The Genesis of this project was over 20 years ago when I was still in college. I think my earliest concept drawings probably date to c. 1989-1990, as I based them in part on the cover of the Middle Earth Role Playing module Lost Realm of Cardolan, which was released in late 1987, and I remember buying at a game store near my dorm at the U of MN campus (which I did not transfer to until that year). I have always been a huge fan of J.R.R. Tolkien's Lord of the Rings, Hobbit, and related works, and an early offering from Museum Replicas, Limited (back in the day when they had quality offerings from Arms & Armor, Johann Schmidberger, Del Tin, etc.) was a "Glamdring" sword. Though very plain, it had a beautiful leaf blade that I admired, even if I didn't care for the cross and blocky pommel so much. The craftsmanship and quality were superb, though, being made by Del Tin Antiche of Italy from a good grade of spring steel and well tempered.
Initially I thought of making my own blade, but didn't quite have all the tools and skills to do that, at the time, anyway. When MRL released the Orcrist sword (also by Del Tin, with a different blade and hilt style), I really liked the pommel, much more so than the one on Glamdring. So much so that I contacted MRL to see if they could do a custom job for me by swapping pommels. This is the reply from Hank Reinhardt:
For reference, here is the Orcrist sword I was thinking of swapping parts with. In retrospect, I think I might have preferred the whole hilt be swapped, instead of just the pommel.
So apart from a few doodles little happened. Make that quite a few doodles - I have some two or three dozen sketches of different ideas, at least. A few years later though, perhaps about the time MRL was bought out by Windlass, some bare Glamdring style blades became available for sale (by this point, though, because of Tolkien Enterprises they had to make up a different hilt and generic fantasy name for the sword - the "Sword of Chaos"). Needless to say I snatched one right up.
The next step was to come up with an inscription for the blade, which I naturally did in J.R.R. Tolkien's invented language of Quenya and his Tengwar writing system. This will be detailed in Part 2 of this series.
Saturday, July 20, 2013
Friday, July 19, 2013
On Falling Rules in D&D and Realism...
Apologies for the lack of updates - had a new baby girl and have been pre-occupied!
What follows here is taken from a series of posted replies over on the Grognardia blog http://grognardia.blogspot.com/2012/02/articles-of-dragon-physics-and-falling.html, which has not seen updates in several months owing to the owner taking a long hiatus (indeed, I fear his blog may disappear altogether, which is part of the reason I'm making this post here). The post started as a discussion on falling damage, but I feel there is more to this. To quote myself:
"There is a point here that I think has been missed. It is not that the rules need to be perfectly realistic, but rather that they avoid being ridiculous.
What follows here is taken from a series of posted replies over on the Grognardia blog http://grognardia.blogspot.com/2012/02/articles-of-dragon-physics-and-falling.html, which has not seen updates in several months owing to the owner taking a long hiatus (indeed, I fear his blog may disappear altogether, which is part of the reason I'm making this post here). The post started as a discussion on falling damage, but I feel there is more to this. To quote myself:
"There is a point here that I think has been missed. It is not that the rules need to be perfectly realistic, but rather that they avoid being ridiculous.
I have no objection to characters (esp. higher level ones)
being able to survive (and even walk away from) falls from high places, on
occasion. What I find ridiculous is the automatic *expectation* that they can
survive, based upon comparing their hit point total against the total dice of
damage they have coming... munchkinism at its finest.
Look, no remotely rational being, sans appropriate anatomy,
magic or gear (i.e. wings, feather fall spell, or parachute, etc.) stands on
the edge of a precipice, coolly evaluates their stamina, hardiness, skill,
luck, divine favour et al vs. the distance to the bottom, and simply jumps.
That is absurd on its face – and any game system that promotes such displays a
serious shortcoming.
Since surviving a fall of such magnitude is really more a
matter of luck or divine intervention then skill, simply assigning gobs of damage
dice is the wrong approach. Hit points work best when used to represent
resilience in combat, where the full definition as given by Gygax in the 1E DMG
is a good fit. In cases like this one, though, whether you are 0th
level or 20th level really does not matter so much – the laws of
physics apply equally.
Happily, the solution is fairly simple. Falls simply should
be treated more like, for example, poison – save or die, essentially. Under
such a system a 0 level figure actually has a chance to survive a 30 foot drop
(which can happen in real life but is logically impossible under the current
rules) while a 20th level figure has a good chance to *die* from the
same (again, rather unlikely under the current rules assuming no prior damage,
etc.), though of the two the 20th level figure obviously has better
odds of surviving. It’s just not *automatic* anymore, nor can they rationally
expect to survive just because the fall is so many feet and they have so many
hit points.
The basic approach, in outline, would simply be a save vs.
breath weapon, or maybe petrifaction. If you save, take a token d6 of damage –
you are assumed to have landed on something that broke your fall enough to
avoid serious injury, the Hand of God caught you, whatever. If you fail, though,
you are assumed to be at 0 hit points (N.B.: I consider 0 hits to be more
incapacitated then necessarily dead – basically you are out of the fight, as it
were, even though you may be conscious). Then make a System Shock roll – if you
succeed you are simply incapacitated and very injured. If you fail that then
you are actually dead.
Obviously, there is room for and even need of some
modification. For example, one might want to distinguish between short falls
(i.e. 10-20 feet or whatever) or falling down a flight of stairs which are
unlikely to be lethal, vs. falls that are much higher and would be difficult
for anyone to survive. Or falls on jagged rocks vs. soft loam, etc. One could
then modify saving throws or system shock rolls, etc. accordingly.
***************************************************************
There were some additional replies to this post, wherein I clarify some of the points I made above:
Re: hit points as luck, et al. You are right to a significant degree, but again I submit that they also represent skill and experience, which is irrelevant to surviving a fall. Gravity is gravity, in this case, and while your luck and divine favour are superior, this is already reflected in having a better saving throw. Your hit points should not really factor into whether or not you survive.
Re: hit points as luck, et al. You are right to a significant degree, but again I submit that they also represent skill and experience, which is irrelevant to surviving a fall. Gravity is gravity, in this case, and while your luck and divine favour are superior, this is already reflected in having a better saving throw. Your hit points should not really factor into whether or not you survive.
Note that the system shock roll is not absolutely necessary.
I put it in though because (1) I wanted to give those that fail their save a
chance to survive and (2) to come up with a way to use the concept a little
more, rather than just surviving being turned to stone or being resurrected.
It should be pointed out that hit points are a fairly good
abstract representation for combat purposes. Indeed, the 1E AD&D combat
rules, if all of them are used, are modestly realistic. I might quibble about
some details regarding damage, weapon vs. armor adjustments, and so forth for
certain weapons, based on my extensive knowledge on the subject, but it is in
outline a pretty good simulation (I am of course setting aside how utterly
unwieldy, slow and futzy the system is...) Having a lot of hit points due to
your high level means that you know how to gauge your foe, roll with the
punches, use superior speed and footwork to dart in and out of range, etc.,
which turns what would be a lethal blow into a bruise or gash. I have no
strenuous problem with that approach. My main complaint about hit points is
that it conflates several quite disparate concepts (physical robustness,
skill/experience, luck, divine providence, etc.), which is fine for human (or
demi-human/humanoid) types fighting one another with medieval style arms and
armor, but breaks down in most other situations such as fantastical creatures,
or situations like what we are discussing here. In this respect Metagaming’s
“The Fantasy Trip” game system did a much better job of handling this sort of
thing, since each concept was separate (i.e. your “hit points” were simply your
physical robustness – skill and experience were represented by talents that
allowed you reduce damage or made your opponents roll more dice in order to hit
you. There was nothing for “luck” but such ).
Keep in mind what motivated me to come up with such a
radical rethink of how to handle the consequences of falling was the fact that
what are effectively “0” level people do in fact survive such falls from time
to time. Not as often as they die, of course, and they usually are pretty f-‘d
up even if they do live, but the point is that it is at least possible. Under
the D&D rules as written, that is usually outright impossible. That, and of
course the whole “ridiculous” aspect of a 10th level or higher
fighter surviving falls from any height... Note that I have made similar
observations in the past – on Delta’s Blog in the comments to a posting he made
about the Lightning Spell a few months back, I provided some research I had
done into statistics regarding surviving natural lightning strikes, and how
once again the D&D model breaks because normal people cannot meaningfully
survive, even though it happens in the real world all the time. Throwing gobs
of D6’s creates a serious problem, in this regard (though my solution for
lightning/fireball is very different from what we are discussing here)
(Parenthetically I would also point out that throwing many
D6 damage dice means you have to take time to evaluate and calculate the final
total damage. Not complicated, as such, but futzy, and while once or twice is
not a problem having many of these does tend to slow game play somewhat. Hence
why I’d prefer a slight increase in game system complexity that translates into
swifter game play over the current mechanic that, whilst quite simple, tends to
slow things up)
The above discussion points out some of the systemic flaws in the D&D rules, which betray not merely somewhat clumsy implementation, but also misassignment of rule mechanics to various situations. Plainly throwing a bunch of D6's to resolve falling damage was inappropriate (though it is apparent how one might be seduced to follow that path)
Note also that none of this is about the pursuit of realism as a goal in and of itself; rather, it is an attempt to avoid absurd or ridiculous situations that do not comport with real world observations (as least as pertains to real world situations; magic, fantastical creatures, etc. are beyond the scope of this discussion).
Bottom line: while no one rule or subset of rules is necessarily bad in D&D, one has to treat each as a specific tool with a narrow range of functions, and then match appropriately to each game situation. It was the failure of Gygax, Arneson, et al to really think things through that has made the D&D system much more obtuse and less coherent then it ought to have been.
Monday, April 29, 2013
Tollenkar’s Lair – A Very Belated Review
This review is a mere 33 years too late, but I had a few
observations not made by other reviewers and so decided to publish this anyway.
Of course, Steve Jackson’s gaming credentials are well
known, and this, his first published adventure module, certainly highlights his
immense talent. As a previous review pointed out (see The Space Gamer, No. 31,
Capsule Reviews pg. 26), “The greatest
strength of TOLLENKAR’S LAIR is its extensive detail. It is logically arranged
and the significant characters are well developed.” However, this is both a
strength and a weakness, as we shall see.
So these are the observations that I would make regarding
this adventure. While I consider Tollenkar’s Lair to be a great adventure
supplement, it has some shortcomings.
***WARNING: EXTENSIVE
PLOT SPOILERS FOLLOW***
The first thing that one notices, upon reflection, is the
total lack of anything truly “supernatural” or other-worldly about the
adventure. All of the foes, with the exception of traps and nuisance monsters,
are standard human type characters, mostly heroes but with a few (powerful)
wizards thrown in. No dragons or demons or vampires, just a straight up fight
(more or less) between the players and other similar figures. In this sense it
lacks the variety, atmosphere, and ominous encounters found in, say, Gary Gygax’s
B2 “Keep on the Borderlands” module, which has foes both relatively mundane
(i.e. orcs, goblins), more otherworldly (the minotaur and medusa), and even
creepy (the evil temple).
It is to be noted that the above is purely a subjective
complaint, and should not really be taken as a strike against Tollenkar’s Lair,
but I do feel that the B2 module was a noticeably more enjoyable product, in
that it really felt like a fantastic world, full of magic, mystery, and
adventure. This is a recurring problem one finds with TFT, for example with
vampires and werewolves simply being victims of disease, and eliminating any
hint of “magic” or mystery.
A minor complaint may be directed at the artwork used in the
module. Apart from the cover art (which plausibly depicts Tollenkar) the rest
of the handful of artwork (as opposed to map type illustrations) in the module
have nothing to do with any of the encounters found within. Though they are
well executed, they have no relevance to the situations described in the
module. When compared with the art found in D&D modules (which are more
plentiful and usually tied to a particular encounter in the module) this is
something of a disappointment.
I think a more genuine complaint is this: while the D&D
(and AD&D, etc.) modules tend to be entirely too generous with wealth and
magic items (c. f. T1 Village of Hommlet, where the village could be looted for
far more gold at far less risk than the dangerous encounters in the moathouse…),
Tollenkar’s Lair (and, really, all of the Microquests) tend towards the
opposite extreme and are quite niggardly and stingy. Indeed, many aspects of
the TFT rules design could be interpreted as being an “equal and opposite”
reaction to elements of D&D design. Not that TL necessarily lacks treasure
and magic altogether, but it is almost entirely concentrated on the bottommost
level with the deadliest bad guys. To a point this is wholly as it should be,
but I feel that SJ went a little too far, where some of this lack of good items
does not even make sense.
For an example one need look no further than Captain Jamie
Littlejohn, the commander of the elite bravoes on the 5th level.
Here we have a 52 attribute figure, obviously a veteran of literally years of
campaigns and battles, and yet not only does he lack magic items of any kind,
but he doesn’t even have any fine equipment, such as Fine Plate or a fine battle
axe! One would think that such an obviously successful warrior would have
invested some bucks into better quality equipment, to give an edge in a serious
fight! Even the bandit leader Little Kess (a measly 39 point figure) had an enchanted
+1 damage morning star, for pity’s sake! Similarly, in reference to Worwackawack
and his single +1 DX crossbow bolt, the statement is made that “Tollenkar is generous with gold but stingy
with magic.” Stingy indeed! But does any of this make any rational sense?
Is Tollenkar the only mage on the face of Cidri capable of making magic items?
Methinks not… And have these bravoes worked solely for Tollenkar their entire
careers? Again, extremely unlikely. Thus, the near total lack of magic or even
fine quality gear makes no rational sense whatsoever, and is a serious logic
hole in the design of the module. The bravoes certainly should have gear, both
fine and magical, that corresponds with their extensive experience.
(Parenthetically, even if Tollenkar was terribly stingy, would he not consider
giving his guardians a magical tactical edge that might help, indirectly,
prolong his own life? Talk about penny-wise and pound-foolish!)
One other area that makes little sense is the section
regarding Tollenkar’s reactions to adventurer’s attempts to explore the
Landmaster Hall ruins. Basically, Tollenkar ignores incursions to the uppermost
levels, and only responds if the lower two levels are attacked. And even then,
he only hires replacements – perhaps doubling them if anyone on the 6th
level is killed. But does this make sense? Personally, were I the dastardly
mage Tollenkar, plotting outright treason
against the local aristocracy (need I mention punishable by death…), I would be hiring assassins to track down and kill anyone that was poking around even the upper
levels of the ruins for any reason,
as I would not want even a HINT of my existence to be discovered.
It is for these reasons that I do find TL to be a difficult
module to run properly. A big problem is that a party strong enough to deal
with Tollenkar and his crew will simply mow down Kess and his bandits without
working up a sweat. Conversely, a party that could be challenged by the latter
troop would never survive the lowest two levels. Yes, one can simply ignore the
concerns raised above, thus allowing multiple forays into the ruins, but that
seems unsatisfactory due to the noted illogic of it all.
Another strike against Tollenkar’s Lair, though in this case
directed solely at the publisher (Metagaming) as opposed to the author, is a
lack of counters. For example all of the MicroQuests have countersheets, but
Tollenkar’s Lair does not. Yes, one can argue that they are not strictly
speaking necessary so long as you have just about any other Microquest or
Melee/Wizard, but it still would have been nice. One could make a case, though,
that this should have been released in a format similar to the MicroQuests (or
perhaps the later MetaGames, such as Dragons of Underearth), complete
with a separate full color map and counters.
All of the above having been said, this is still an
excellent adventure that is generally well thought out and tightly written.
Though it has some shortcomings, it is still a good value and worth obtaining.
Price: $2.95 (when published in 1980; rather more expensive
now on eBay)
Ratings (out of a maximum of 5 stars)
Content: ****
Layout and Graphics/Artwork: **½
Components: **
Value: ****
Written by Steve Jackson, © 1980
Another Project: A 15th Century Flail
I've kind of wanted a flail for awhile. There are a few on the market, some of which by Arms & Armor and Lutel being of very good quality. But I wanted something a bit different. Many years ago Museum Replicas carried a couple of flails made in their workshop which featured heads made from "recycled" sword pommels, documented in Wagner's Medieval Weapons and Costume book. I had a left over Del Tin pommel from a rehilt project and figured, "Why not?"
The haft was obtained from a Rocklers woodworking store, and I just used a drawknife, belt sander, rasps, and files to shape it. The idea for the shape came from a roughly contemporary "fist pick" now in a French (?) museum, and I think originally Burgundian.
I hand forged the 1/8" thick mounting bracket on the end of the haft, along with the loop attached to the pommel and the large ring that connects the chain to the bracket. The chain itself is modern, but similar in appearance and function to some originals from the period (of course, the original chain would have featured forge welded rings, rather than the modern spot weld. Sue me.) The end result is pretty good, I think.
Certainly this would have been a devastating weapon in use, but it requires some practice to avoid being as dangerous to its wielder as to one's foemen.
The haft was obtained from a Rocklers woodworking store, and I just used a drawknife, belt sander, rasps, and files to shape it. The idea for the shape came from a roughly contemporary "fist pick" now in a French (?) museum, and I think originally Burgundian.
I hand forged the 1/8" thick mounting bracket on the end of the haft, along with the loop attached to the pommel and the large ring that connects the chain to the bracket. The chain itself is modern, but similar in appearance and function to some originals from the period (of course, the original chain would have featured forge welded rings, rather than the modern spot weld. Sue me.) The end result is pretty good, I think.
Certainly this would have been a devastating weapon in use, but it requires some practice to avoid being as dangerous to its wielder as to one's foemen.
Friday, April 5, 2013
A Project: Hallstatt Antenna Short Sword - c. 650 B.C.
This was an unusual and exciting project. This is
a rare offering manufactured by Del Tin back in the mid-1980’s, and very
briefly marketed through Museum Replicas. It only appears in the first
catalogue, and was not offered again. By sheer chance, one showed up on eBay,
and I managed to snag it for a not unreasonable price.
Surprisingly, there is relatively little information available on the original. While it is illustrated in a few books, its dimensions are not given. However, I was able to get in touch with the British Museum that houses this particular piece, and one of the curators, Dr. Jody Joy, was able to supply the missing data:
Not surprisingly, Del Tin had exaggerated the size of the sword, making it much longer in both blade and grip then the original (the overall length was 30.5” from tip to end of tang, with the blade 25.5” and the hilt 5” long. The original relic, as noted above, was about 25.28” from tip to end of tang with a blade length of 21.56” and hilt length of 3.71”). Also, the tang was about half length, with a mild steel rod welded to the end to make up the rest of the hilt. I resolved therefore to rework the piece both for greater strength and accuracy.
To correct the shortcomings, I cut down the blade at the shoulders by a small amount (under an inch). I was determined to retain the Del Tin “running wolf” marking on the blade, and also the approximate blade width. Another original detail I was trying to bring out was the fact that the fullers ran most of the length of the blade - were I to take more from the tang end of the blade these fullers would be even shorter than their already inadequate length. To bring the blade down closer to the length of the original it was based upon and address the other concerns, I ended up taking about 2” off of the tip and about .25” off the shoulders of the blade. I dislike doing this, as you have to regrind and repolish the edges, but it was the only way to go given the goals I had set. The hilt was reduced by 1.25” to about 3.75”
Naturally, the grip was cut down in size. These reductions made for a much sturdier hilt overall, as the mild steel rod is now proportionally much smaller in terms of the overall hilt length. I also cut grooves in the grip, to correspond with the original, though I did simplify the design somewhat, putting a single groove in place of the three closely spaced ones in the original. Not only did this save time, but I did not think that the wood grip would retain such fine detail as well as the iron grip of the original.
Finally, I carefully reshaped the cross and pommel, to ensure a close, precise fit, and refinished them by fireblueing. This was done in part to keep the character of the original, for on that the cross and antenna pommel were done in bronze, and the grip in iron. As I wanted to keep the original fittings, I decided that by fireblueing I would get the same sort of colour differential but using different materials. For final assembly, I carefully wedged in place the guard and grip, making them very solid.
For a full description of the rework of this piece, see my detailed write-up on Kelticos: http://www.kelticos.org/forum/viewtopic.php?f=49&t=1268
Surprisingly, there is relatively little information available on the original. While it is illustrated in a few books, its dimensions are not given. However, I was able to get in touch with the British Museum that houses this particular piece, and one of the curators, Dr. Jody Joy, was able to supply the missing data:
“The sword you are referring to is 636mm long. The
blade is 509mm long and 82mm wide at the base. The handle antennae grip is
129mm x 88mm. In terms of the construction, as far as I am aware no detailed
study has been made. It was acquired before 1895 and is listed as being from
the Thames at London Bridge. I am afraid there are no further details. If you
want to look the artefact up in future the registration number is 1936,1210.1.”
Not surprisingly, Del Tin had exaggerated the size of the sword, making it much longer in both blade and grip then the original (the overall length was 30.5” from tip to end of tang, with the blade 25.5” and the hilt 5” long. The original relic, as noted above, was about 25.28” from tip to end of tang with a blade length of 21.56” and hilt length of 3.71”). Also, the tang was about half length, with a mild steel rod welded to the end to make up the rest of the hilt. I resolved therefore to rework the piece both for greater strength and accuracy.
To correct the shortcomings, I cut down the blade at the shoulders by a small amount (under an inch). I was determined to retain the Del Tin “running wolf” marking on the blade, and also the approximate blade width. Another original detail I was trying to bring out was the fact that the fullers ran most of the length of the blade - were I to take more from the tang end of the blade these fullers would be even shorter than their already inadequate length. To bring the blade down closer to the length of the original it was based upon and address the other concerns, I ended up taking about 2” off of the tip and about .25” off the shoulders of the blade. I dislike doing this, as you have to regrind and repolish the edges, but it was the only way to go given the goals I had set. The hilt was reduced by 1.25” to about 3.75”
Naturally, the grip was cut down in size. These reductions made for a much sturdier hilt overall, as the mild steel rod is now proportionally much smaller in terms of the overall hilt length. I also cut grooves in the grip, to correspond with the original, though I did simplify the design somewhat, putting a single groove in place of the three closely spaced ones in the original. Not only did this save time, but I did not think that the wood grip would retain such fine detail as well as the iron grip of the original.
Finally, I carefully reshaped the cross and pommel, to ensure a close, precise fit, and refinished them by fireblueing. This was done in part to keep the character of the original, for on that the cross and antenna pommel were done in bronze, and the grip in iron. As I wanted to keep the original fittings, I decided that by fireblueing I would get the same sort of colour differential but using different materials. For final assembly, I carefully wedged in place the guard and grip, making them very solid.
For a full description of the rework of this piece, see my detailed write-up on Kelticos: http://www.kelticos.org/forum/viewtopic.php?f=49&t=1268
A Rebuttal To An Oddly Oriented Opinion regarding D&D and Competing RPGs
Awhile back a rather strange fellow posted a bizarre
viewpoint over on the likely soon to be defunct (sadly) Grognardia, opining that:
“It's important to
note that many games' attempts to be as little like D&D as possible are
more about marketing, branding, consumer perception and other decidedly un-fun
business-y stuff.
I firmly believe that classes, levels, hit points and many other conventions originated in D&D are legitimately better mechanics that give all editions of D&D a competitive advantage.
<snip>
Often this comes from purposely avoiding better mechanics (like classes and levels) and other times through going after a different genre, like sci-fi.
The reason being that D&D has proven such a "killer app" that attempting to say "we're a better game than D&D" or convincing the consumer of that anyway, has always proven to be a non-starter.”
I firmly believe that classes, levels, hit points and many other conventions originated in D&D are legitimately better mechanics that give all editions of D&D a competitive advantage.
<snip>
Often this comes from purposely avoiding better mechanics (like classes and levels) and other times through going after a different genre, like sci-fi.
The reason being that D&D has proven such a "killer app" that attempting to say "we're a better game than D&D" or convincing the consumer of that anyway, has always proven to be a non-starter.”
**********************************
While there is a slim basis for some of this, in large
measure it is not correct. Point by point:
1. At least for Metagaming’s Melee and subsequent TFT games,
they were motivated by a desire to deal with D&D’s shortcomings, at least
as Steve Jackson perceived them to be (in large measure I agree with his views,
BTW) – and not the marketing stuff you bring up. I don’t have it in front of
me, but I believe this motivation was mentioned in the designer’s notes to
Melee in an early issue of Space Gamer.
2. You can firmly believe all you want, but it amounts to
nothing more than a strongly held opinion rather than objective fact. Hit
points, in particular, are a very poor mechanic, creating as many problems as
they solve. And while I do not object to classes and levels, I hardly think
they are the greatest way to handle character definition and development. There
is certainly no objective basis for claiming they are “the best.”
3. Had Metagaming not shut itself down based more on emotional
rather than logical reasons by Howard Thompson, than the TFT RPG rules would
have continued to provide significant competition to the bloated
D&D/AD&D system. Indeed, had the full up rules set been released on
schedule (i.e. in 1978 timeframe) before the AD&D DMG came out, TFT might
well have stolen a good chunk of the D&D market share, perhaps even beating
it out altogether. This last is speculation, but I base it on the following
facts:
(a) In spite of Metagaming company’s small
size relative to TSR, the TFT system was, according to some survey’s, second
only to D&D in terms of popularity. And this in spite of the fact that the
TFT “DMG” (i.e. In the Labyrinth) wasn’t released until mid-1980, a full year
after the AD&D DMG came out.
(b) The TFT rules set was objectively
superior, being overall much better written and easier to learn and play. Not
that the system was without flaws, but what flaws there were could be fairly
easily corrected. The flaws in D&D/AD&D require vastly more effort and insight
to correct.
(c) TFT was much less expensive than
D&D/AD&D, coming in at about half or less the price for comparable
products. (On the other hand, you get what you pay for – certainly the AD&D
hardbounds were much more durable than the paper covers of TFT)
(d) TFT was also a much more flexible rules
set than D&D/AD&D. Though intended for a quasi-Mediaeval setting like
D&D, the TFT rules could much more easily accommodate other genres (modern,
sci-fi, etc.) than D&D ever could. The later GURPS system (based partly on
TFT) took this to its fullest. Had Metagaming not gone under, they would have
been releasing various supplements/worldbooks (this was mentioned in Interplay,
and would have included a Superheroes and Wild West supplements, among others)
In sum, D&D had (and still has, really) quite a
few significant problems. Mechanically, many of the rules are just futzy and
poorly reasoned (even when the basic mechanic is, in fact, viable). As a
result, at least some early systems arose as a result of trying to find a
better set of rules than D&D, and not, as alleged, because of simple
marketing gimmicks.
Wednesday, April 3, 2013
Starleader: Assault! and the downfall of Metagaming Concepts
It is my personal belief that Starleader:
Assault! ultimately
became Howard Thompson’s attempt to create a role-playing system of his own
design that was to be “better” than Steve Jackson's The Fantasy Trip. I
base this upon certain statements of Howard’s regarding TFT, coupled with his intense
hatred of Steve Jackson. Rather than compete directly by releasing another
fantasy system, Howard chose to set up a new game that had some basic
connections with TFT (and, indeed, a minimal ability to transfer characters
between systems) but was set in a different genre, that of ultra-futuristic
sci-fi.
It has been stated that this game was “Melee in Space” - which is not an altogether bad comparison. It is true that the mechanics were somewhat different from TFT though as noted previous the systems were similar enough to be able to translate characters from one to the other. The main similarity in concept is this: just like Melee, this game was intended to be the man to man combat module for a larger role-playing system. Though only one other game was mentioned (“STARLEADER: WARPSHIPS”) it is likely that had events unfolded differently one would have seen micros covering many other aspects, such as starship combat, planetary exploration, and so forth. Likely even Starleader versions of TFT-style MicroQuests would have been written.
Unfortunately, the game was a complete flop, and in its failure very likely provided the added impetus to the decision to shut down Metagaming altogether. I say this because it seems clear that this was Howard’s “baby”, and that it was bad enough it was a flop, but more than that it failed to take away from the success of Steve Jackson’s TFT.
It seems likely that TFT was a mixed blessing in Howard’s eyes – from a business perspective it was a money-maker for Metagaming, but from a personal/ego perspective it had been designed by a man he hated and felt betrayed by. It is pretty clear that he wanted to take the Steve Jackson out of TFT altogether (the last edition of Melee, for example, omits any mention of SJ in the credits, and simply states “Revised Edition Edited by Guy W. McLimore, Jr. and Howard Thompson.”) and seems to have been working towards a second edition of TFT that in all likelihood would have been a major rewrite of the system (if Dragons of Underearth was any indication) thus eliminating more or less all of SJ’s “DNA” from TFT. Had Starleader been a success, some of its rule mechanics like Action Points might well have made their way into a 2nd edition of TFT, and no doubt Howard would have felt quite smugly triumphant about the whole thing.
But that is not what happened. Starleader: Assault! was poorly received and did not sell well, so far as I can tell. Today it is more of a collector’s curiosity than a serious game, which is always unfortunate. And I really think that the failure of this game was at least the straw that broke the proverbial camel’s back, and led Howard to shut down Metagaming (in addition to possible financial issues, the fire that destroyed Martian Metals, who made miniatures for Metagaming products, and the general state of the U.S. economy at that time). True, I can never prove such an assertion. Other than a second hand quote to the effect that gaming was no longer fun for him, we have little direct insight into the mind of Howard Thompson. But based on what is known, his rivalry with Steve Jackson, the amount of effort spent on Starleader, and so forth, it is not an unlikely possibility at all.
But as sad as that is, it was made all the more tragic because this game need not have been a failure at all! In spite of the flaws that I will enumerate below, this game did have some good ideas and I think simply needed a few tweaks and some added material to be a success.
Starleader did have a couple of interesting innovations. The biggest change, as noted above, was eliminating movement allowance and going to an action point (AP) system (a concept also used in SNIPER by TSR/SPI) where each action (i.e. moving a hex, firing a weapon, etc.) has a point cost associated with it. This does not seem to have worked out very well, perhaps for the same reason that Steve Jackson dropped it from early drafts of GURPS - playtesters did not like keeping track of action point totals.[1] That said, it is not an altogether bad idea. Also worthy of honorable mention was the introduction of a “cover” statistic for furniture, etc. that was factored into the to-hit equation, making for a fairly elegant system for attack rolls. Pretty neat ideas, definitely worth their day in court.
All of this, though, failed to overcome the deep
flaws in the game, as listed below:
1) The
weapons, armor, and gadget lists were atrocious. Not only were they difficult
to read, it was not really clear what many of these things even were – for
weapons in particular no explanations were given, apart from the table headings.
The names were (apparently) those of manufacturers (i.e. Powzyd, Jaffna, Lugon,
Ghazi, etc.) with only some brief and incomplete heading definitions and raw
numbers. For example, there were stats called “Density of Fire” and “Punch” –
while it can be figured out by delving into the rules that they referred to
“Accuracy” and “Damage”, respectively, it was needlessly mystifying at first. There
were also bizarre acronyms such as “Gad Sok”, “Tek Lev”, “Arm. Rate” which only
served to further obfuscate matters. It was frustrating to have to learn a
whole new vocabulary in order to play. Further, there were vast numbers of
weapons, often with repeated names that were only differentiated by tech level
or some other minor stat detail. I found this aspect very hard to get past, and
consider it the number one serious flaw in the writing of this game.
2) The
glaring absence of any non-human adversaries was also likely a major strike
against the game. Even Melee provided stats for both animals (such as
wolves and bears) and fantastic creatures (giants, hobbits, etc.) Amazingly,
Howard failed to include the one alien species he had already created - the
Hymenoptera! One could envision many further evolutionary adaptations of that
species to cope with technology (see, for example, the movie adaptation of
Heinlein’s “Starship Troopers” - the specialized alien types were particularly
interesting and well done). They would make a very interesting sci-fi foe, if
done correctly. The addition of the “Bugs” alone, if done with reasonable
skill, might well have saved this title. The aliens from Air Eaters
could also have been considered, as they are fairly well detailed from the two
games and Interplay articles on the subject. Robots of some sort might also
have worked here as well. Lots of fertile ground left fallow!
3) Expanded
rules, to cover combat and terrain on a planet’s surface (rather than just in
the confines of a starship), And the ability to play beyond the Starship “Trek
Heaven” hull, whether through a section that details other ship hull designs or
design tips, along with varying planetary surface terrain, would have made the
game much more adaptable to a host of new scenarios. Lack of expandability was
no doubt a factor in the poor reception this game received.
4)
Improved
map would have been a must, as it is difficult to read, being comprised of
various gray shaded hexagons. The counters, though uninspiring, are acceptable,
hearkening back to the original Melee counters.
5)
It
seems unlikely that the sequel/supplemental MicroGame was at all ready to be
released, and may not have even been in rough draft form, which seems to have
been a problem with Chitin:1. As with this latter game, SL:A
would have been much better off with its support material not merely waiting in
the wings as “vaporware” but actually at the printers and released a month or
two after SL:A. At minimum, a role-playing and starship module would
have been needed, though perhaps that was intended.
6) Game
scale. Given the nature of modern and futuristic weapons, relying on 1-1/3
meter hexes is a poor choice. SPI’s UNIVERSE game system used 5 meter hexes,
which makes sense, especially since 5 meters is approximately the distance that
a man can cover in the time it takes to unholster a pistol and bring it to bear
(a.k.a. the “Tueller Drill”). While two scales were, in fact, put in the rules,
with a suggestion for an outdoor long range scale using 20-meter hexes, no
details on how this would be used were provided.
7) More
background material in general would have been helpful. While it was probably
intended to introduce that sort of information in the Role Playing module for
the game, something should have been here as well. By putting in a little more
detail about the game universe that this game is supposed to be played in more
interest could have been generated which would only have helped the success of
this title.
8) As written,
Prowess and IQ are the most prominent stats, with Empathy playing only a very
limited (indeed, it was only as an optional rule) role in panic checks. And the
role played by IQ was nonsensical, in that a higher IQ allowed the use of
higher tech weapons and gadgets. This is a bit silly, in that most weapons
today, for example, do not require a high level understanding of the technology
in order to use. AK-47’s, famously, can be used by illiterate and poorly
trained Third World peasantry. It might make sense that someone with a lower IQ
then the tech level might not be able to use the weapon/gadget to its fullest
extent, but it shouldn’t preclude usage at all. In my view, each stat should be
important, and the game expanded to provide some important use for all of them,
to avoid the “dump stat” phenomena encountered in, for example, the Charisma
stat for D&D.
9) It
also has to be wondered if the rules were, perhaps, too focused on a specific
game universe as opposed to being more generic and flexible. For example, the
Melee rules were quite generic and could be applied to any pre- (or very early)
gunpowder era combat situation, either fantastic or historical, theoretically
from the Stone Age to the Renaissance. Starleader, on the other hand, was
focused on the “30th Century Space Era” and obviously had a specific
game universe in mind, complete with its own narrow technologies, and so forth.
Thus, you could only play “there” and not readily port stuff over into a game
universe of your own design. It would be sort of like having the Melee rules
work only for the world of Cidri and not really be more widely applicable.
Perhaps making the equipment less specific and covering a wider range of tech
levels (to include late 20th century “modern” gear) might have given
more scope to the imagination and allowed greater flexible usage of the rules.
10) Lack
of artwork was unfortunate, though not a surprise as I recall Howard
Thompson citing a survey they had done, and concluding that artwork was
unwanted by players, thus keeping things at a bare bones minimum. It is,
however, easy to go a little too bare bones, and for sci-fi (or fantasy)
subjects in particular it would help allow visualization of this far future
universe. Not essential, but helpful.
11) And
the description on the back of the box was just corny…
All of these
problems were eminently correctable, however. Simple revisions for ease of
understanding, and perhaps several more pages of added material could very well
have salvaged this title, and maybe even forestalled Howard Thompson’s sad decision
to close down Metagaming.
[1] See
Space Gamer No. 76 “Designer’s Notes: Man to Man.” As an aside, I would also
suggest that it would likely make solo adventures more difficult to play. The Melee
system is fairly easy, but having to keep track of AP totals not only for your
own figures but your enemies might have been a bit much.
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