Showing posts with label back in the day. Show all posts
Showing posts with label back in the day. Show all posts

Monday, August 1, 2011

Dragons of Summer Boredom


Haha, sooooooo, I went and bought myself a Dragonlance module? *ducks tomatoes*

Alright alright alright, lemme back up and justify, here.

Even back in the distant, primordial days of the early 90s, the setting wars were already in full swing. I got turned on to the Forgotten Realms grey box, and therefore was held in sneering contempt by the Dragonlance partisans at the local gaming store. (Meanwhile the Greyhawk holdouts looked on, shaking their heads knowingly and writing angry Usenet posts about Carl Sargent.) And, for my money, DL quickly became the clear harbinger of all that was wrong with 90s (A)D&D. (Never mind that the 2e Realms supplements would soon establish their own list of crimes, more concerned with OCD-inspired meticulous setting detail (read baggage) than the railroady plotwagon excesses of Dragonlance.)

Well, it's a lot of years later, and thanks to the internet I'm all too familiar with the atrocities of Lorraine and the Blumes in the 80s, and while I can see where it's tempting to find a scapegoat for the fall of the golden age, the Realms still don't fit. (See THIS blogpost for a good list of reasons why. ) But the meme still persists, no matter how ill-placed and uninformed the arguments.

So if the 'Hawk diehards are (passionately, heart-breakingly) wrong about FR, it follows that I may have judged Dragonlance a bit harshly as well. I've always enjoyed the fiction (the stuff by Weiss & Hickman, at least - let's ignore Sturm & Kit's moon trip and all that crazy shit), although I'll still maintain that good fiction is often anathema to good gaming. The glut of 2e-style setting supplements and later modules always turned me off, but reading through the 1e Dragonlance Adventures hardcover describes an intriguing (finely-tuned for the desired effect) AD&D setting. So when I had the chance to pick up a used (near-mint) copy of DL1 Dragons of Despair at the friendly local, I went for it. (They have the whole original run, from what I can tell, but I'm not THAT invested quite yet.) The question is: Can this series be run as a "real" campaign, with players who may or may not have read the fiction (probably not), and who don't have any special pre-formed attachment to the setting? And without the rails on? I don't know, yet.

So far, I can at least vouch that DL1 contains a wilderness hexmap (high marks for usefulness), and some interesting encounters. Seems like you could have a good time with the material as presented, and if you were willing to spin some BS should the PCs employ "lateral thinking" (i.e., having the attention span of a cross between a housecat and a superball, like all PCs), things should work out. (I do have the hardcover and a map, I flatter myself that I've got the DM chops to make something interesting out of an aborted run at the "plot", should it come to it.) The question is, does this play out once you're a module or two "deep", and the PCs have had more chances to "rewrite the script"? (Guess I'm gonna have to pick up the next one and see.)

At the very least it's something to read.

- DYA

P.S.: And apparently the cover art above is actually by Clyde Caldwell, not Larry Elmore? I never knew. Suppose I should've guessed, what with the distinct lack of almond eyes and boobies.

Thursday, July 7, 2011

I am playing the SHIT out of Cyberpunk 2020


And I'm really quite excited about it.

I only feel the need to trumpet it in this fashion because, by all appearances, NOBODY is talking about this game online. Which is a crying goddamn shame, on a few levels. But mainly because CP2020 was the second game I ever purchased (and the second game I ever ran), and I never really got a chance to run it through its paces the way I would've liked back in the day.

Beyond that, there's a pretty bad-ass iteration of the CP2020 rules available in Interlock Unlimited, a fan-created project (albeit with the official nod from Mike Pondsmith, Cyberpunk 2020 creator) that is very much in the spirit of the OSR - taking the spirit of the original, smoothing out a few kinks and bolting on a few bits where the author's campaign needed them (mainly in the form of supplements, like one for the author's Night City PD campaign, another expanding the Mad Max-style American midwest). I like a lot of the tweaks, mainly streamlining Friday Night Firefight in a few places, and blurring the class-based/skill-based line a little more (providing a pretty clean option for multiple Roles). (The layout could use some love, but that's pretty much par for the course for old CP2020 fans. ;) )

System aside, I've been a big fan of the assumed setting in the CP2020 rulebook since I first ran across it. It's got the same pitfalls as any future setting - obsolete in places as soon as it hits the press - and a few of the setting assumptions were charmingly quaint even in the 90s, especially the information tech-oriented ones - but if you can't see your way clear to either fixing or ignoring these bits in a futuristic game, you're probably better off finding a game that spoonfeeds you monthly updates (I understand White Wolf does pretty well on this model). Personally, I started monkeying with the timeline when I was 15, and half this shit hadn't come to pass, yet; there's a bit more to be done, now, but that's half the fun.

The tech anachronisms are dead-easy to fix - cellphones are cheap, cybermodems run on cellular networks (towers only available in city centers, outside the city you've still gotta jack in, and running wireless is slower so you'll take a -2 penalty to your rolls) (or something). Audio and video content is distributed via the Net like everything else. That's pretty much it. (I'm still working out exactly how useful the "dataterm in your skull" chip will be in this paradigm.) Other than that, most of it lines up with our understandings of information and tech, even 20 years after the game hit the shelves, if you're willing to sort it out.

My game is gonna be centered around Boston Metroplex (as I imagine it), although I'll keep Night City as an occasional destination (gotta work in some jet-setting here and there) (and it's a great city supplement), but the great thing about the CP2020 setting (*cough*Gibson*cough*) is that it'll do pretty much anything. Mad Max-style road raiders, got it. Street-level dirt, got it. Glittery cyberhipsters making moves in corporate circles, it does that without even trying. Hard-boiled grunts, cybered to the gills and racking up bodycounts, no prob. And so on, it's all there if you're willing to spend some time on the specifics. Or, failing that, there's a supplement for pretty much every established subgenre.

So I'm just excited as shit about this, this is a great game that's been sitting on the shelf for a few decades, waiting for me to make sweet, sweet gamer love to it and lay it down by the fire. And so on. I'm the last dude around to care what's cool or what people are playing these days, but hopefully if we keep talking about it, a few more folks will give CP2020 a try (and/or break it out of cold storage), and we can all trade tips on acing uppity players. I mean storytelling. Or whatever.

- DYA

Thursday, April 30, 2009

GNOME-ON-A-ROPE



Flower, the trap-springing gnome-on-a-rope, was a PC in the first “real” D&D game I ever played in. (Not 100% on the name, but if it wasn’t “Flower,” it was something like it.) He was played by the 12 year old brother of one of the older players, who was (and remained for years afterwards) completely nutso off-the-wall hyper, and he played his character much the same way. His PC was basically the slave of the party MU, and he was led around on a rope tether (which he was constantly straining against to reach shiny things and levers). When the party would come to a suspicious-looking section of corridor, the party meatshields would heave-ho Flower down the hall, and then proceed to drag him back by his leash, springing any traps he bounced across along the way. At the time this treatment seemed somewhat harsh (albeit hilarious), but looking back now, the trouble his PC would’ve gotten in were he not tethered to the party would probably make a few 10’ pits seem like a walk in the park.

Here’s to innovation in dungeoneering!

DYA