Showing posts with label appendix N. Show all posts
Showing posts with label appendix N. Show all posts

Thursday, 16 March 2017

Content, Advice, Procedures and a Rat Carpet

Chris McDowall on G+ asks:

GM Sections

Advice is better than Content
Procedures are better than Advice.

Where does this sit on the Truth to Horseshit Spectrum? 


I reply:

I just see a continuum of description from static to active. Pure content just describes what is there and lets you (GM) figure out what is going to happen. Add advice, and there are some suggestions as to likely things which will happen. Add procedures, and you have detailed mini-rules for some of these things. I don't think there is a law for balancing the three, but I do think that good game writing contains all three.


To elaborate:

Writing rules or scenario for a game that will be run by a Game Master is actually a very forgiving job. What you omit, the Game Master can just fill in using improvisation. What you overwrite, the GM can just ignore. Every GM wrestles somewhat with the texts they interpret. Some even enjoy wrestling -- as I enjoy filling in the details of the mainly bare-bones Castle of the Mad Archmage, as others enjoy using a stripped-down rule set and making with the rulings.

But there are also costs to each of these excesses. 

Working on-the-day to fill in gaps is necessarily going to be slapdash. Cliches will be reached for. Things won't connect. I take it as an article of faith that GMs have more trouble inflicting great ruin or reward on a party if those consequences are not written down. 

Overwriting descriptions and rules has three costs. First, the cost in time for you to think it through and write it. Second, the physical cost to print it - there is less adventure for the buck in a tome stuffed with page-long rooms. Third, the cost for the GM to locate what's important in a piece of writing.

How to get the balance right? In the megadungeon I'm writing these days, each room is described in 50 to 500 words. 

Content is the usual monster, treasure, and hazard description; beyond that, each description must pull its weight either as potential player interaction, as atmosphere, or as a "clue" that gives meaning to the larger structure of the dungeon.

Advice comes about when there is an obvious thing the player can do or the room can do. Advice should not try to out-think the players. There should be gaps for the players to surprise the GM. If this creates an advantage you didn't anticipate, you are allowed one cry of "My precious ENCOUNTER" and then just roll with it. They are sure enough to compensate with some incredible bonehead move somewhere else.

Procedures are needed when the action in the advice can lead either to gain or harm in a way not covered by the rules. Most rule sets will cover the basics of combat, some simple hazards like falling, and treasure gain. For anything else important it is better to rules-write than to hand-wave at the table. Most GMs have a soft spot and writing down the butcher's bill ahead of time is a way to keep yourself honest.

Rat king rug by Pupsam

Here's one room, inspired by Margaret St, Clair, with Content, Advice, Procedures in different colors.

===

56. MINOTAUR BARRACKS. Both doors to the room are closed. Above each door, in the lintel, is carved the head and arms of a minotaur with a two-headed axe. Opening them is difficult because the floor beyond is a living, chirping carpet of 100 pink-eyed albino rat swarms, stinking of urine and musk. A pulsing mauve light suffuses the room, from something blue glowing through the mass of bodies in the middle, piled up 2’. The room’s 50 bunk beds have been turned against the walls, so that the carpet is 14’ wide.

The rats will not leave the room and will not bite, but en masse they are psychically sensitive and very frail. In their midst the mind fills with their agitation, frustration and hatred. Being trod on or roughly handled kills d4 rats per 10’ trodden, broadcasting their death agonies to sentient minds within 10’, who must save (spell/Will/WIS) or take 1 damage per killed rat. If multiple groups are killed at the same time, the range of the death throes is increased by 2’ for every 10’ x 10’ area cleansed, and the base damage is 2d20 per 10’ x 10’ square.

The pile in the middle is a couple of fallen bunks stacked under the rat carpet, with a Lamp of the Azurite shining through, and silver coins worth 1200$ falling out of perforated, urine-soaked bags.

===

So, the Description gives the room meaning, both in-setting (it is part of a series of barracks for units named after mythical monsters; the bunks establish this) and out (the minotaur and axe pay homage to Sign of the Labrys and its carpet of white rats). It establishes atmosphere through light, sound, smell. It gives the "monster" (more of a trap really) and the treasure. Things, too, are described in the order players are likely to find them.

The Advice is short and covers the most likely actions: opening the door, going through the rats to investigate the light. "Psychically sensitive and very frail" plus the other descriptions help judge what might happen if players take creative action. The GM can decide whether, for example, scooping the rats with a shovel is also fatal to them, or how players might fare if they try to leap 7' onto the bunks on the side and make their way to the things in the middle.

The Procedures are necessary to regulate how the "trap" deals out damage. The mass-death effect is important to spell out because of the temptation of dealing with the mass using a fireball or flaming oil. Observing what happens when just a few rats are killed should be enough warning to avoid the disaster. A more merciful GM can alter the damage to stunning, but the level is swarming with very frequent wandering monsters, so this only gives the players a half-fighting chance.

Sunday, 6 April 2014

Broken Sword, Broken Elves

As a teen I read Poul Anderson's Three Hearts and Three Lions but never got around to its slightly later-written companion volume, The Broken Sword, until recently. Both can rightly be said to be foundational works in fantasy literature and gaming, influencing both Moorcock and Gygax with their supernatural struggles between Law and Chaos. But what's also informative is what Gygax didn't pick up from this "Appendix N" novel and put into Dungeons and Dragons.

The trippy UK paperback cover.
The Broken Sword uses many of the concepts and adversaries from Three Hearts; elves, trolls, Christendom, witches, a magic sword, and the Law-Chaos divide. The mythic terrain changes, from a fantasy world based on Carolingian legend to a semi-historical Norse England. So does the point of view; instead of a transported modern hero we have an omniscient, archaism-dotted narrative of a Norse jarl's son fostered in Faerie and the changeling who replaced him.

The Law-Chaos war in Three Hearts is straightforward, but the main matter in this novel is a war between two powers of Chaos, the elves and the trolls. The conflict is tragic rather than heroic, because its Pyrrhic outcome heralds the weakening and fading of the hosts of Chaos. Our lawful world, as in Tolkien's and Moorcock's fantasies, must somehow be arrived at from these narratives set in a dim and unknown past.

Although cruel and evil, the fey races and their mortal allies cannot help but be read as the antiheroes of the story. Law is also more complicated; although Christian belief and oath protect against Chaos, the "White Christ" is far offstage, compared to the Lawful Norse gods - in particular, Odin - who are shown taking a more active hand to set Chaos against Chaos. This situation has parallels to the further complications of alignment in AD&D. Strife can happen within the camp of Evil (Chaos) as well as Good (Law).

Now, about those elves. Anderson's elves, trolls, dwarfs and other fey creatures inhabit a parallel world. They are normally invisible except to those humans who have been granted "witch-sight" through sorcery. However, their deeds sometimes manifest as omens, portents and misfortune for humans.

(As an aside, this would be a great campaign rationale. Ever wonder why the king with his retinue of knights can't go after those goblins threatening the village? They need the adventurers, witch-sighted all, to actually see the goblins.)

Fey creatures also cannot handle iron and are harmed by it. This means that a fostered human or changeling, as well as the dwarfs who are not iron-shy, become valuable tools in the elf-troll war. We catch a glimpse of this in the OD&D and Holmes D&D logic of elves choosing to be fighters or magic-users each day. Holmes apparently elaborated on the reason for this in a novel. Simply enough, the choice to wear iron armor and weapons would nullify the elf's magic. But although games like Runequest took the idea and ran even further with it,  AD&D dropped it cold.

If people complain that elves are overpowered in AD&D and later editions, perhaps one reason is that Gygax chose to go with the Tolkien view of elves as benevolent, superhuman beings. What would have happened instead if he'd taken up the Anderson view of elves as powerful and innately magical, but limited by weakness to the inexorable forces of Law and metallurgy? We'd have perhaps a darker D&D, one with the kind of fey elves that other new-old-school settings have embraced (here, here and here as notable instances.)

Sunday, 26 January 2014

D&D's Appendix N Roots Are Science Fantasy

Happy 40th birthday, D&D! The world's oldest fantasy adventure role-playing game?  Yes, but ... most of the world doesn't know about the role of science fantasy in the first eight or so years of your existence. The genre purges of the 80's - serious fantasy only, please! - saw science-fantasy shaken out of successive D&D rule sets. But psionics, giant insects and blobs, and the crashed spaceships in both Arneson's and Gygax's games, are important sci-fi intrusions in the early game.

Science fantasy confronts modern and ancient ways of understanding the world, often giving credence to both. Its trademark solution is to identify witchcraft with the quasi-scientific ideas of ESP and dimensional travel. Most significantly, this happens all throughout Lovecraft. The "technology of the ancients" is another frequent theme, whether we or some other civilization takes the part of the "ancients."

But beyond fiction, science fantasy casts a sympathetic light onto the gamer's own activities. You, a modern, rational person, are using actuarial tables and polyhedral number crunching to enact a Dark Ages drama. Hell - the very activity of role-playing is science fantasy!

If any more proof is needed, below are the inspirational works and authors from Gygax's famed Appendix N. I've highlighted them as non-science fantasy (yellow), science fantasy by one of the three definitions below (green), or straight science fiction, albeit sometimes with a medieval or ancient setting (blue).

1. Scientific explanations or sci-fi settings of apparently fantastic phenomena. Poul Anderson's Three Hearts and Three Lions, where knowledge of chemistry and physics explains the dragon's breath or the giant's curse. De Camp & Pratt's Compleat Enchanter, where voyages to fantastic worlds stem from modern-day adventurers' mastery of higher mathematics. McCaffrey's Dragonriders of Pern and John Carter of Mars - sword-and-planet, dragon-and-planet.

2. The return of the fantastic to a far future or post-apocalyptic world. Vance's Dying Earth, Lanier's previously mentioned Hiero's Journey, and others.

3. The fantastic intruding into a world ruled by science: Lovecraft, Zelazny's Amber series, or the explorer's romances of A. Merritt.

Anderson, Poul: THREE HEARTS AND THREE LIONS; THE HIGH CRUSADE; THE BROKEN SWORD 
Bellairs, John: THE FACE IN THE FROST 
Brackett, Leigh 
Brown, Frederic 
Burroughs, Edgar Rice: "Pellucidar" series; Mars series; Venus series 
Carter, Lin: "World's End" series
de Camp, L. Sprague: LEST DARKNESS FALL; THE FALLIBLE FIEND; et al
de Camp & Pratt: "Harold Shea" series; THE CARNELIAN CUBE 
Derleth, August 
Dunsany, Lord
Farmer, P. J.: "The World of the Tiers" series; et al
Fox, Gardner: "Kothar" series; "Kyrik" series; et al 
Howard, R. E.: "Conan" series 
Lanier, Sterling: HIERO'S JOURNEY
Leiber, Fritz: "Fafhrd & Gray Mouser" series; et al 
Lovecraft, H. P. 
Merritt, A.: CREEP, SHADOW, CREEP; MOON POOL; DWELLERS IN THE MIRAGE; et al
Moorcock, Michael: STORMBRINGER; STEALER OF SOULS; "Hawkmoon" series (esp. the  first three books) 
Norton, Andre
Offutt, Andrew J.: editor of SWORDS AGAINST DARKNESS III 
Pratt, Fletcher: BLUE STAR; et al 
Saberhagen, Fred: CHANGELING EARTH; et al
St. Clair, Margaret: THE SHADOW PEOPLE; SIGN OF THE LABRYS
Tolkien, J. R. R.: THE HOBBIT; "Ring trilogy" 
Vance, Jack: THE EYES OF THE OVERWORLD; THE DYING EARTH; et al 
Weinbaum, Stanley
Wellman, Manley Wade 
Williamson, Jack
Zelazny, Roger: JACK OF SHADOWS; "Amber" series; et al‏.

Science fantasy is the largest of these three categories, and if you put the sci-fi authors in with it, it easily overwhelms the pure fantasy sources. I've also boldfaced what in my opinion are the most important influences on the actual game, the works that contributed most to the concept of the races, classes, magic and monsters in the game. These are evenly split between science and classic fantasy.

As I look over these influences I also realize that in my own Band of Iron campaign I've been taking a different approach to confront the mythic with the modern. Let's call it "fantasy-science." If all goes well the section of the campaign dealing with that will come to a climax in a session tomorrow, so in my next post I'll be at greater liberty to write about its secrets.

Tuesday, 12 November 2013

Hiero and D&D

Inspired by Appendix N fever, I recently picked up and read Sterling Lanier's Hiero's Journey (1973), which I'd never read before -although I soon realized that as a teenager I'd read some of its derivative works, like the nearer-future World Enough, And Time, and the farther-future Dark Is The Sun. For Lanier wrote the original post-apocalyptic, mutant-fauna, ancient-artifacts, psychic-powers fantasy, in which a heroic priest-mentalist and his psi-sensitive moose steed wander across the Great Lakes region millennia after the nuclear holocaust, gathering a band of unlikely allies to fight a cabal of evil psychic sorcerers.

Naturally, it has been noticed that Gamma World was pretty much an attempt to go gaming in this setting. What isn't recognized so much is how Lanier's universe also influenced the constitution of D&D from the supplements onward (although some are hip). Specifically, once you take out the mythical, natural and Tolkienesque creatures from the D&D wilderness tables, what you're left with is a mix of giant-sized animals, animal-men, and oddball mutant creatures. That's pretty much my "WEIRD" table when I tried to sift wilderness monsters into six different genres, and that's pretty much what Hiero finds, day in, day out, in his journey. The ancient ruins, the long distances between tiny points of civilization, all can be laid down to Tolkien; but the roll-four-times-a-day, teeming encounter-fest of D&D, that's Lanier.

Artifacts, too. There's a scene in Hiero's Journey that has to have inspired the artifact examination rules in Gamma World, where Hiero finds a strange device on the body of an evil sorcerer, and tries to find out what it does, at the end going as far as to prop it up and jab at its last button with an eight-foot stick. But this kind of procedure also describes D&D magic items. Unlike the heroes of folklore or fantasy, who come into fairly straightforward items as gifts or treasure trove, the heroes of D&D, like the far-future explorers of the ruins, have to contend with a relic of the ancients being possibly cursed. The artifacts section in the Dungeon Master's Guide even suggests creating random benefits and drawbacks. So, when your adventurers gingerly try out that new potion or necklace, they're acting more post-apocalyptic than fantasy -- acting out of wariness, rather than awe.

And then there's psionics, and perhaps only an obsession with Hiero and the Deryni novels can explain why Gary mixed mental powers with magic in both editions he had his hands on. It's pretty clear that the D&D psionic combat system draws on Hiero's many mental duels with evil forces, which describe different modes of attack and defense. Very present in the novel, too, is the central balancing idea for D&D psionics - while characters can luck into these amazing powers essentially for free, using them opens you up to attention from a whole new range of unwholesome entities.

Finally, one thing the illustration reminds me of: like Ursula K. LeGuin's Earthsea series and, a little later, Samuel R. Delany's Neveryon stories, Hiero's Journey is very much a post-Civil Rights movement fantasy, where North America has mainly been repopulated by ethnic minorities, and pale people are barbaric and seldom seen. A reminder, perhaps, that the old school had a more progressive streak to it - think M.A.R. Barker's Tekumel, based on non-European cultures -  before all the cliches about Scottish dwarves and the like sunk in.

Friday, 8 November 2013

Advanced Readings in Dungeons and Dragons

This has been going on for some time without the OSR seeming to take notice ... but Tor books is deep into an appreciation of the Appendix N works from the 1st edition DM Guide, courtesy of Tim Callahan and/or Mordecai Knode.

So far they've hit most of the right switches - correctly placed Vance between Clark Ashton Smith and Gene Wolfe (but missing the Planet of Adventure entirely), nailed down Derleth succinctly as an author and influence on D&D, and dug up hidden gold from obscurities like Fredric Brown.

Check it out.

Monday, 20 May 2013

Reign of Wizardry: Unacknowledged Gygax Source?

The first AD&D Dungeon Master's Guide, as grognards well know, contains the touchstone Appendix N, in
Frazetta cover, 1964
which Gary Gygax lists literary influences on the game. One of the writers who appears without any specific works listed is Jack Williamson. I don't think anyone yet has realized that Williamson may well be the direct source for a few aspects of magic, monsters and adventures in AD&D.

Williamson is one of those science fiction writers I read as an adolescent without really absorbing his name. His career started in the 1920's and his last novel, a year before he died at age 98, was published in 2005. Along the way, he is credited for inventing such terms as "terraforming," "genetic engineering," and "Prime Directive" - the latter from his classic 1947 story "With Folded Hands," a wry subversion of the ideals in Asimov's contemporaneous Robot stories.

It's been assumed that Gygax's reference to Williamson's influence is indirect, and based on those science fiction works. Having just read Williamson's 1940 novel Reign of Wizardry, I'm not so sure of that. There are a number of telling resonances with the very specific elements of early D&D in this "sword, sandal and sorcery" novel of the ancient Greek world. The version that Gygax probably read was the 1964 Lancer paperback reissue.

Superficially, the setting resembles previous examples of the ancient-world pulp story such as Talbot Mundy's "Tros of Samothrace" series: a fantasy Theseus pursues a grudge against the sorcerous rulers of Minoan Crete. The writing is zesty, evocative and gritty. Williamson uses the well-known Greek myth as a springboard rather than crutch for the plot, which delivers more dizzying twists than Christopher Nolan or M. Night Shyamalan would dare try.

What about the D&D influence? I'll go from most obvious to most doubtful.

AD&D spellcasting: As Gygax's Advanced game increased the power of spellcasters with a plethora of new spells, it also limited them with increasingly specific rules on how spells were cast. One of the key elements: the detailing of verbal, somatic and material components, with terminology taken straight from Pratt and de Camp's Compleat Enchanter series. But in that series, all three were described as necessary components of spellcasting; while in the Player's Handbook, many spells lack one or more of the elements, complicating the question of whether a spell can be cast while bound or gagged. Where did Gygax get the idea to make the components optional for different spells?

At one point in Reign of Wizardry, Theseus is captured by the bad guys and tempts a greedy admiral with a story of buried treasure, which allegedly can only be retrieved by the magic of Theseus' ally, the craven minor wizard Snish. This gives a pretext to bring Snish to Theseus:
"He is the wizard," said Theseus. "But let the gag stay. He can use his spell without words -- if he wants to avoid being tortured" [...]
As it turns out, Snish can indeed cast his spells without verbal component, although this fact turns out very much to the admiral's disadvantage. I can't help but infer that the question came to Gygax's mind as a result of this scenario, or similar other ones in fantasy literature.

Iron golem: The iron golem in the Greyhawk supplement and AD&D has a number of abilities - slowing spell, poison gas cloud - without obvious precedent in fiction or legend. In Deities and Demigods, the Cretan construct Talos is described as a "triple iron golem." Reign of Wizardry has a memorable version of Talos as a giant, moving brass statue who is animated by an internal magical fire and causes steam when he wades in the sea. This aspect is probably inspired by the legend, in the classical Argonautica, that Talos would heat himself in a fire to give intruders a lethal embrace. But the internal sorcerous fire of Williamson's Talos seems to have inspired at least one trait of that D&D golem - being regenerated instead of harmed by fire damage. Perhaps the other abilities have an equally obscure fictional origin?

Specific spells: The sorcerers of Crete, including King Minos himself, hurl lightning bolts, while a very crucial spell known to the wizard Snish (and, it turns out, others) bears a distinct resemblance to the AD&D illusionist spell, change self, although the version in the novel lasts until you make close contact with another person and can be conferred on others.

Killer dungeon: The Labyrinth of Knossos appears near the end of the novel, as Theseus is once again captured and thrust into it without a light, there to be devoured by the Dark One, the Minotaur. The description as Theseus explores the depths may not have been directly influential. But it certainly resonates with what we know of Gygax's ideas about how the game should be played:
He went slowly, counting the steps and testing each carefully before he set his full weight on it. After sixty steps there was a small square landing and a turning in the passage; after sixty more, another. Upon the third landing his foot crushed something brittle, and his exploring hand found two skeletons [...]
Theseus left the remains and went on down, wondering what might be on the fourth landing. Again, he counted fifty-eight steps. But, where the fifty-ninth had been, there was -- nothing. Almost, moving with too great confidence, he had lost his balance.
Theseus proceeds to use logic and the skeletons' bones to find a way through the abyss in the darkness, and then reflects:
The way through the dwelling of the Dark One was clearly thick-set with peril. The most of those thrust into the labyrinth, he thought, must perish in this chasm he has passed. 
I'm reminded of this anecdote from Mike Mornard of a convention scenario run by Gygax, in which eight out of nine incautious would-be adventuring parties fell victim to a similar death pit in a stairway, concealed by a wall of darkness. While the direct connection can't be proved, the indirect one is evident. The kind of fiction Gygax read and enjoyed was directly reflected in the challenges he set for his players and the style of play that ended up being rewarded.