Showing posts with label gencon. Show all posts
Showing posts with label gencon. Show all posts

Friday, 21 November 2025

TSR's "A" series of adventures in unusually unruly strongholds: Introduction

Illustration from Slave Pits of the Undercity (1980) by David S. LaForce

D&D was born in the castle. The Castle and Crusade Society of wargamers brought Gygax and Arneson together over miniature battles fought at Bodenburg, a scale model of a medieval fortress. Castle sieges were one suggested scenario for the Man-to-Man section of Perren and Gygax's Chainmail rules, the predecessor to D&D's combat system. But despite the genesis of Gygax's and Arneson's dungeons as the cellar levels of castles, it was these underworlds and not the upper rooms that captured the imagination of generations going forward.

Indeed, it's not hard to see how attacks on fully manned fortresses can fall flat as an adventure. The horn is blown, the defenders stream forth from their barracks. Pitched battle on unfavorable terrain ensues. One might, perhaps, set up a night-time infiltration. But then the play only becomes catastrophic: one failure to sneak takes you to the pitched battle again. The appeal of the dungeon environment is precisely its disorganization. There, the adventurers control the tempo of exploration, deciding whether to push their luck, encamp, or retreat.

Still, TSR's first published adventure module was a stronghold assault, the enemy being hill giants (G1, Steading of the Hill Giant Chief), and the next two continued on to fortresses run by frost and fire giants. This choice joins the wargaming castle instinct with a wish to recreate the adventures of De Camp and Pratt's protagonist Harold Shea, guest and prisoner in the stronghold of the frost giant Utgardaloki. Also, the high character levels capable of taking on multiple giants at the same time can access the kind of magic - invisibility, illusions, distractions, knock spells, and the like - that'll support effective infiltration. 

In aid of this goal, the steading is not exactly on a war footing. Giants are drunk, feasting, asleep, on errands: plenty of gaps in the defenses for smaller folk to exploit. As well, the cellars play  more like a classic dungeon - one retrospective has called the lower level a "monster motel" -  - a pattern  followed in the Frost and Fire sequels. If they win through to the underground, the party can take back control of the tempo, switching to the more usual room-by-room exploration.

But let's turn to the next major series of campaign modules after the high adventure of the G-D-Q series. The A series was based on four adventures that made up the AD&D tournament at GenCon XIII in 1980, run on consecutive days as qualifier rounds, semi-finals and finals, at huge scale: 40 tables to start with. Each adventure had a different authorship, but the connecting plot was simple enough: you were mid-level characters infiltrating and attacking the bases of a ring of slavers in the failed state of the Pomarj, World of Greyhawk. 

A word about tournament play. Although this style has largely fallen out of favor these days, it was a well-subscribed activity at early conventions, an answer to the question, "How do I win at D&D?" Tournament mode differed from home-campaign D&D in design choices that equalized experiences across tables, so that in theory, the most skilled player groups could prevail. In the 1980 tournament, each group ran the same set of pre-generated player characters; the adventures were linear, presenting the same challenges in the same order; and sometimes, DMs were told to apply a standard amount of damage from traps and the like, instead of rolling dice. To determine winners, each run was scored by awarding points for dealing with enemies, bonus points for discoveries or anticipated clever solutions, and points deducted for party casualties along the way.

The linearity in these adventures, in particular, deserves comment. It's an innovation that appeared at Origins 1979 with the Hidden Shrine of Tamoachan; the previous year's tournament module, the aforementioned Giants series, was more open-plan. TSR realized that what was good for the tournament might not be good for campaign play, so when the A series was published, some alternative paths were added to give players more of a sense of agency. For the most part, these revisions work, although the final chapter still presumes an escape from having been thrown in prison -- a plot fiat that shines notoriously in the gallery of Railroading Through the Ages.

In reviewing these A adventures, I'll examine how each one spices up the organized stronghold concept by presenting it as an unruly place -- factions that chafe, distracted guards, abandoned areas that follow their own rules, and clever defensive tricks that sometimes try a little too hard. The quality of this series, unfortunately, falls off from A1 to the later modules. It's not that the creativity is lacking. Rather, the idea of the unruly stronghold starts to repeat itself and challenge the limits of plausibility.

Tuesday, 26 August 2014

Gencon 2014 Report

GenCon this year was one of those experiences where I knew what I wanted to do, I did it in moderation, and it went well, producing a satisfied feeling. I wanted to:

* Play and run old school roleplaying games, meeting up with like-minded players and writers.

I think my first ever appearance on the official GenCon Schedule was a success, running the Mule scenario. Despite a few glitches in my preparation, the players had fun facing the challenges and coming out with all six slots on the Necromule filled with named corpses.

The midnight run happened on my Five Rings group's party floor, and while a little more distracted by raucous goings on, drinking and equipment mishaps, did take the players to a different area of the Crypts with a strange social encounter and a rousing final combat against plague zombies, who yielded only two nameable corpses.

On Saturday I went and played in Tavis' ACKS scenario using a Dyson Logos map and exploring an ancient tomb. A really good group of creative role-players assembled, including Tavis' 12 year old son, and I'm grateful he found space for me. We ate a burger, discussing insider stuff about the Dwimmermount kickstarter with one of the backers, and then headed off to our party floor to play a really good off-the-grid Ars Magica introductory scenario with GM Rob. Even better, Brian "Trollsmyth" Murphy stopped by briefly to say hi.

* Try new games of all descriptions.

Thursday morning kicked off with a definite "SCORE" at Gaming On Demand- getting first pick and picking Jason Morningstar's run of The Warren, an Apocalypse World game that does Watership Down/Bunnies & Burrows. Jason's scenario was a bayou with appropriate creatures and challenges, including a memorable Cajun raccoon named Boupignon. AW rules sets seem to hit the right notes between rules-light and cool subsystems. In particular my rabbit, Tunguska, made good use of the Seer procedure in which the other players write single words on pieces of paper and the seer has to make up a vision involving them.

I did the usual walking the dealer hall and trying new games. I can report that a) playing a demo and then not being able to buy the game because it will be "out in November" is a frustrating experience b) if you walk on to an empty demo table it may be because the game sucks; good games seem to create their own buzz and interest c) so the only game I played and got was the PvP deckbuilder Star Realms, whose computer version is indeed fiendishly addictive. Also bought the usual ton of miniatures and accessories, and got but did not play Hillfolk - my impulse is to start with anything but the.vanilla-Hebrews default setting.

Also memorable - bottom feeding on the party floor (thanks Eric, I think) with weird card games using Magic mechanics for questionable simulational purposes, like Ultimate Combat where mana is "conditioning" and "fighting spirit" and so forth and creatures are combat moves, all illustrated with amateur photos of karate dojos -- or god help me, Furoticon where the mana is one of four genders and you can send minions to block your enemy's erotic assault before your orgasm points or whaatever are worn down.

* Do some networking.

As well as catching up and connecting with the new brand manager for the L5R CCG, and other people in that enterprise, I went to a seminar "Gaming as Other" where useful advice was given about helping to diversify the gaming world, and made some more connections there. There is even some possibility of a seminar next year on academic research and non-computer gaming. Would be great if I could wrangle my research fund to pay for the trip...

We're all getting older. There is less wild partying,more retiring at a reasonable hour, more reaching out and getting into new spheres of activity. Jet lag kicks my ass, too. But as a way to spend part of your vacation it's not half bad.

Friday, 1 August 2014

GenCon Run: A Mule Called Golgotha

All right. I have taken the step of registering my 52 Pages Old School Basic/3E hybrid game run with GenCon. It will be August 15 (Friday) 10AM-2PM in Embassy Suites, Chancellor 1. If you are already logged into Gencon events manager the link is this un. I want to see some of my blog readers in the crazy mix! Here is the splash page for my GM screen.
The scenario is a delve into Castle of the Mad Archmage's Crypt level with 5th level pre-gens using the 52 Pages system (see downloads, right). The mule is what you will be using to transport the bodies of the blameless dead back to the surface, but the dungeon might have other plans.

I hope I can get some of you fellow bloggers, readers and commenters out of the woodwork for this one!

Tuesday, 16 July 2013

What's Up at Gencon?

So yeah, summer is turning out to be a worse not better time for RPG and blogging... but I feel the need to make this post, though lazy it may be.


I'm going to Gencon (pictured above) in about 4 weeks time, and as in years past will be running a private game in the Hilton (likely an old Judges Guild module, thinking of Dark Tower with high level 52 pages characters, or maybe the legendary ... Glory Hole Dwarven Mine??), but I also want to know of any similar casual or speakeasy games that are going on. Also, my beloved spouse is going to be there at last - and a fair bet she'll want some part of the old school action too.

I always think "wow I should signup for DCC or Next or something" and then second-thought it with "wow, but that would mean playing with 5 random Gencon inmates" and the worst case scenarios just start oozing out.

So hit me up in the comments or on G+ - what's on as far as seminars, booth action, or pickup games?

Tuesday, 28 August 2012

Blogroll Blitz

As I mentioned before, this GenCon was fun but didn't really connect as much as it could have in terms of old school blog community meetups. In fact, it sometimes felt like Desolation Boulevard. To avoid coming up with Sweet F. A. next year, I wanna be committed to thinking about what kind of get-together could help us match faces to names.



In my professional life the data blitz is a format of five-minute talks that strips out most of the exposition, assumes people are familiar with the background of the research, and lets a large number of people get known in a short amount of time - details can be fleshed out in conversation later. I figure up to ten people can get up there, each for 3-5 minutes, and briefly run down one or two of the best ideas from their blog, with an emphasis on outreach beyond the Old School rule set. Supporting slides should be sent separately so they can be worked into a single sequential presentation. Time for one or two questions is factored in but the MC is responsible for getting out the hook when things go on too long.

I figure the "call" for this seminar - Rapid Fire Ideas for Fantasy Role-Playing? - can go out in January, and some kind of selection process can take place in case there are more than 10 or so entrants. So of the regular readers, who thinks they'll be attending Gencon next year and would be up for this?

Wednesday, 22 August 2012

Report from GenCon

Things I did not do at GenCon:
  • True Dungeon ((I must confess this oversubscribed event has little to no appeal for me)
  • Any kind of Wizards seminar (I see little useful information in pronouncements about the next edition 2 years pre-release while the current edition enters a preordained death march)
  • Buy T-shirts with marginally witty, embarrassing slogans
Things I did do at GenCon:
  • Play a lot of prototype and pre-release board and card games thanks to behind-the-scenes invites from colleagues at AEG
  • Get my own game design into the prototype cycle there, with some initial interest ... wait and see ...
  • Party and hang out with my usual people in the L5R community and meet a number of new and cool faces
  • Thursday night, play again with Tavis Allison as DM, another fun game of ACKS involving the investigation of the "old unused" dragon lair *uh huh*. The signal feature of Tavis' DMing, I came to realize, is that the party is not an entirely autonomus unit, but operates within a social structure of favors, errands and obligations to people both more and less powerful. This also comes through in the higher order social structures in ACKS.
  • Friday night, run a game for the L5R people I hang out with. The module used was Mike Monaco's one-page winner, Belly of the Beast. One page does not by any means equal one night! Even using pre-gens the party only got to explore the lungs and some of the artery before fatigue overcame them. Thanks to all who played and took over from exhausted colleagues. Another memorable physical dwarf-minis moment occurred when we established that one dwarf had a 10' long beard from long imprisonment (all the party members were convicts on a Dirty Dozen-style mission) and I used a piece of kleenex to represent this on the board when a wind blew it forward and back, or a giant bat got tangled with it.
  • Went by the old school booth and bought Anomalous Subsurface Environment and ACKS. I haven't really read ACKS extensively yet but like the advanced domain rules, simple economic systems and so on. ASE is great and worthy of a separate review later on. The booth was a little nondescript, with no real banner, and not quite the selection of material I was hoping for. I did see Tavis again and Beedo from Dreams in the Lich House with his two young boys, so the place did fulfill somewhat of the community meetup function. I guess I was more disappointed because of all the old-school bloggers who were at GC but I didn't get to meet. Can we think about just scheduling a meet-n-greet hour next year?
  • The closest to that was Tavis' seminar (by this time I am feeling like a stalker) where he laid down some history and theory of the movement. Saw Trollsmyth, who had played in my 2010 game, and Jon Peterson, author of Playing At The World.
  • Get tired enough that even a day after leaving I don't have the energy to fill in hyperlinks in this post. More reflections later, and picking up the series about chases again ...
  • Bought a factory-second battlemat and about 50 cheapo D&D plastic miniatures to round out the collection. Plus Zatchbell spellbooks and various dice. Still not sure what I will use the blank d20 for.

Wednesday, 15 August 2012

Red Box NYC and GenCon

Being in New York City on Sunday gave me the opportunity to swing by a Red Box NYC game run by Tavis Allison, blogger, ACKS co-author and old school promoter extraordinaire. I came there prepared to run a variant of the game I'll be running off the grid at GenCon, but other players wanted Tavis to DM and the oracular die gave the table to him.

This has to be the most unusual location I've ever roleplayed in, apart from that one game on the high speed train out of London. Red Box NYC meets in the upstairs eating area of one of those big midtown delis, at a massive wooden table seemingly placed there as a sign from the Gods of Dice to game on! Stares and occasional curiosity from passers-by livened the session, which included bookbinder extraordinaire Thaddeus, and the Mule, also of The Mule Abides.

The game itself was a fun caper ensonced in Tavis' campaign. I rolled up a magic-user who started at 3rd level. The house rules in use are based off OD&D with a lot of interesting bells and whistles including backgrounds and some cool spells - like the one that summons a simian butler of random species and resemblance to a mid-20th century celebrity. Mine was an orangutan Dean Martin. Trapped in a world he never made, and 3rd level among blinging titans of level as high as 8, Istrobian the ex-librarian skulked around under invisibility, looting, dragging KO'd adventurers to safety and providing nuggets of lore.

After some good conversation on design and writing, we parted ways. Monday I flew out to Indy, and spent the next couple of days under the cone of silence at the AEG retreat. And now, I'm with my usual crew at the Hilton, looking forward to the Friday night game and a whole lot more! Will keep you posted ...

Thursday, 14 June 2012

GenCon This Year

I'll be going back to GenCon Indy this year. Because I'm affiliated with a company there and may need to keep time free to consult or help out, I can't tie down to anything specific, so signing up for on-the-grid games is right out. Which is too bad, seeing how space is tight in just about every old school event I would want to play in.



Still, I want to run a game off the schedule like I did in 2010, for a combination of Five Rings friends and Old School folks. I'd also like to play in a couple of off-the-grid games. And I'm definitely going to stop by the Old school Renaissance booth.

So - is anyone going and interested? And can anyone point me to forum threads and the like where informal gaming arrangements are being made?

Tuesday, 10 August 2010

Session Report: Storage Cellars of the Castle Ruins 1

Classical music, unlike jazz, is not usually associated with free-form improvisation. Nonetheless, one space for it in the repertoire comes in the concerto (piece for orchestra and solo instrument). Traditionally at the end of the concerto's first movement comes a cadenza. This is a blank space in the score where the instrumentalist is asked to compose or improvise a solo piece based on the themes of the concerto.

Not to compare the Greyhawk Grognard, Joseph Bloch, to Beethoven or anything, but his mega-dungeon opus Castle of the Mad Archmage invites a similar "cadenza" - it starts on level 2 and the DM is encouraged to use their own upper works and first dungeon level.

I am aware that there's another level 1 out there, The Mad Demigod's Castle by Richard Graves. I've had a look, with mixed feelings. I really like the map, because it is very different in design from the other levels and very true to the idea of a storage level. The problem was that there were a lot of red herrings in the adventure. Now this does a good job of conveying a jumbled and ransacked storage area. But I wanted to run something more structured, so I wrote my own.

Anyway, I will have more to say about this thing when I post it; just need to resolve some graphic issues with the map and figure out a style of presentation.

On to the GenCon game. It took place in the meeting room of the Hilton floor that the L5R community occupies every year, with groups of people playing the L5R CCG and other games, and a roving frat-party atmosphere in the halls outside. The master party organizer, Mr. John Ling, kindly provided a huge dry-erase graph mat that covered damn near 8 x 4 feet, two long tables pushed together. Add thereto $20 of bargain-bin D&D minis, drafting in dice as appropriate, and that was our tactical display.

The party was large, about 8 or 9 folks - see previous post. Character generation took place as people filtered in. I could have saved time with pre-gens, but wanted to give the experience of 3d6 in order. You could switch one pair of rolls (including a 3d6 social status that determined starting cash and equipment) but if you didn't you got a 1HP bonus. I made up a character sheet that, together with a couple of handouts, pretty much explained the char-gen and play rules, if you were familiar with D&D. I'm likely to put that set of sheets up on Google Docs soon. I had forgotten to bring a printout of my Rule of the Assayers combat and weapon rules but it turned out that a simplified version of that was quite enough (variable weapon damage balanced by #hands and wielding room).

This suggests a meta-rule of thumb: If the DM can't remember the rule, or doesn't have the attention to apply it while running the game, it shouldn't be in there. For example, I found that time tracking worked quite well if I just rolled a wandering monster die whenever I felt that 10 minutes, or some noisy or tedious activity, had happened. Tallying those rolls would also give some indication of things like torch longevity, but I'm really only inclined to track things like that if there are long stretches of rest or travel. I just can't keep the game hopping while maintaining awareness of a bunch of boring stuff or looking up some chart or table.

Early on in the session, as the first encounter with intelligent opponents loomed (I'm being intentionally vague here because this is not a spoiler report), it became clear there was a rift in the approaches, with a couple of players role-playing their fighter characters to the hilt and going aggressive, and others choosing a more cautious approach. I knew these guys were not mere munchkins so after some slight admonition I decided to let the dice fall where they may, realizing the inherently rowdy nature of the large party which often can offset its advantage in numbers.

After a tense moment where the party wasted two spells - one (Fortitude) essentially forcing the dwarf berserker to resist his violent impulse and another (Ventriloquism) effectively restoring his free will through trickery - combat broke out. The free-wheeling fight ended with a couple of dead, a captive and two runaways. Some exploration followed, the party winding up in a series of rooms that had evidently been used to store various foodstuffs.

After dealing unsuccessfully with a trick and taking some damage from a trap, the party stumbled into a monster ... just about the same time I rolled the next wandering monster, which I had decided would be a large revenge party from the earlier defeated foes. A chaotic melee across several rooms and corridors ensued. Highlights of this included Howard's fighter casting shadows with a set of wooden false teeth to frighten off opponents (I had made up a Deck of Janky Things, a la Jeff Rients, various semi-useless items on cards that were given out at random one per character). This passed the "make DM sit down to laugh" test and I gave it a 50-50 chance to work, which it did. Luke's dwarf at one point fumbled and slid on blood past his frightened adolescent opponent, memorably combining dwarf bowling and Blood Bowl, and Andy's cleric dived in the same way to deliver emergency healing.

Eventually the party, amazingly, survived the whole thing with no fatalities and we called it a late, exhausted and hot night. That was OK, actually - I had wanted to fall on the side of leniency with the starting setup and hit points (best of 3 rolls), so that there wouldn't have to be a break in the action. Earlier playtesting had indicated that the foes in question could inflict a death or two on a first-level party under my system so I guess the god who watches over toddlers who play with dynamite was also watching our table!

A few lessons and confirmations:
  • The rules and system work well, and the gonzo-naturalistic style I followed in writing the level allowed for meaningful exploration and discovery as well as interesting tactical situations.
  • It's a group decision-making and problem-solving game. Let people live out the consequences of their style of play. Put in some situations where cautious is not better (in fact, the foes that ended up being fought might have done some bad things to the party if they'd been parleyed with) and some where it is (in this case, the party did not run into any of the real out-of-level challenges in the area).
  • Good players make the game. Freeform gaming can only work if they respect the DM's rulings and decisions, and respect the basically cooperative nature of the game. Roleplaying systems that rely on rigid rules to manage difficult people or assist inexperienced DMs are necessary, but in the same way that training wheels are.
  • Light rules make things go faster. Going around the table in either direction (a trick I picked up earlier in the evening from tacojohn's game) instead of doing individual initiative really speeds things up. In that situation I would not have traded an ounce of spontaneity for a ton of simulation.
I would like to thank all the participants in the game - Dan, Trollsmyth, Andy, Luke, Howard, Kilian, Doruk, AJ, and Oddysey - for making this a great time. I'm hoping to run the same module at my brother-in-law's house in the next few days. Will let you know if and how that turns out.

Monday, 9 August 2010

GenCon Dispatch

GenCon is over. Very behind on sleep but definitely one of the best ever. I had two goals this time: to hook up with the Old School crowd and to pitch my board and card game ideas to AEG.

Imagine that - the first time after going for some 10 years, playing L5R CCG, L5R LARPS and various boardgames, that I have actually played D&D at the nerdfest. This went down Friday night with an early evening romp through Caverns of Thracia as a somewhat demented druid, AD&D right down to the goldenrod sheets and Trampier screen, helmed by the pleasantly efficient "TacoJohn" Jon Hershberger and played by a cast of veterans (including, I believe, blogger Clovis Cithog) and one eager kid. Then back to the Hilton for my own heavily houseruled Basic run - my take on level 1 of the Castle of the Mad Archmage, till the late early morn. Bloggers Oddysey and Trollsmyth showed up with a couple of their friends and the rest of the 8-9 strong party was composed of Legend of the Five Rings CCG players, most of whom are also continuing D&D players of one stripe or another and most of whom had read up on the tenets of the OSR. I'll do a more extensive post on the game - what went on there was not just a huge blast as acknowledged by all, but has important lessons for how to handle different playstyles at the table.

Two hits but also two strikes; I went to an "old school seminar" Friday morning for which the presenter did not show up, chatted for a while with the other attendees about the old ways and days ... and sadly failed to make contact with Maj Dave Wesely for the run of the proto-RPG Braunstein that had been advertised.

And the design pimping goal? I can only give a cautious smile and optimistic thumbs up, but I think definite progress was made on that front too.

The rest of the con was eating, drinking, and socializing with L5R folks, helping some of my AEG colleagues demo boardgames in the boardgame hall, and the party for the 15th anniversary of L5R. In which it is proven that North Americans are indeed miraculously capable of running a competitive drinking event at a public gaming convention.

More later on the game and some thoughts about the publicity or lack thereof for the Old School movement.