Level 1 Player Map
Our next game, in August, included three players, of whom only Premier had previous experience with the dungeons (or OD&D). Since the previous crew were stuck down there, we generated a new set of characters (two per player, all 1st level), who had bought the previous party’s map off of a weaselly character who had somehow “acquired” it.
  • Premier brought Axbjard Bjardax, a Dwarf; and Hijo de Emirikul, a Chaotic Magic-User. My PhD student (whom I had known much longer as a gamer before our paths would cross professionally) brought Bandar, a Cleric of Chaos; and Tomrik, a Chaotic Fighting Man who did not speak a single word during the game. His wife (also a veteran gamer, as well as PhD in regional studies) brought the elven sisters Erien (operating as a Fighting Woman) and Glerien (operating as a Magic-User), who lead most of the expedition. They hired two spearmen, Sam and Jack (who was extraordinarily capable), and the porters El  Mulo and Owl.
  • This expedition also started in the wilderness, but the company did not go off track and struck right for the dungeon, only stopping at a seedy roadside tavern in the woods, where they learned of the previous group’s disappearance in Morthimion about a week earlier. They decided that a rescue operation could net them new, generous allies.
  • In Morthimion, they headed straight for the second level stairs, found by the earliest expeditions but never taken. Erien and Glerien’s elven senses, along with Axbjard’s knowledge of construction, came quite handy; and they found first a hidden stairway leading upwards from the first level, and then a second set of stairs going down north from the second level landing, but choked with generous fungal matter. These would be left for later expeditions (“Castle Morthimion, Department of Construction” sign / inaccessible).
  • Here, the expedition almost ended with annihilation. Exploring a sequence of abandoned barrack rooms marked with the sign of a yellow beak, the company was cornered in a room by an enormous number of orcs. Only Hijo de Emirikul’s sleep spell allowed them retreat from the ambush, but their escape was cut off again by a group of orcs and an ogre who had blocked their path through another route. Soon to be caught by mustering forces from both before and behind them, a desperate fight was won with the aid of flaming oil, which they spilled in great quantities behind them to give the pursuing orcs a fiery surprise. So they escaped with their lives, but no loot at all.
Level 2 Player Map


  • For the second expedition, they planned more carefully, investing their funds into generous quantities of flaming oil. Back on the 2nd level, they explored a series of dank storerooms with fungi and peaceful giant lizards, and found a place called “The Shrine of Doors”, where a sinister man named Thassaro the Theurgist was guarded by a group of squat halberd-wearing humanoids (tromes). Tassaro agreed to reveal the mysteries of the Underworld for 200 gp.
  • Further exploration helped them avoid a deahtrap, brought them to an underground garden of dragon statues and a faerie pool they did not dare to mess with, a group of neutral bandits guarding an elevator down to the deepest level (blocked with a “Castle Morthimion, Department of Construction” sign), and a slimy section of pipes, downwards stairs, and a pool with a mysterious statue. Beyond careful tactics, the characters were aided by no random encounters, and lucky reaction rolls; however, Sam died when he fell into a pit.
  • Eventually, they found an enormous hall where a feast had recently taken place, and extinguishing their lanterns, saw a group of short-statured cooks clean up the long table. Not wanting to tackle a kitchen full of these strange beings, they went the other way, northeast into a section of side rooms identified as “The Vaults of Rabad the Fearless”. They were pursued by loud footsteps, and they soon learned by their own experience that turning to see who was behind them would bring invisible swordstrikes. Although a room of spiders brought some loot, they chose to retreat from this dangerous-looking place.
  • With their loot, they sought out Tassaro the Theurgist in the Shrine of Doors, and learned that “They would have to overcome their fear” if they wanted to find the lost explorers. At first, Erien was furious Tassaro had cheated them with this non-advice, but they soon concluded it was a hint, and they’d have to return to the Vaults of Rabad, who was indeed Fearless.
  • The vaults revealed yet another room of several gemstones labelled “The Gems of Pain”, which they carefully avoided. But here, their luck almost ran out as they faced to see two Thaumaturgists, powerful magic-users from the deeper dungeons! Most of the party fell to a sleep spell, only Bandar, Glerien and the torchbearers remaining standing. Bandar’s wits saved the way. “Behind you!” he shouted, and the Thaumaturgists reflexively turned back, immediately struck by the invisible swords, one of which cut off the first M-U’s head. Glerien threw a dagger but rolled a natural 1 and almost ended up killing poor Erien by friendly fire. The only character still to act, Owl, bereft of weapons, desperately rushed the second M-U and dashed his head against the stone until he was dead (critical hit; a natural 20 doing the full 6 damage – M-Us are squishy!) The dead had some personal treasure, and a lucky roll yielded a single piece of jewellery rated at the highest value category – an amulet worth a princely 7000 gp!
  • From here, they quickly found the Chantry of the Centipede Lord, and the previous party, still stuck in the Diamond Laser Room and suffering from paralysis. Glerien pocketed the 5000 gp diamond, and the characters hauled the hapless adventurers out of the room. They could be returned to their senses, but were weak and basically useless – they were somehow paralysed by the treacherous Milius, who had left them along with their treasure to die as motionless statues.
  • The last thing to tackle was the Chantry, which turned out fairly small. The idol was easy to retrieve, but the company was surprised by centipedes from down the corridor. In the melee, El Mulo went down under giant centipede bites, not even needing to save vs. poison. Worse, stealing the idol seemed to trigger a skittering sound from all around, and the characters decided to beat it – to their good fortune, finding the way out without further random encounters.
  • This was a very successful trip: two major treasures were retrieved (Bandar decided they’d keep the diamond as a “rescuers’ fee”) along with miscellaneous loot. With monster experience (using LBB rules, these are fairly good at low levels), there was enough XP to advance everyone to 2nd level, and Bandar the Cleric to 3rd level (I disregarded the “only one level per session” rule). Furthermore, Jack and Owl, who had distinguished themselves during the expeditions and showed sufficient individual heroism, were each given 250 gp, the amount I require to turn them into regular player characters.

[Here ends the spoiler-free section]

***

Wednesday 7 August 2019

[BLOG] Third Year’s the Charm: The End of the OSR


The first post on this blog went up 5 August 2016, so this is the time of the year I do my usual stock-taking and retrospecting (as all Internet blowhards are wont to do). What has happened last year, and what is yet to come? Well:

The State of the Blog

You know the way blogs work. They start high and they kinda taper off into gruff “I am still here… anyone? anyone???” kind of updates. Beyond Fomalhaut’s first year had 55 posts, the second had 42 posts, and this last one had 37 posts. That puts me in the “still mostly alive” zone. (How does David McGrogan do it? It honestly beats me.) This year, I had a lot of unwritten posts – the kind of elegant, well thought out arguments you put together in your head, hone carefully while taking a walk or doing your shopping, and never actually end up writing. There were a lot of these, and they were great. Next year, there will be more of them.

I continued reviewing old-school products – there were 16 in the first year, 23 in the second year, and 18 this year (about half my posts). The average rating has climbed slightly, from 3.1 and 3.0 to 3.3. For some reason, I came across more good materials than last year, while deftly avoiding the bad ones. Most bad adventures share fairly similar problems – bad scope, overdeveloped front with little actual meat, excessive linearity and low interaction potential – and after a while, you mostly filter them out. The gems, on the other hand, are mostly unexpected and highly individual. Not necessarily “special”: high-concept can easily obscure shoddy execution. Great adventures simply go beyond expectations.

This year’s ratings break down this way:
  • 5 with the Prestigious Monocled Bird of Excellence.This rating was not awarded this year. (Note: this is a lack of effort on my part. I do know something that deserves this rating, but I never sat down to write a proper review that could do it justice.)
  • 5 went to one new product, Sision Tower. This is an obscure gem of an adventure with a haunted atmosphere and great exploration-oriented gameplay in a unique environment. I can’t recommend it highly enough.
  • 4 went to six products. Some of them are highly polished (Anthony Huso’s Mortuary Temple of Esma and Keith Sloan’s Forgotten Grottoes of the Sea Lords are both honest-to-goodness high-level AD&D), and some are oddball things that deserve your attention (The Sea of Vipers is a terse, modern Wilderlands-like setting which would make for a great hex-crawling campaign).
  • 3 went to eight adventures. “3” ratings are for the decent stuff, or for things which are highly creative but flawed in execution. My picks from this category are Into the Jungle, a Nam-meets-D&D thought experiment, and The Black Maw by “Craig Pike”, back when he had not yet been revealed as “Bryce Lynch” trying his hand at adventure design.
  • 2 went to three adventures. A lot more bullets have been dodged based on vague hunches and sheer laziness.
  • 1 was not awarded this year. If I came across one, it would have happened – these things tend to be annoying enough to merit writing about them – but this year has been fairly quiet, for reasons I will soon go into.

A Year Later
The State of the Fanzine

This has been a good year! In the latest annual round-up, I could mention two issues of Echoes From Fomalhaut and one module, The Barbarian King. This year, I had a bit of trouble including all the printed stuff in a single picture. EMDT’s print catalogue has grown to thirteen titles, even if this involves some sleight of hand (since some releases have technically seen publication twice). I could not have done this without help. Help from my co-authors who have written three of the adventures, published stand-alone or as zine articles; my illustrators (particularly the heroic Denis McCarthy and Stefan Poag, as well as Peter Mullen, Matthew Ray and Andrew Walter – a lot of dead Victorians have also contributed), my printer (who also plays Orestes, a retired legionary in our Kassadia campaign), regular or occasional playtesters, and all the people who have bought an issue in print or PDF. Thanks!

Echoes is now in its fifth issue, and the sixth is slowly taking shape. As the zine has settled into its place, I have found that it is best served by medium-length articles. This is a natural outcome of the campaigns we play: individual adventures take between one to three sessions to play, and re-usable background materials are usually of a similar scope. There are exceptions – typically campaign-defining “tentpole” locations, or utility products like The Nocturnal Table – and these will be better off as separate releases.

The fanzine’s focus through its first five issues has mostly been on our Isle of Erillion campaign. Together, these materials represent an almost complete mini-sandbox, consisting of modular pieces you can use as a linked whole, or take apart and use in different contexts. This year will hopefully see the completion of Baklin, the isle’s capital city – a neutral port town of merchants, sailors and the occasional thief. Since Baklin is too large for a single zine issue, it will be published separately. There are more materials I would like to publish from this campaign, but they will be even more general, with only hints of setting-specific information.
The City of Vultures
The next year will have a slightly different focus. One of my big plans for the zine (and one of the main reasons for launching it in the first place) has been the release of materials set in The City of Vultures, a sinful fantasy metropolis known for shady conspiracies, glittering palaces gone to rot, and great multi-level dungeon complexes hidden beneath the street surface. The city, which has served as the backdrop for three of our campaigns (one now ongoing), would have been impossible to tackle as a single supplement – it was always too sprawling, too forbidding to even begin. An introduction was published in Knockspell, issue #3, but of the adventures, only Terror on Tridentfish Island has seen release. To be exact, it needed a fanzine. Starting with Echoes #06, I am planning to publish my materials for this grand metropolis – focusing, most of all, on its dungeons and secret societies. See you in… The Gallery of Rising Tombs!

We have also started a new campaign with a new group, set in the lands of Kassadia. Kassadia, located south of the Isle of Erillion, is based on the premise that the local equivalent of the Roman Empire never fell, only decayed to the point of disintegration. It is now a land of early Renaissance city states, fallen grand projects, surviving imperial traditions, pastoral hinterlands and strange old villas in cedar groves. The campaign moves relatively slowly (scheduling, jobs and travel are constant issues), but we have been having a lot of fun with this one. Two modules are already written (the first one by my good friend Istvan Boldog-Bernad), playtested and basically complete in the Hungarian – they will be translated for release late this year, or more likely early 2020. Some of these materials will also appear in Echoes.

When I started Echoes, I had a fairly limited understanding of the business end of publishing, and it would be arrogant to claim I understand it now beyond a basic hobbyist level. But on that level, things have worked out fine. No niche fanzine is ever going to be a moneymaker, but mine sells well enough to pay for the art and printing, and generate some extra I can invest into larger and more expensive projects (Castle Xyntillan has been this year’s main money and time sink). My big excel file tells me I have shipped 759 packages (including larger wholesale orders, but not convention and personal sales), which never fails to impress me.
Kassadia Rises
Businesswise, most EMDT releases are done in print runs of 240 copies (Hungarian ones are in 80, but even that’s only because I am building a catalogue for the re-release of Sword&Magic). It is 240 copies because the coloured paper for the cover comes in packs of 250, and we have to submit 6 printed copies to the archives of the National Library. It turns out that’s a good, sensible number for an old-school fanzine, too. Echoes #01 to #03 have sold out their first print run (Echoes #01 has also sold through a 120-copy reissue, and is in a 60-copy third printing). The Barbarian King is nearing the end of the first batch, and when it’s gone, it’s gone. I would like to keep the zines in print and available, even if subsequent print runs will invariably be smaller (I don’t want to convert my home into a warehouse, so the number of cardboard boxes I am willing to put up with is naturally limited.)

Would I recommend zine publishing to others? If you believe you have something to say, hell yes! Publishing a zine has been one of the most rewarding forms of hobby participation I have been involved in (nothing, of course, beats sitting down to game with friends). It is a creative outlet which produces tangible results, and while time-consuming, it handily beats computer games and television (both activities I have mostly dropped or reduced to a light level). Do you have time for a fanzine? You probably do if you convert your junk time into quality time.

Castle Grounds (art by Denis McCarthy)
The State of My Other Projects

Recall all those empty promises I have made on the blog about Castle Xyntillan? Yeah right! In fact, it is actually happening, and hopefully happening before Christmas! This will be a large funhouse dungeon for Swords&Wizardry (but compatible with most other old-school systems). Xyntillan is intended as a beer-and-pretzels experience with a versatile application: you can run it as a one-off, a convention game, or as a complex dungeon-crawling campaign that takes characters from first to about 6th or 7th level. It can be played as a mostly hack-and-slash affair, but there is enough background complexity to add plenty of interaction and intrigue to the mix, and let the players devise complex schemes in the context of a fantastic, not entirely serious dungeon.

Most of the layout for Xyntillan is done. Illustrations are coming in (the one above is by Denis McCarthy), and Rob Conley has completed a set of poster maps which are really the bee’s knees (or the cat’s meow). The book will have four map sheets on the usual heavy-duty paper, two for the GM and two for the players (one each will be double-sided). The physical book will be an A4 (letter-) sized hardcover, about the size of the idol cover PHB. We are shooting for a durable, accessible, good-looking book that can withstand a lot of play.

After Xyntillan is out, I would like to dedicate my attention to the unjustly neglected Helvéczia RPG. Yes, the translated rulebook has been languishing mostly untouched since 2016, along with the first supplement. This is the curse of large projects: I have learned by personal experience (and not a few Kickstarters I have lost money on) that a big release is not equivalent to five or six small ones of equivalent length. No – the complexity of tasks increases along what seems like an exponential curve, while the chances for failure and delay multiply. Fortunately for all of us, I did not take any Kickstarter money for Helvéczia. I think it can come out in 2020, probably as a hardcover / hardcover-in-a-boxed set dual edition. Quasi-historical RPGs have been kind of a minority taste, but I believe I have something worth saying with this one – it is, probably, the closest to where my heart actually lies.

The State of the Old School

No U
So it actually happened. The old-school community split this year, and its surviving pieces have gone their separate ways. It is gone. There has been surprisingly little talk about it, and most still speak in terms of a general scene, but in my eyes, the divorce has clearly taken place. The fault lines had been present for a few years, and the conflicts were visible for all to see. Google+’s shuttering by its corporate overlords provided a good opportunity for things to come apart, but it has also obscured the OSR’s disintegration. I never liked the term, not when it was coined, and mostly avoided using it except as a shorthand or in mockery. It sounded pretentious, and too much like an astro-turfing attempt to create a brand. It was hubris. But I was proven wrong after all. There was undoubtedly something there for a few years, and now there isn’t.

Is it a tragedy? No, although it is a loss of creative potential – for now. It was for the better. Late 2018 was the absolute nadir of the community as it became clear that people could not coexist in a single space. Every creative community has its in-fighting, contentious issues and scenester posturing (this is probably crucial to their creative well-being, even if it stinks). Splinter groups drift off and new people come in with their new ideas.

Trying to go after people for ideological missteps of failing to demonstrate appropriate piety is something else. That’s really at the core of it. If people can’t put their differences aside and get along without being at each others’ throats, no creative dividends are worth it. Ironically, the last and most prominent target of these sorry fights was no one else but Zaximillian Wokespierre, one of the principal drivers of the OSR’s ideological witch-hunts. Here is a man who has had his reputation destroyed more thoroughly and permanently than the people he had set his sights on. I think there is a lesson there; maybe more than one.

But enough of the dead. What exist now are separated communities which have increasingly little in common, and do less and less communication as time progresses. There will always be individual connections, and some people will doubtless remain involved in both spheres. Things are never tidy and clear-cut. But there is no big tent “old school community” in the way there was one on Dragonsfoot ca. 2004-2008, the blogs ca. 2007-2012, or G+ for a few years afterwards. These will be smaller groups with more focused interests.

On one side, there seems to be yet another round of re-examining what made D&D in the first place. These discussions always involve a slightly different bunch of people, and always come to slightly different conclusions. Increasingly, the people who ask the questions and provide answers have no direct connection to (A)D&D as it had actually existed from the 1970s to the 1990s, but nevertheless see something in it that modern editions do not offer. That’s a clear testament to the game’s staying power. However, the split has definitely brought a lull to both discourse and published material. There are notably fewer people around, and I suppose every missing contributor represents eight or ten missing lurkers.

On the other side (which I am not really familiar with), there seems to be a drift away from D&D’s baked-in assumptions towards a general use of its lightweight systems, and a convergence of old-school and indie sensibilities. To be honest, its first big effort, “Sword*Dream” sounds like a deliberate straw man caricature of online progressivism, and the first DreamJam’s output kinda lives up to the stereotype (GOONS is probably more my style). If your answer to “So what do you do, I mean apart from the Class Struggle” is “Urm, but everything is Class Struggle”, that might be a problem there. But what do I know, I did not shell out $7 for the dragon fucking game, so I might have missed something. I actually like some of the stuff that has been retroactively “sworddreamed”, so perhaps there will be more of those down the line.

In the end, I will be controversial and say it was worth it. For one thing, the OSR as it had existed had clearly outlived its usefulness, and the community around it started to get acrimonious. Second, the separation has removed a lot of conflict from the community. MeWe has been pleasantly light on drama, and the blogs and forums I am part of have just kept on discussing old games and their modern applications. I assume the other community feels that way, too. Who says divorces have to be acrimonious?


In the Grim Darkness of the Post-OSR, There is Only * * * SWORDDREAM * * *

Thursday 1 August 2019

[BLOG] OSR Module O4: The Sincerest Form of Flattery


A long time ago, when I was a beginning PhD student, I noticed that a professor from a rival faculty had taken my first published journal article, and released it pretty much word by word under his name as course material. Shaken, I sought advice from my department head, a chain-smoking old grump who had been well known for his strictness and foul mouth, and somewhat less so for his golden heart. He listened to my woes, and gave me three pieces of advice:
  1. This is not Western Europe. You can't fight them and win.
  2. You should be proud you have something worth stealing.
  3. Always stay two steps ahead of the fuckers.

He was right, and I have lived by that wisdom ever since. But that doesn’t mean I don’t notice.

***

The question of imitation can be tricky in something like old-school gaming. The systems and supplements we use are often homages, and ideas get around, as they do in creative communities. It is not surprising to discover a module based on Keep on the Borderlands (although there have been surprisingly few genuinely good ones) or The Tomb of Horrors (although it is a module whose lessons are far less universal than people think). People can also take ideas and build something interesting upon them, or develop the subject of a forum conversation into something more substantial. Or run an adventure and decide they can do it even better. Fine and good – this is how a lot of refinement and incremental innovation happens. But it is only right in this situation to give credit for the original idea, and if possible, notify the idea’s originator. It is not a matter of life and death – but it is a matter of basic courtesy. And the opposite seems to be happening ­ with surprising regularity these days.

I am not talking about the time some psycho from Hungary stole a very early (2003) prototype of The Barbarian King, and published a shoddy 5e conversion on the DM’s Guild under his own name. That guy is just cuckoo insane. Nor am I talking about the people just republishing free material for a few bucks (as I hear, this has happened to Kellri’s netbooks on several occasions), and I am sure as hell not talking about outright dirtbags like James L. Shipman. Those are clear cases of theft. No, I am talking about small things I have been noticing. Thus…

***

 Exhibit 1: The Great Wheel Gets Even Greater

Make Wheels Great Again
Right: Echoes From Fomalhaut #03, p. 2. (2018)
Left: Winning entry from the 2019 One Page Dungeon Contest (2019)

Well, one wheel is 50' and the other one is 500', so it is clearly different. Moar giant wheels = Moar fun. No harm no foul.

Exhibit 2: Disco Inferno


BURN BABY BURN!

Left: April's Fool post from Beyond Fomalhaut (2018)
Right: New hotness from J. Halk Games (2019).


Stoked!
Actually, this one doesn't stop here, because it turns out Velour Palace of the Disco Emperor has already been the subject of a heated IP battle, with the module's author trashing a larcenous upstart. No kidding.




You tell 'em, Joe!


Now that he is informed, it is no longer a coincidence. Well, well, WELL! 
The things you learn on the Internet.

AWKWARD!
There is also this thing:

UH-OH
Language gap aside, you will note that Velour Palace of the Disco Emperor's first convention appearance was 24 November 2018. Except it was a different convention, a different Disco Emperor module (obviously), and a different designer - my good friend Premier, the only one who had, in fact, asked me if he could run with the idea. (Of course he could.) All testers and con players had agreed it was a great adventure. I have even been reminding Mr. Premier that he might want to publish it, and there might even be an interested publisher (presumably not J. Halk Games).

So here our story ends. 

But wait! This just in! Turns out Luke Gygax himself also wants in on the Disco Emperor dollars!


STOKED

I am honoured to, ah, inspire none else but Melf the Elf. That, Ladies and Gentlemen, is what I call "an OSR Thief class"!

***

So that's how things work in the murkier corners of our cottage industry. What am I going to do about it? Well... Largely nothing. I will surely be flattered a bit. Inspiring people is reassuring you are doing something right.

But I will also sure as hell try to stay two steps ahead.