Showing posts with label archaeology. Show all posts
Showing posts with label archaeology. Show all posts

Wednesday, 6 April 2022

[REVIEW] City of Bats

So... This is the Lost City!
It's not lost no more...
City of Bats (2021)

by Dashwood

Self-published

Levels 4–6

Hello, and welcome to part EIGHT of **THE RECKONING**, wherein entries of the infamous No Artpunk Contest are taken to task. This promises to be both a treat and a challenge, as the competing entries were written with an intent that is close to my heart: to prove, once and for all, that the power of old-school gaming is found in a fine balance between finely honed and practical design principles, and a strong imagination. That is to say, it is craft before it is art, and this craft can be learned, practiced, and mastered. The following reviews will therefore look not for basic competence – it is assumed that the contest participants would not trip over their own shoelaces or faint at the sight of their own blood – but excellence. The reviews will follow a random order, and they will be shorter than Prince’s original pieces. One adventure, the contest winning Caught in the Web of Past and Present, shall be excluded for two reasons: one, the author plays at my table (and I have previously played in his one-offs); and two, I am going to republish it in an updated edition. With that aside, Deus Vult! Let Destiny prevail!

* * *

Can you do proper homage to the greatest of all TSR modules: The Hidden Shrine of Tamoachan? Tamoachan’s dark shadow looms high over even the greats, and presents the perfect weird pulp adventure: Meso-American mythology synthesised into complex AD&D setpiece encounters, a diabolical timer in the form of slow-acting poison gas forcing players to think on their feet, a dilapidated environment where the passage of time has created puzzles and dangers equal to the magical enigmas resting in Tamoachan’s undisturbed tombs... and even whimsical stuff like a talking slug. The Hidden Shrine has it all, and its boots are hard to fill!

City of Bats draws ideas from the module as well as a mixture of Meso-American myths at their strangest. The result is a two-level dungeon presented on lovely homemade pencil maps: a slightly linearish set of caverns called “Cave of the Mists” (16 keyed areas), followed by the “City of Bats” proper, a more open lost city/caverns mixture with numerous side-branches (34 keyed areas). This is good size. It feels like a proper expedition to a distant place, where “getting there” is already an adventure. You do not even start in the Cave of the Mists, oh no! It first takes a treacherous ascent on an ancient, crumbling road that “zigzags its way up a barren white cliff face to the top of the escarpment”. Pack animals and mounts each have 1:20 of plunging to certain death. Then, chopping your way through “dense jungle infested with poisonous tropical reptiles”. Then, descending down into a “yawning rock fissure some 40’ long by 20’ wide, opening down into a vertical cavern” – a shaft that comes alive with a myriad bats each dusk. And then, you find yourself down there in a cavern, its floor marked with an enormous petroglyph of a bat, the sign of Camazotz! Hell yes! This is just an opening section, but it sets the scene: here you are, far from civilisation, the way back to recovery as costly as getting here, and the true dangers lurking ahead – as effective and iconic as anything. And then you still have to traverse a cavern level before you get to the subterranean city – by the time you get there, you will feel like you have earned it. Masterclass.

’Archeologist’ sounds so much
more dignified than ‘Thief'
And indeed, City of Bats continues to deliver. While the encounters are nowhere near Tamoachan’s baroque (and a bit weighty) complexity, it is still a superb “mini-Tamoachan” where everything is a bit simpler and smaller in scale, but the same guiding concepts are put to good use. Mythological concepts are translated to game encounters, as in the case of a dreaded “buzzing demon”, the city’s guardian, or the various servants and followers of Camazotz in the city below. These are named beings, some of whom may be interacted with, and some which are just weird and freaky in their appearance – the Guardian Mummy Vucubkai, stalking the ruins of the subterranean city with two spitting cobras who have burrowed into his decayed body; or the High Priest Zapatazap, who is merely a dreaming consciousness in the bottom of his tomb. Both encounters and treasures are organic; they feel like a part of the place. Treasure comes in the form of custom items like “Bronze sculpture of a bat. The head twists off to reveal that it is actually a bottle. The bottle is filled with an ochre liquid, a potion of speed.”, or “6 Jade Eggs worth 500 gp each”. Some of the valuables are also deftly concealed in the grave goods and other bric-a-brac strewn around the city. Almost all that you encounter is “stock”, but they are made memorable by the clever customisation.

Time to... raid some tombs!
This is an archaeologist’s adventure, with its puzzles and rewards alike focused on historical and mythical objects. For example, a storehouse of several bronze goblets resting on shelves, along with a large bronze punch bowl stained with ancient blood tells you of the former denizens’ evil customs (the rewards are two 250 gp gold goblets hidden among their bronze companions). It can be a stone step pyramid standing in the middle of the city’s necropolis, containing an upside-down chamber you can descend into by smashing or extracting a marble slab wedged into the pyramid top. Or it can be an island in a blood-red lake swarming with tiny amphibious scorpions, containing a pedestal holding a valuable statuette of Camazotz. How do you get through the lake or grab the loot without dying like a dog? There are several good, open-ended environmental puzzles like this for the explorers. And there are intelligent NPCs, from the primitive lizardmen tribe in the upper caverns to magical beings who have been trapped or slumbering down here all these years. Great modules encourage exploration, interaction, and conflict, without putting the straightjacket on the party. And this is what City of Bats delivers on – a great place to Do Stuff, from your best Indiana Jones impression to making the local NPCs do your fighting for you.

There are some flaws which, while not serious, detract a bit from the module’s greatness. The first dungeon level’s linearity verges on the railroading, and the same problem crops up in the city, where the side shows can feel a bit like fairground rides. The final location is behind a "three keycards" style puzzle, a bit of a shame. This problem, I feel, comes from the contest limits; otherwise, the dungeon could have been maybe 25% larger, with more ways to do thing, and some empty connecting space in the iddle. This touch is missing from the scenario. There are also presentation issues: anyone who reads this blog knows that I generally view the issue with tolerance, but, well, City of Bats is a rough text which could have used something like a two-column format, or at least bullet points since it kinda blends together.

But as it stands, it is quite inspiring! It is not Tamoachan, it is a deserving homage to it, with plenty of imagination and adventure. When it comes to Tamoachan, this much praise should be enough. Recommended!

This publication credits its playtesters. Neat!

Rating: **** / *****

Monday, 22 March 2021

[BLOG] Great Tables of D&D History

...very pleased to meet you
The random element in D&D gameplay is one of the great, underappreciated design features of role-playing games. We rarely question its presence, and only notice it when it is absent from a particularly contrarian ruleset. Things could have gone differently: if RPGs had emerged from experimental theatre, randomness would presumably play a much lesser, even marginal role. But random chance in game, character generation, and game prep, is at the heart of the role-playing experience, responsible for a lot of its variety and unpredictability. “Roll a saving throw against poison” is one of the tense moments in any adventure – for a moment, the whole world stops as the fate of adventurers hangs in the balance, and great things are decided by the roll of a 20-sider.

Random and semi-random methods have added a curious layer of chance to running the game as well. The GM runs the game, but even with a pre-written adventure, he does not know exactly what game he will be running. What if the players blow a few crucial rolls and they cannot get through a particular locked door? What if the bad guys roll terribly, and a dangerous foe goes down in a few rounds of desperate melee? What if a random encounter is taken as a major clue, derailing the course of the campaign? These factors, even beyond player decisions, make sure we are kept guessing – and hopefully at the edge of the seat.

And of course, random generation is useful in preparing adventures, from the general framework to the room- or encounter-level descriptions. Random tables – used intelligently – take our mind where it would not go without prodding. What the computer people call “procedural generation” can determine a lot of incidental detail in a lot of CRPGs beyond the basic RNG – going all the way to the construction of random landscapes and political systems. But computers have not been given an imagination yet: they work fast, but they can only regurgitate and combine; they cannot truly create and interpret. And so, tabletop gaming’s random tables remain wedded to a combination of random rolls and the human personality. Your take on “ruined tower, giant snails, archives” will be different from mine, and from one random “seed”, we would build radically different worlds.

Of course, not all tables are created equal. We may try a lot, but we will gravitate to a few which are particularly useful.Some are plain better, more useful than others. This is why I present here my personal list of favourites, all of which I have used extensively due to their usefulness and longevity. No distinction is made here on the basis of age, nor official or unofficial status: tables are a meritocracy. However, there is no order to the choices in this final selection: all are great in their own way, and to rank them further would not be useful. So!

* * *

The Concept Generator: The Locations (Overview) Table (Tome of Adventure Design)

It would take long to sing the praises of the great ToAD, this modern classic of utility products, so let it suffice that its over 300 pages of tables is an inexhaustible mine of what the author, Matt Finch calls “deep creativity” – half-formed idea fragments which emerge into full-blown game material. Like Charles Foster Kane’s Xanadu, its treasures are endless. Someone in the middle, there is a four-page 1d100 table for the generation of random thrones. There is enough in that table alone to create and stock The Dungeon of Thrones, if you wanted to. That’s the kind of book the ToAD is. But there, among the tables for “complex architectural tricks”, “corpse malformations”, “religious processions and ceremonies”, and “mist creatures” – which I am sometimes using – there are some that come up all the time (such as a table collection for generating individual-, item-, location-, and event-based missions), and one that is beyond useful. And this is actually the first table in the book: the “Locations (Overview)” table.

The Locations Overview Table

This is a four-column 1d100 table to create basic concepts for major locations (there is one for dungeon complexes, dungeon rooms, and strange features, of course – the book scales down nicely). It could work as a module title generator, of the “Adjective Noun of the Adjective Noun” variety. I have been using this particular table since its original appearance in Mythmere's Adventure Design Deskbook, vol. 1., and found it a great companion for coming up with the initial building block of future adventures, or just interesting places to scatter in a campaign world. Consider these examples:
  • Moaning Chapterhouse of the Bat-Sorcerer
  • Collapsing Edifice of the Many-Legged Burrower
  • Dilapidated Castle of the Bitter Apparition
  • Aerial Cliffs of the Hyena-Keeper
I am not saying every one of these results does something for me right now, but three or four rolls almost always provide a basic framework to build on. I can imagine the Moaning Chapterhouse of the Bat-Sorcerer as a place in a campaign inspired by Clark Ashton Smith’s Hyperborea stories, and the Dilapidated Castle as a locale in a chivalric high fantasy/fairy tale setting. The other two, as the average result tends to be, is weird fantasy; the Aerial Cliffs are great, while the Collapsing Edifice just gives me “centipede monster lair”, and that’s not much added value. The other three, I could use. Sometimes, I take a folded paper sheet, and fill one page with random idea seeds that seem to fit my current mood, then build an adventure around them (The Singing Caverns from Echoes #01 was partially built with this method).

Of course, there is something about this table I have not noted yet: it is not just one table. It is followed by another identical d100 table with different keywords (Sinister Grotto of the Howling Wolves… OK, this is not much – but how about Fossilised Pagoda of the Mist-Pirates, the greatest wuxia OSR adventure never written?), and a two-column table that uses the “purpose approach” for truly weird but sometimes quite cool results (Skin Altar, Time-Well, Spider Separator [?], Perfume Pools [that’s a winner]). That’s a lot of stuff to work with. You could fill a mini-setting with adventures based solely on these tables, because why not.

* * *

Muddle's Generator

The Wilderness Workhorse: Muddle’s Wilderness Location Generator

Yes, this is an internet tool, and you can try it for free, so go ahead. The ToAD, exhausting as it is, is not much focused on wilderness play, and its tables in this section are cool but just not as varied as the dungeon chapter. Muddle’s wilderness table is a good alternative. It combines nouns and adjectives into a list of 50 locations for your wilderness adventure. A lot of these results will be irrelevant to your current project, but you can check these and delete them, then replace them with a new batch of entries, repeat until you have the precise 50-entry roster you need. Here are the first few from the selection I got this time:

  • Deep Hills of the Elder Piller (sic)
  • Mausoleum of Adamantite Drows
  • Dreary Treasury
  • Inner Tomb
  • Skeletonelder Hole
  • Slimefist Tower

A lot need to be weeded out (I have developed a soft spot for Awful Peak, it is staying), and the vocabulary is much more limited than Mythmere’s thesaury (Sorry! Sorry!), but it is quick, cheap, and often does its job. You can use it to build. Deep Hills of the Elder Pillar sounds like the place where people possess a lot of good ol’ folksy wisdom, much of it involving goat sacrifice and non-euclidean things, Dreary Treasury is a place offering an interesting internal contradiction, and Inner Tomb either lies deeper in the wilderness, or it is a tomb with a hidden sub-section. And we have a cultist hideout at the end, I believe.

But that’s not all! Muddle’s set also has a dungeon room generator that’s almost as decent,  and you can force it to select by theme. The other tools are less useful, although the deity generator might make Petty Gods a run for its money (Grundermir Ratvoid, Dread Fiend of Bad Breath; Malumdrim Biscuitfinger, Queen of Ants; Asheeltrym Grumblespoons, Lord of Bannanas (sic); Mulelroun, Godess of Apples; and Grelderthul the Beautiful, Queen of Aggression is certainly a pantheon).

* * *

The Implied Setting: Outdoor Random Monster Encounter Tables (AD&D Dungeon Masters Guide)

In the book that has everything, everyone will find something. Gary’s magnum opus is less methodical guidebook than an occult tome that teaches you, the fledgling DUNGEON MASTER, that horizons are infinite, and the true scope of the reaches far beyond a few narrow possibilities. Last evening, we looked up its advice on underwater combat after two characters fell into a deep pool inhabited by a water spider, and I am sure the “how much damage will I take in my armour type if I transform into a specific lycanthrope type” table has been useful to someone, somewhere – at least once in history.

When the DMG’s readers are asked which is the most important section in there, the teenage munchkin will say “Of course it is the magic items table! Here, have a vorpal mace and two Wands of Orcus!”. The journeyman will point to the dungeon dressing appendix – it is useful indeed – and the old-schooler will at once point to Appendix N for its listing of AD&D’s thematic roots, which we all know is better than the stupid dreck everyone else is reading. The connoisseur of obscure gems will note the “Abbreviated Monster Manual” from Appendix E. Bad people who need to be put on a watchlist will cite “the Zowie Slot Variant”. These are not bad answers, but for my pick, I would go with Appendix C, AD&D’s outdoor encounter system.

You encounter 2d6 Catoblepas

Random dungeon dressing and treasure tables help you fill your rooms, and Appendix N will help you develop a refined taste in genre literature; Appendix C gives you the most practical tool for AD&D’s implied frontier setting. We can appreciate the points of light concept because it gives us our points of light in the practical sense – not as aesthetic, but also as practical procedure. Random encounters, particularly when also used to populate wilderness areas, as in a hex-crawl, give you the gameplay texture to make expeditions in the outdoors varied, fun, and very hazardous. That is, they give you the everyday reality of travelling between two points on the landscape. Here is an expedition of six encounters moving between two cities separated by plains, then hills, a stretch of forest, more hills, marsh, then plains again, assuming one encounter occurring on each stretch:

  • Plains: Men, nomads (150), with 13 levelled Fighters between 3rd and 6th level, a 8th level Fighter leader with a 6th level subcommander, 12 guards of 2nd level, plus two lesser Clerics and a lesser Magic-User. Assuming the nomads do not force you back in town, or just take you as captives, we can move on to…
  • Hills: Elves (140), with 10 levelled Fighters of 2nd or 3rd level, 3 Magic-Users of 1st or 2nd level, and 4 multi-classed elves (4/5 level, plus a 4/8 leader). Let us not consider the giant eagles in their lair – the elves are bros, anyway. We share lembas and move on.
  • Forest: 2 Giant weasels, which are 3 HD creatures. Luck was with us, unless the encounter occurs by surprise, since giant weasels suck blood at a rate of 2d6 Hp/round. They have no treasure, but their pelts are worth 1d6*1000 gp, each enough to hire 100 porters for 10 to 60 months of work, or an army of 50 heavy footmen for the same time span!
  • Hills again: 16 Wolves, the basic unit of fantasy wildlife. They are 75% to be hungry when you meet them. Of course, they are hungry this time, too.
  • Marsh: this is a great place to meet a beholder, catoblepas, or other high-level monsters, but instead, we get Men, pilgrims (60), 9 Clerics of 2nd to 6th level, and a 8th level Cleric with a 3rd to 5th level assistant. There is 60% of 1d10 Fighters (random level, 1st to 8th), and 30% for a Magic-User of 6th to 9th level, but they are not here right now. Still, these badasses are travelling in the world’s most dangerous terrain type except mountains. Don’t screw with.
  • Plains again: 1 Huge spider, which is a good roll on 1d12, and fortunately, it is not the calf-sized 4+4 HD type, but the dog-sized 2+2 HD type. The only downside is that they surprise 5:6, which is a bad value, considering their poison is deadly.

Just a random encounter, bro!

After this trip, you start to appreciate those sexy harlot encounters in the city (and hope if it comes to worse, it is 8th to 11th level Thieves out for your purse, and not a Weretiger or a Goodwife out for your blood), and you start understanding why those points of light remain points, not larger blots, or why those pilgrims travel in groups of 10-100. It also puts your mind into a different frame than level-balanced games with random monsters numbering in the 1d4 or 1d8 range. You can’t fight all those roving death armies, and besides, it does not pay (weasel pelts excepting). You learn to scout, you learn to run, you learn to leave behind food to distract your pursuers (this scales up from rations to pack animals and fellow adventurers – as the great Grey Fox once shouted back to a companion stuck in a bad situation, “What ‘party’? The party is already over here!”), bribes of gold or good, old-fashioned bullshitting to tip over that reaction roll. You learn to grovel before that dragon, planning future revenge. You learn to plan an ambush to plunder that lair you just discovered, and carry away the best valuables. Welcome to the AD&D World Milieu!

* * * 

The Chad Sword & Sorcery Milieu: Ravaged Ruins (Wilderlands of High Fantasy / Ready Ref Sheets)

Wilderlands of Highly Awesome
So you got to know Appendix C, and suddenly gained a new understanding of AD&D. You are on a different level. Here is where it gets stranger. From the OD&D era, Judges Guild’s Wilderlands setting presents a truly bottom-up sandbox setting of minimal detail and high weirdness – recognisably D&D fantasy, but more “Appendix N” and Frazetta than the comparative classicism of Greyhawk or Steading of the Hill Giant Chief. The “High” in Wilderlands of High Fantasy might stand for something else than “Tolkienesque” here, even though the setting also has a generous helping of Tolkien pastiche – right next to old-school Star Trek, classical mythology, pulp fantasy, and Dark Ages Europe/Near East mini-kingdoms. It is just general fantasy enough to kick you out of your comfort zone when it turns out the Invincible Overlord has captured a stray MIG fighter, or that the dungeons under Thunderhold, castle of the Dwarf King have half-buried railway tracks and a gateway to Venus on their fourth level. The described Wilderlands is filled with odd, short idea fragments and juxtapositions, a few throwaway lines like

  • “Villagers charged with a centuries old oath to the ‘King of the Lost-Lands’, maintain an eternal bonfire atop a crag to warn ships off the hidden reef.”
  • “In a well hidden crypt is a ring of Brathecol, one of the kings of old Altantis. (sic –  ‘Altanis’ vs. ‘Atlantis’ is one of the strange ambiguities of the setting)) A stone golem is  guardian of the crypt which appears as a monolithic block of limestone.”
  • “The crystallized skeleton of a dragon turtle is buried on the sandy beach. The skull houses a giant leech.”

However, there is also a procedural Wilderlands that lives in its weirdo random tables and guidelines, which were collected in the supremely fun Ready Ref Sheets, Volume I (no second volume was released, but the first one is a great look into OD&D, and remarkably easy to obtain). Here you can find rudimentary rules for taxation, trade and mining – but the most useful table is the self-explanatory Ravaged Ruins. This table generates wilderness locations to scatter across your hex maps, and let your players wonder about the fallen glories of past ages – something that already establishes one of the major themes of the Wilderlands. The table is relatively small, a simple two-pager with results drawn from archaeology... at least at first glance. It generates a basic ruin type, with nested sub-tables to determine the specific subtype – there are not that many results, but the number of combinations is at least decent. Supplemental columns also establish the condition of the ruins, their covering (definitely archaeological in sensibilities), state, and the monsters guarding the ruin. And it gets weird, as seen in these six rolls:

  • Statued fountain, found in a large crater, covered with vines, crumbled and decayed, protected by lycanthropes.
  • Bones, above ground and covered with slime, partially operational, no guardians. (What does partially operational mean in the case of a bone pile? Mediocre Judges will frown and reroll. Superior Judges will find an explanation. Perhaps this is a bone mine of extinct creatures, still excavated by locals as trade goods or building material? What of the slimes?)
  • Sea-horse carriage, partially sunken and buried in a thicket, dangerous operational, protected by insects.
  • Periscope inside cavern, covered in rocks, collapsed and tumbled, mechanical guardians. (Wait a minute! We are not in Middle Earth anymore, Bilbo!)
  • Man o’ War inside cavern, dangerous operational, protected by trap. (It has to be a fairly big cavern for that… and what if we roll it for a place far, far from a sea coast?)
  • Asphault (sic) road, partially covered in thickets, corroded & eroded, protected by giant types. (So this setting has old, overgrown, eroded asphalt roads.)

Ravaged Ruins


Something, even a random detail, becomes a theme through repetition and exploration: and this is the Wilderlands’: picking through the remnants of older ages, part Dark Ages, part Classical Antiquity, part fallen star-faring civilisation. Antigrav sleds, nuclear submarines and re-entry capsules lie wrecked in ancient ruins guarded by dragons and mechanical guardians next to crystallised skeletons and eroded old idols; the grand works of past cultures lie abandoned in dusty deserts and frozen tundra. There are rat chariots pyramidal palaces. What is this place? In a compact, two-page table, Wilderlands of High Fantasy speaks louder, and in a more game-relevant way, than a full supplement. Yes, this table can be exhausted through use, but by that time, you get the Wilderlands.

* * *

The Panic Button: The Table of Despair (Original D&D Discussion / Fight On!)

Not every great table is enormous, and this one is just a throwaway forum post by korgoth. However, The Table of Despair is a great gameplay innovation, and a high achievement of old-school design. It becomes useful when the characters don’t get the hell out of Dodge before the curtain falls; when someone is separated from the main party for longer than healthy, or when someone flees in blind panic. You roll on the table and weep, mortal. Those are not great odds – in fact, they are downright crummy odds – but this is Jakkalá, and they may in fact be the best odds you can get. All that for a fistful of káitars!

The Table of Dessssspair!

Aside from its chuckling evil glee, the table communicates the danger of the Underworld very clearly. The results are appropriate, and should be pronounced in a booming, hollow voice. It is not applicable to every campaign, and it is a bit repetitive, but it is a work of simple genius. I have included a milder variant in Castle Xyntillan (“The Table of Terror”), which is derived from Helvéczia’s “Through Branch and Bush”, but all of these trace their lineage back to korgoth’s now classic post.

* * * 

The Carousing Table

The Equation Changer: Party Like it’s 999 (Jeff’s Gameblog)

Curiously, very little of the definitive old-school gaming blog has seen print; Jeff Rients just wrote tons of material he gave away for free. And 2008 was a great year, even by the Gameblog’s standards. These carousing guidelines are not radically new, since they build on older principles which go right back to Orgies, Inc. (The Dragon, 1977) and even Dave Arneson’s First Fantasy Campaign (Judges Guild, 1977), already in vogue by 2006-2007. But Jeff’s take is the iconic, recognised version; he was not there the earliest, but he was there the mostest. It is simple: at the start of every session, you can just throw away a bunch of gold pieces in wild parties, and earn the same amount in experience points. There is, also, a random table to add risk and complication to the downtime activity. The party may have just been looking for some good fun and easy XP, but a few bad rolls later...

  • Brother Otto wakes up with the hangover from hell, cramping his spellcasting.
  • Nick the Knife accidentally burned down the inn, and everyone in town knows.
  • Sir Wullam wakes up and finds himself with the symbol of the Brotherhood of the Purple Tentacle tattooed on his... oh no! Oh nooooooo!
  • Sorceric has a minor misunderstanding with the guards, and is hauled in for six days in the lockup.
The adventure has not even started yet... or has it just started?

At least this inn is not on fire, RIGHT, Nick?

The carousing rule inverts D&D’s core equation, the 1 gp = 1 XP rule. Here, you do not gain XP for treasure you find, you gain XP for treasure you spend. AD&D’s model – which, mind you, works great, although for different reasons – hoovers up excess gold from the campaign through training costs (most of my current Hoard of Delusion party is stuck at their current level, having the XP but not the gp for training), and introduces the strategic dilemma – do we spend it on advancement or other useful stuff? It is also quintessentially 80s action movie – our hero, experiencing hardship, goes to the gym or the old karate master to bulk up for the tougher challenges coming his way. The inverted model removes money through living it up through excessive partying. OD&D’s upkeep rule is a predecessor (1% of your current XP total per arbitrary time period), but Jeff’s carousing table turns it into a mini-game and a source of new mini-adventures. You can also see Ffahrd, the Grey Mouser or Conan doing this, more than them learning new moves under the watch of a wise old instructor. Of course, it is just a table of 20 entries, with a comical aesthetic. But it is a hell of a beginning. I have my own 64-result downtime complications table from the Helvéczia RPG: here are four results for late 17th century picaresque adventures:

  • One of Father Gérome Gantin’s noted enemies has vanished from town, and everyone is eyeing him suspiciously.
  • Bettina von Vilingen, the noted scoundrel, finds herself the elected mayor of a tiny podunk village.
  • Sebastiano Gianini, Bettina’s partner in crime, has indulged in sins better left unmentioned, and loses 3 Virtue.
  • Domenico Pessi, retired mercenary, survives a close encounter with Death, but to correct the mistake, the Grim Reaper is once more on Domenico’s trail...

* * *

The Dipper: The Monster Determination and Level of Monster Matrix (OD&D vol. 3)

For our final table, let us return to the roots: OD&D’s random monster chart. OD&D has often been called badly designed (and until its mid-2000s revival, it was mostly considered a historical footnote), but what it is is badly written, and barely if at all explained. The design itself, taken at face value instead of handwaved or second-guessed, is surprisingly tight – blow the dust off of the covers, and you find yourself something that hangs together quite well as a game. We have already mentioned AD&D’s wilderness encounter charts – here is a simple, elegant and universal matrix for running expeditions into the Mythic Underworld.

The Dipper

The matrix cross-references level depth – the basic measure of zone difficulty – with a 1d6 roll to select a random chart, followed by a roll on the chart itself. It is trivial, but it is quite different from modern random charts, which usually go for weighted results for every level. The matrix mixes up the results by occasionally introducing lower-level (more powerful) monster types to the first dungeon levels, or hordes of low-level types for the depths below. Dangerous monsters travel up from the depths, and weaker creatures band together to establish strongholds and outposts in the deeper reaches. Consider the following expedition, going down to Level 3 and back, with two encounters on the average each level (it is not stated, but usually implied that the number of creatures appearing will be worth one dice per baseline, adjusted upwards and downwards):

  • LVL 1: 6 Kobolds (LVL 1)
  • LVL 1: 3 Lizards (LVL 2)
  • LVL 2: 1 Hero (LVL 3, a 4th level Fighting Man)
  • LVL 2: 1 Manticore (LVL 5 – ooops!)
  • LVL 3: 2 Superheroes (LVL 5, 8th level Fighting Men)
  • LVL 3: 9 Gnolls (LVL 2)
  • LVL 2: 2 Ogres (LVL 4)
  • LVL 2: 3 Thaumaturgists (LVL 3, 5th level Magic-Users)
  • LVL 1: 2 Goblins (LVL 1)
  • LVL 1: 1 Swashbuckler (LVL 3, 5th level Fighting Man)

Although basically meant for on-the-run wandering monsters, this little chart comes into its own during stocking dungeons. Follow the general stocking procedure for rooms along with the room treasure charts on p. 7, and you will soon have something fairly serviceable for a starting effort. It is quick and a lot of fun. Of course, for established monster lairs, I would use a higher “No. Appearing” – perhaps not the 40-400 goblins of the outdoor charts, but at least 1d8*5 for a start – if it’s got treasure, it can defend it. You can also expand the monster listings, or “slot in” alternate subtables while preserving the master matrix. You could have one for mediaeval fantasy, desert tomb-raiding, undercities, or what have you.

The AD&D Matrix

Now, I am not 100% happy with this table – chalk it up to personal preference, or the benefit of hindsight. I do believe it goes too deep. Six levels of difficulty should be enough, for a neat 6×6 matrix. Second, it is weighted towards the more powerful encounters, dredging up deep horrors as soon as you enter Level 3. On Level 2, you are more likely to encounter Level 3 monsters (Wights, 4th and 5th level NPCs and Giant Snakes) than Level 2-ones; on Level 3, you will regularly meet Mummies, Wyverns, Hydrae and Balrogs. On the other hand, fun low-strength critters are phased out too soon – Orc, Skeletons, Bandits and the like disappear after Level 2. That is too steep for a good difficulty curve. In our LBB-only, reasonable by-the-book Morthimion campaign, I have adjusted things by using the Level 1 charts for the first two levels, Level 2 for the second two, and so on: that was more than enough for a modern OD&D game (i.e. one played casually, not obsessively every day, every week, as people would do in the 1970s). I also tended to bump treasure values up by one row for largely the same reasons.

E..excuse me, is this Level Two? I thought this was Level Two

All that said, the OD&D monster table is an excellent example of compact, elegant design. With a few alterations – cut it down to 6 levels, rebalance a little, increase encounter numbers for some monsters – it would be powerful even in our day and time. I would adjust it just slightly, but keep the “dipper” aspect. AD&D’s equivalent dungeon encounter chart (Appendix C) is certainly more balanced, but missing some of the cool chaos introduced by its predecessor. It is weighted a bit too much towards “slog” instead of “swing”. Somewhere between the two, I believe we could find the perfect monster encounter chart.

Thursday, 31 January 2019

[REVIEW] The Ruins of Quinstead


The Ruins of Quinstead (1994)
by Roland O' Connell (only credited as R.O.C.)
Published by Gamer’s Group Publications
Level 1-12 (but see below)

Depicted: the castle that's NOT
actually in the module
There is no mistake about the year. This is an authentic third party AD&D module from 1994, recently made available again as a PDF on DriveThruRPG. Of course, it is careful not to call itself AD&D and get sued by TSR, Inc. – it is the kind of thing where you might encounter, say, a Level 2 Zealot with 13 Dps, owning a Vial of Curing Potion and a Level 1 Cloak of Guarding. Nobody is fooling anyone. In a way, it is a direct challenge to the TSR Overlords: as the introduction states, “As an avid supporter of the fantasy role playing games, I became discouraged by the lack of quality in the modules I was purchasing. Several of my gaming counterparts also felt this same dissatisfaction. The modules published by Gamer’s Group Publication come from a group of experienced role players who enjoy creating and playing fantasy role playing scenarios. (…) The original the Ruins of Quinstead adventure was created in 1980 by a novice game-master for use with the fantasy role playing system distributed by TSR industries. [sic] As this novice game-master improved his skills and knowledge of fantasy role playing games, the adventure underwent several modifications in an attempt to create a truly enjoyable gaming experience. The result, is the product you have just purchased.

I wonder if this could be one of the first game scenarios to have bragging rights about taking a deliberately old-school stance. It is there if you look at it carefully:
1) It identifies the problem (that the craft of adventure writing has declined radically, and TSR was pushing worthless junk on gamers);
2) It draws on a better tradition (1980-style dungeoneering);
3) It adapts that tradition through experience into something combining old and new ideas.
4) It is produced and published independently of AD&D’s existing owner.
How’s that for an “Old School Renaissance”? Are there earlier third party modules with a consciously declared back-to-the-roots message? Here is a puzzle for the Acaeum sleuths!

This, however, is an adventure review, so let’s have at it.

The Ruins of Quinstead takes you into the dungeons beneath the cursed castle of Quinstead, once owned by an evil marauder who had in the end met a tragic fate. As it happens in Not-AD&D, the castle is once again showing signs of habitation, and adventurers are tasked to learn what’s happening. In 44 pages, the adventure presents a three-level, 76-room dungeon (the castle itself is left undescribed), from a humanoid-inhabited entrance complex to more varied fare down below.

There is a lot of content in the dungeon, and when comparing it to modern old-school offerings, it is immediately apparent how much larger dungeons used to be in the past. Quinstead’s two main levels are both substantial, with 31 and 36 keyed areas, respectively. It is not megadungeon-sized, but it is a proper labyrinth calling for exploration, discovery, and lots and lots of combat. Interestingly, there is a notable difficulty spike between the levels: the first one is suitable for a large beginning party, but as you go deeper, it becomes downright brutal with high-level undead, demons, and save-or-die traps. You either start higher than first level, level up those characters quickly, or you should expect a break in play before tackling the dangerous areas on the second and third levels.

This split is also apparent in the quality of the content. Unfortunately, for all the old-school credentials, the entrance level is largely one humanoid-infested barrack room after another, with hordes of low-level humanoids and lovingly described “cabinet contents”-style fare. Boxes with 10 neatly folded blankets and 60 candles, crates with 12 weeks’ worth of mouldy food, or an iron box with hams, a 5 lb. sack of flour, and a jar of pickles (but “hidden at the bottom of the box is 250 gc’s”). This is the kind of thing that grounds adventures in reality in small quantities, and turns them dull when there is too much of it. And there is definitely too much of it.

Another issue with the setup is that the module tries to tell a story in a way we now largely recognise as The Wrong Way To Do It. The adventure is liberally peppered with roadblocks preventing completion until the characters find the proper keys hidden somewhere else, decipher an obscure clue, or do things in a specific way. There is an unfolding tragic backstory which is very AD&D in its execution, but the drama is largely between NPCs, with the characters as helpers and perhaps just spectators. In the end, the adventure becomes much more linear than you would think from the map, because you have to turn every stone to find the next progression token, and do it in sequence. This in turn exacerbates the module’s weaknesses – you can’t skip them until you find the damn keys.

On the other hand, the second and third levels suddenly become more interesting. The encounters are more varied, with a better roster of monsters, a higher number of “specials”, and more interesting locations. There are distinctly themed subsections with their own mapping style and challenges. There is an underground arena, a vast chasm, a vampire named Jennifer, treasure vaults, upscale living quarters, and undead/troll caverns. Perhaps it was written later, or mid-to-high-level AD&D just fired up the author’s imagination better, but this part is a substantial improvement, if ­ a bit heavy on brutal traps (if your Thief doesn’t die here, he is good). Nothing earth-shattering, just good, solid dungeoneering.

So in the end, this might be a first. Unfortunately, it is not the best. You could improve it by opening it up so it is not as linear and scripted, but you will still be left with the radical jumps in encounter difficulty, and a lacklustre first level. It stacks up well when we compare it to early 90s TSR modules, but why would you compare something to Swamplight or Terrible Trouble at Tragidore?

(And a random observation: the first level is oriented differently than the other two, so check that compass before you give your players directions.)

No playtesters are credited in this publication (and the author is only credited by his initials so the TSR goons don't break his legs).

Rating: ** / *****

Sunday, 27 May 2018

[BLOG] Combat and Magic: A Look Back at The First Hungarian RPG

Combat and Magic
Spoiler: Mummies

Role-playing in Hungary does not have a particularly long history. It is telling that people who had started in the early 1990s are considered veterans of gaming, a generation which would barely count as neophytes in the US or the UK. More than that, we know little of that early gaming period. From the first groups in the mid-1980s to its first boom of popularity in 1990-1992, precious little material evidence has remained. By all accounts, people had fun playing (mostly) AD&D, and photocopied translations were circulated among fans (the best known version being The Ruby Codex), but the publication of homebrew materials was minimal, or at least extremely limited. It was a different time: photocopiers were hard to access, and home (or even workplace) printers were expensive equipment mainly found in research institutes and universities. Therefore, we cannot really speak of an age of fanzines, nor extensive home publishing. I know of (and own) one homemade module which was available at the time: The Great Pyramid, a mid-level dungeon whose themes and ideas should be hardly surprising.


Without external support, game groups had to make do with what they had: a few fantasy novels (Tolkien, a dash of Conan, and some disreputable but fun pulp literature), the occasional photocopied game supplement they could get from other groups, an increasing number of computer games, Fighting Fantasy, and their imagination. The results were varied, from the deadly dull to the quite imaginative (or at least somewhat original). One of these results is Combat and Magic [Harc és Varázslat], the first Hungarian RPG, whose brief appearance and fast downfall went mostly unnoticed at the time. But not by all: this was the first “real” RPG I ever played (after a systemless dungeoneering game at the Scouts I then believed to be an innovative sort of puzzle), and I still have good memories of the experience, even though in my first adventure, my nameless Fighter went down into some mines and got summarily killed by orcs in one of the first encounters. I barely knew what hit me, but I was hooked!

Thus, this post: part reminiscence, part a look at a game that’s both utterly predictable and compellingly oddball, a product of a naïve fascination with fantasy literature and an exciting new game form.

***

Combat and Magic was published in 1991 by the completely unknown company “SPORTORG Ltd.” Its authors, Tamás Galgóczi and Péter László were AD&D players (a decade later, I would buy Galgóczi’s lovingly bound and much used photocopies of the 1st edition AD&D rulebooks – these ancient bootlegs are as treasured parts of my collection as my OD&D set), and they had planned to spread their hobby through an introductory game, to be followed by more “advanced” supplements down the line. Combat and Magic comes in the form of two full-sized 56-page booklets, one for the players and one for the Gamemaster (called, according to local custom, the “Storyteller”). The second booklet also includes a folded map of the three-level intro dungeon (on which more later), and the whole package was originally sold with something called a “lucky die”, a ten-sider! (Considering the difficulties involving in obtaining a d10, people would apparently buy the game just for the die alone.)

Combat and Magic proudly wears its influence on its sleeve. The cover on the players’ booklet is graced by a notoriously bad rendition of Frazetta’s Conan the Destroyer fighting some lizard-things, while the Storyteller’s booklet depicts a scene right out of Tolkien, an adventurer menaced by something that looks like a ringwraith. The Conan-meets-LotR theme continues through the entire game in a strange manifestation of schizophrenia – sometimes the game has its semi-naked amazons, war galleys and buff fellows in leather gear holding various murder implements, and sometimes we are in Moria or Rivendell (and not a homage either: it is clearly Frodo and Co. investigating the tomb of Balin, facing the Balrog, or finding the mountain door).

An American Fantasy Game Similar to
Combat and Magic
As the introduction proclaims, “You have surely read J. R. R. Tolkien’s exciting book, The Lord of the Rings. This game leads you to a similar world, and you can live there, adventuring among the creatures of fantasy. You can meet goblins, elves, dwarves, dragons, and you only need a little imagination... If you like our offer, forward to adventure! You are awaited by the forbidding lands of the unknown world, its cities and peoples! Your imagination will wander the land of fantasy, the world of DRAGONFLAME...” In a charmingly earnest way, it goes further – the back cover of both rulebooks reproduces the cover of the Mentzer Set, the caption reading “The cover of one of the American fantasy games similar to Combat and Magic”. Similar indeed! Interestingly, just like Original D&D was billed as “Rules for Fantastic Medieval Wargames Campaigns”, Combat and Magic is called a “Personality Game” (and on at least one occasion, a “Cooperative Personality Game”), and not an RPG – no common local term for RPGs having been accepted yet.

***

Vorg saves
an old Priest
As introductory games go, Combat and Magic is remarkably newbie-friendly. The future player is guided on his journey by “Vorg the Wolf”, an in-game character. Vorg, a 7th level Fighter, is somewhere between Conan and a wise Indian from a western (showing that the new concept of the barbarian had not yet taken solid shape in the local imagination, and the gaps were filled in by prior references). We first meet Vorg in a short story where he seeks out, confronts and kills Surat, the dark mage who had recently decimated a village, and now lives in a dungeon under a ruined castle built by the dwarves (“You have come to the right place if you seek Surat! He is I!” and “You wanted to kill me, warrior? You shall die instead!”). Vorg helps the player at all stages of character creation, introducing game concepts from an in-character stance that is at once weird, wrong, and completely charming. (“I, Vorg, the wolf, the highest level fighter among the long-haired ones, say to you that the most important attribute in the world is Strength.” Or: “You have surely read my adventure. The personality sheet for Surat the evil Mage would look like this: Intellect 88%. Number of languages 4, modifier +30 days. He knew four foreign languages before I killed him, which he had learned over half a year and +30 days. By my sword, I say it was a great accomplishment that I had destroyed him!”)

The game, not surprising considering its AD&D roots, uses seven attributes, but measures them on a percentile scale (Intellect, Strength, Agility, Speed, Endurance, Manual Dexterity and Physical Looks). Yes, they are rolled with entirely random 1d100 rolls, in order, no takebacks. Or as Vorg tells us: “Let us begin, and may the gods guide your hand!” These attributes provide modifiers for a whole lot of secondary values from combat ratings to poison resistance and the ability to read and write (Vorg, with a Manual Dexterity of 8%, is completely illiterate, and his 14% Physical Looks is fairly dire – but he has an impressive 92% Strength). Some people say chicks dig scars, but this is clearly incorrect on the world of DRAGONFLAME: when you receive face wounds in combat, your rating drops pretty substantially. On the other hand, chicks receive a 1.2 multiplier to their Physical Looks because “If your personality is a woman (…) you take better care of yourself and your beauty.” On the other hand, many other modifiers are fairly moderate, and much of the attribute range does nothing whatsoever or very little: there is, for example, no difference whatsoever between an Endurance of 26 and 70.

Haven't we seen this before?
 The three alignments (Good, Evil and Neutral) are followed by the character races: Humans, Elves, Dwarves, Goblins (here mostly thieves and wizards) and Orcs, set apart by ability score modifiers and limits (e.g. Orcs have a maximum Intellect of 60, get +15 on their Endurance, but -15 on their Manual Dexterity) and the occasional modifier to specific weapon types. Furthermore, Elves can sense the presence of the freshly slain dead, and see wandering souls, Dwarves see in the darkness and can withstand extreme temperatures; Goblins are stealthy; and Orcs almost never get lost in the wilderness. Actually, “Goblins” are probably meant to be hobbits, since they live in covered pits close to the earth, and have a democratic worldwide government run by a hidden ten-goblin council.

Combat and Magic has a fairly weird Vitality system: every character starts with 100 Vitality, plus race-based dice (Elves have 1d10 more Vitality, Humans, Goblins and Orcs have 2d10 more, and Dwarves have 3d10 more). At 0 Vitality, you are dead. However, the system also has something called Damage Absorption Percentage (DA), which starts at 20% of your character’s full rating, and goes up 2% every level, up to 38% (Fighters also gain a one percent bonus per level, but none of the other classes do). Should you receive more damage than this percentage, you fall into a comatose state, where you bleed out at a rate of 1 Vitality per wound per round – only healing can bring recovery. In practice, your average longsword does 1d10 damage, a staff does 1d5, and a cavalry lance – the mightiest weapon – does 1d10+10, so a few successful hits can dispatch even a relatively hardy character. As an obvious AD&D legacy, saving throws (or their equivalent, “Chance Rolls”) also exist as three flat percentile ratings to escape the effects of poison, magic, and dragon breath, respectively (although dragon breath, an oddly specific choice, still causes half damage). The real rating which matters is your DA: it is not entirely clear why the ridiculously high total Vitality is used at all.

This looks oddly familiar
From classes (or, rather, “castes”, a really bad word choice which would then gain traction and crop up in almost every subsequent Hungarian RPG), the system offers four: Fighters, Trackers, Priests and Mages. These are somewhat less restrictive classes than D&D traditions would dictate: there is little difference between different classes when it comes to Attack and Defence %, Vitality or Chance Rolls; rather, each class gives a basically competent adventurer a set of bonuses and limitations. Accordingly,
  • Fighters learn to use multiple weapon types, and have slightly better combat values. Noble fighters (player’s choice to try for a 75+ percentile roll) get training with more kinds of weapons, but suffer a small Endurance penalty. Nobles also have to abide by a code of conduct: they may only attack a woman in self-defence, they must always attack from the front, and they may not use poison (“except evil nobles, because they are capable of it”). Even evil nobles, as we learn, “Follow etiquette, and only rarely have their captives tortured – and never by their own hands.” Their commoner counterparts start with a small penalty to either mounted or footman’s combat, which they “grow out of” by level 5.
  • Trackers are skilled hunters, who either work alone, or as guides to travelling companies. They can call an “animal companion”, with one attempt possible per level (if it is a failure, the beast attacks). A tracker must avenge and mourn two years for a companion if it is ever slain before calling another. They also have versatile wilderness skills: tracking, speaking with animals, hiding, and recognising traps.
  • Priests are spellcasters, who, unlike fighting classes, can only gain levels by returning to their churches, where they are also required to donate all their unneeded money. Priests are either Good or Evil, but never Neutral (this will become important a bit later). They are not limited by weapon type, but only know to use a few of them (up to 4, while a Fighter would start from 3-4 and proceed from there). Priests can contact the gods directly for advice and help. They also have a bunch of different abilities based on the specific god they worship, who are quite varied. The followers of Perlin, goddess of dreams and fairy tales (Neutral, Priests can be either Good or Evil) can perform divinations, but they must regularly interpret a dream as a form of sacrifice; meanwhile, the Priests of Dorl, god of earth (Neutral, Priests must be Good) have a special spell to hurl pebbles, can sense buried items under their feet, but they must bring home a clod of earth from every land they have visited, and can only use bludgeoning and cutting weapons.
  • Mages aren’t D&D’s physical wretches (having lower, but still passable combat abilities and Vitality), although they are limited to daggers and staves, and must not wear armour. They must return to their master to gain levels. Mages belong to one of two schools: Moonlight Mages are Good, and practice white magic; while Grey Mages are Evil, dealing in black magic (these orders also give their members assistance if they show the correct hand signs). Mages sense other spellcasters in a 10 metre circle.

After you determine your class, you must also roll for social status. This is another flat 1d100 roll,: you may start with 40 copper pieces as a “free homeless” (1-14), 1 gold piece as a servant (15-29), 75 gp as one of the “famed” (75-84), or 1000 gp as royalty (00). For reference, 10 gp is the price of a longsword, while for 1000 gp, you get a suit of plate mail.

Like true-blue old-school games, there are no skills in Combat and Magic. However, your character may have a profession, unless you are a noble fighter, because work is beneath nobles. Your choice of profession depends on your social status, your ability scores (with some racial bonuses and limitations), and your class. Here, Combat and Magic again delves into the oddly specific, letting you play a more conventional healer (restore up to 10 Vitality per week), sailor (you can navigate ships) and thief (you get the thief skill), or professions like a gravedigger (you recognise religious symbols and tolerate the stench of the grave), executioner (you can easily kill restrained victims) or miner (you don’t get lost underground). Your profession is, once again, rated at an utterly random percentile value, which never, ever improves. You might be the best weaponsmith out there with a 100%, or you can be a random fool who drops the hammer on his feet with a 3%.

Ironically, neither six- nor four-sided dice
are featured in Combat and Magic
Combat in the game is a fairly straightforward but ultimately quite fiddly you-swing-I-swing affair based on an Attack % and a Defence %. Both of these are modified by a whole range of tiny little things which are individually minor, but can add up if taken together
  • In each round, characters must decide to either attack their opponent or forego it and defend themselves.
  • Initiative is a simple d10 roll for your whole group.
  • Your Attack % is used to figure if you score a connecting hit.
  • Armour (if any) can stop a blow outright, based on a matrix cross-referencing five armour types (leather, studded, chain, scale and plate) and three weapon types (piercing, slashing and bludgeoning) that’s reminiscent of AD&D’s infamous weapon-vs-AC chart. For instance, chain is 25% vs. piercing, 50% vs. slashing, and 35% vs. bludgeoning.
  • If a hit is scored, but the subject has chosen to defend himself instead of attacking, he can still roll a successful Defence % to avoid getting hit. Many weapons grant a bonus to Defence %, from 10 (daggers and hammers) to 15-20% (most swords and maces) to 30% (polearms), and you also get some from shields (10% or 20%), but you must choose whether you’d like to defend with your weapon or your shield.
  • If neither form of defence succeeds, you get to roll damage, which, as previously noted, can be pretty dire.

This system comes with a fair whiff factor, although Defence % tends to be fairly low, and if you know enough weapons, you can use one which gives your opponent a lower Armour roll (it pays to stock up on different weapon types).

No, really
Spellcasting in Combat and Magic uses a spell point system: both Priests and Mages have 10 spell points per level, recovered through meditation (Clerics) or 1d10 hours of sleep (Mages). It is possible to cast spells over one’s point limit, at a risk to the character’s sanity (the chance of escaping unharmed is 70% the first time, 40% the second, and a mere 10% the third). The spell list goes up five levels, and beyond the Wizard/Priest split, each spell is also associated with an alignment. Characters can use spells of their own alignment, and neutral ones (remember, spellcasters can’t be neutral). The spells themselves are mostly D&D ripoffs (Hebron’s Smashing Fist, Call Monster I, Tiny Hut, Prayer...), but there are also some compelling oddities, such as…
  • Almos’ Blue Parasol: protection vs. falling rocks, hail, and rain spells
  • Hair Growth: uncontrollable hair growth entangles victim
  • The Quarrelsome Door: creates a talking door
  • Dream Voyage: the victim sleeps for 1d10 days, dreaming of a fantastic voyage that feels like the same number of years, and ages accordingly
  • The Dark Blue Berries of Pavlovich: creates 30 berries, eater sleeps one day for each, losing 2 Vitality per day

The lands of Rôhen
Although the Storyteller’s Booklet is dedicated specifically to running the game, and players are admonished to avoid reading it, it starts with a brief world guide that would probably be a better fit for the main rules. The world of DRAGONFLAME (no longer capitalised here) is a naïve fantasy mishmash, but it has its own creation myth, and a huge, active pantheon of gods with quite silly names (Kayar, Zomur, Serlafor, Zorikon, Xirfon etc.). The planet of Rôhen (note the Tolkienesque diacritic) has three continents, but the game is focused on one called, appropriately enough, Draco, and specifically its north-western corner called the Four Kingdoms. To keep with the tone from the LotR appendices (the definitive model for fantasy world-building in early 1990s Hungary), Draco’s history is punctuated by a lot of blood and thunder, like “the Second Metal War”, “the rise of Tarrakis, Lord of Darkness” (he had the Twelve Knights of Death on his side, but was eventually driven out of the known world), “the foundation of Divide” by King Farseer the First, “the imprisonment of Agay Khenmare of the Threadbare Cap and eight demon by the Moon Mages”, and “the Second Dragon War”.

Three of the Four Kingdoms
(the Kingdom of the Dead Land is off to the east)
Draco’s geography is no less fancy, with a giant inner sea (divided into the Sea of Three Moons, the Sea of Two Moons, and the Cold Sea), and a bunch of doggerel toponyms like Faradas, Eld Virg, M’Bo, Búrnan and the Forest of Gerildor. However, the published game is focused on the so-called Four Kingdoms, to the north of Shadia, and east of the vast Orc Swamp. Actually, only three of the kingdoms are nice places to visit: the Kingdom of Black Land, the Kingdom of Lagos, and the Bonecrusher Kingdom, whose ruling dynasty has died out, and left behind a war of succession (the most likely successor, Ed Morrison, lives in the town of Helltop; the capital city is named Skull Hill, but the kingdom is actually a fairly normal place with a sheep-based economy). This is less true about the Kingdom of Dead Land, whose southern part is a confederation of independent mercantile towns, but the north has been taken over by bandit gangs lead by the evil wizard, Agay Khenmare of the Threadbare Cap.

Pretty sure this is Éowyn or Galadriel
This mini-setting is quite charming in its own way; half Tolkien, half AD&D, but with the Northwest-European cultural references exchanged for a decidedly Hungarian perspective. This is quite intriguing, since the Hungarian fantasy genre, and Hungarian RPG fandom in specific has shied away from its own history and culture. It is still a European mishmash ranging from Finland and France equivalents to something feeling a bit like fantasy Ukraine (with NPCs named Pierre Vandel, Oleg Isakov, Stefan Schaller, Valdemar Kanagas, Commander Tony Elton, and Arnold Denman), but there is something almost indescribably Hungarian about the land’s large plains, agricultural towns and, above all, the slightly rustic tone of its place names. As strange as it sounds, this familiarity is the strangest thing about the whole Combat and Magic experience, because nobody has ever tried anything like this again – Hungarian fantasy has focused on discovering the fantastic in distant lands, to the neglect of our own.

The majority of the Storyteller’s Booklet is occupied by the obligatory monsters and treasures. Like the spells, much of this section consists of AD&D ripoffs and a mish-mash of mythology and the stuff you lift out of every fantasy book you have read and liked – that is, it is derivative but actually pretty good. Some of them come from the excellent Book of Imaginary Beings by Jorge Luis Borges, such as the Bao a Ku (a monster tied to a set of stairs, which becomes more and more real as someone goes up, and attacks on the top), and some are just strange in the way RPG bestiaries can be strange:
  • the Dorag is a huge blue snake with two feathered wings, which lives until you cut off its head… twice;
  • the Ilmex resembles a rug with a wavy edge, with three three-fingered hands on each side, and a bird’s head perched on a long, thin neck at the front – it is a subterranean predator;
  • Armoured Toads are... toads in black armour, with a hop attack;
  • Fuzzballs! They are big fuzzballs with... legs capable of long jumps up to three metres. And a large toothy mouth. “They are always on the move to attack any kind of mobile meat.”
  • The Vilotoner is a mixture between a huge eagle and a bat. It is very intelligent, able to converse in three languages, and cast Wizard spells. It is curious, vain, egoistic and easy to offend.


The Caverns of Singing Mountain, LVL I-III

There is some decent guidance on setting up and running a game (actually, more than many subsequent Hungarian games, which often wouldn’t think too deep about the question), and a bunch of Storyteller-specific rules, but the other big interesting thing about the booklet is the example scenario, The Dragon of Singing Mountain. Nothing less than a three-level dungeon, it is a tutorial for both the players and the Storyteller. You have to defeat a dragon and save a kidnapped princess – but before that, you have to get through the caverns of Singing Mountain. The caverns – really dungeons – are mostly linear, and the action largely features combat and basic exploration. You get to fight morlochs, dog-headed men, a wererat, skeletons, zombies, black dwarves, and an evil wizard. There is an underground smithy, an evil temple (the idol has gemstone eyes and a poison gas trap), a mirror room, a plant room (with life-draining plants), a library and a well, but disappointingly, it lacks the wahoo nature of some of the rulebooks..

What is interesting is how the adventure starts in a way that explains everything to the Storyteller, with a choose-your-own-adventure structure and readout text, and starts to hand over more and more responsibilities as it goes on. The first level is full of handholding, but halfway through the second, the room descriptions become sparse outlines to be filled out on your own. The third level, with a deep, dark underground lake, is only described in brief and left to your development: here lives Tungar the Dragon in an island tower, there is an old orc Priest who serves as the ferryman, and other mysteries are also in evidence.

***

Is Combat and Magic a good RPG? Not really. It is simultaneously awkward and simplistic, with fairly fiddly rules to realise simple concepts. The character generation is more complicated than in AD&D for less mileage, and the combat system has its awkward spots. There are puzzling ideas, like the Vitality/Damage Absorption concept. I don’t think many people had played by the book – I am pretty sure we didn’t, because the combat I remember was far deadlier than the baseline. I do not count the game’s high randomness as a design mistake (although many people in the 90s would, if they had even heard of it); it is endearing and almost feels fresh in our day. In practice, all those flat 1d100 rolls would tend to even themselves out, and your character would have a few areas where he would be better than the others (at least I don’t remember my PC being overshadowed, which definitely did happen in our attempt to play M.A.G.U.S.,the second Hungarian RPG.

Seen through modern eyes an incredible 27 years later (has it really been that long?), the areas where Combat and Magic feels fresh is the enthusiastic spirit of adventure, the way it embraces the fantastic, and the way it tries to make most of a very narrow set of influences. It owes a lot to The Lord of the Rings and it owes just as much to AD&D, but there are a few things there which are beyond imitation.

Why did Combat and Magic disappear from the public consciousness, so much so that most gamers have never even heard of it? In a way, it came too early, at a time when there were no established communication channels for roleplayers yet – no magazines (the first would come out late 1992), no fanzines, only two game stores in the entire country, and often little contact between the isolated gaming groups out there. Interestingly, the game was by no means unknown. I know multiple people who have started with it, usually for a few months before they would find their way to AD&D (either the bootleg translations or the real deal). It was also a mainstay at a few game clubs; apparently, fans in the city of Miskolc had come up with multiple typewritten fan supplements and their own shared setting (“Sword World”).

Combat and Magic had sold well enough to merit a follow-up, and its creators had ideas to bring it forward with new booklets. What happened to it was much more banal: the owners of the publisher, SPORTORG Ltd., had just disappeared with the money and let the company go bankrupt. It was not an uncommon way to make easy money those days – most of these cases would never be solved by a sluggish unprepared court system. It was an ominous sign of things yet to come – and as we will see from later parts of this series, far from the last case where legal issues would intrude upon the hobby.

“And now, stranger, the time of farewells has come. I have told you everything I know about the world of fantasy. I bid you farewell, for I am called by faraway lands, furious battles, and by glory… perhaps we will meet again somewhere. Only the gods know. Good luck!
--Vorg, the Wolf”

What price glory?