29 December 2012

Review: G1-2-3 Against the Giants

Let's get this out of the way first: Against the Giants (ATG) is the archetypical AD&D adventure. The three adventures comprised in this collected work were written during the period when Gary Gygax was putting together the Player's Handbook and the Dungeon Master's Guide. Reading through the module now is like reading the UR-manuascript which informs all future TSR adventures. Niether the composing adventures nor the compilation are flawless. However, the criticism presented below benefits from 30 years of hindsight and exposure to many products born from this work.

ATG is a high-level adventure for around 9 characters of 9th level. Given the monstrous challenges found in the halls of the giants, players can expect some attrition in their numbers. The setup is simple: giants have been raiding nearby human settlements. The rulers of these settlements wish this to stop. The mission presented to the players is straight-forward: hunt down the giants and, if possible, discover the reason for their incursions.

This setup is clean, without a cluttered backstory and provides sufficient motivation for the players. However, I am an unfrozen caveman dice chucker. More modern players may find the lack of backstory off-putting and the absence of a personal connection to the lives of the player characters to be a fatal defect. A crafty DM should be able to manufacture custom story hooks for those players who need a more personal stake in the giant raids.

There are three giant rulers responsible for these raids: the hill giant Nosnra, the frost giant Grugnur and the fire giant Snorre Iron Belly. Each has his own fastness which the characters must assault (in the order given above). Again, modern RPG sensibilities might be put off by the abrupt way in which the PCs are dumped more or less in front of each fortress. There is no wilderness component provided for in the text. There is no nearby town for supplies. The PCs are own their own.

As each chief is conquered, clues to the identity of a third party pushing the giants appears. If you do not know who this is, STOP READING NOW.

SPOILERS AHOY

A crafty (and according to Gygax's own fiction, busty) drow elf named Eclavdra has pushed the giants to war with the humans. Perhaps my reading comprehension skills are failing, but I cannot understand her motivations for warring (other than she is eee-vil!). Perhaps the follow-on modules, D1-2 and Q1 explain this a bit more. In any case, that mystery is not explored in ATG.

I believe that ATG is the module series that introduced the drow elves, which is Gygax's take on the traditional "svartalf" of Norse mythology. Throughout ATG, Gygax leans heavy on traditional Norse folktales. He goes as far as to say that the fire giants lair is "in effect" Muspelheim. This isn't to suggest that the PCs are hopping around the Outer Planes -- that's a concept that had not yet been developed, I suspect. That the fire giant king is named Snorre must be a knowing wink to the author of the Prose Edda, Snorri Sturlurson.

As a creature, the drow elves would go on to feature prominently other modules through out many editions of D&D and associated fiction. While I have yet to play ATG, I did play Q1: Queen of the Demonweb Pits and so was introduced to the drow very early in my RPG career.

The monster challenges that appear in ATG could not be more iconic of D&D, starting right with the giants themselves. I believe the only type of giant that does not appear in the series is the very power storm giant. Dragons also make strong appearances, including the a Smaug-like red dragon sitting on the largest treasure trove I can recall seeing detailed in any TSR module.

I also enjoy that the kinds of monsters that plagued low-level PCs, like orcs, trolls and hell hounds, appear as almost slaves of the giants. That's a wonderful display of power differential that adds verisimilitude to the monsters.

The treasure, strewn about the various fortresses, is remarkable too. There are several intelligent magic swords, which ordinarily are rare finds. Could it be that Gygax wanted to make all magic swords unique creations? Possibly. This idea that all magic items should have a unique character is a popular meme in the current Old School Renaissance.

So much of the content of the adventure. There are some troubling production qualities to ATG that require some airing.

Firstly, the maps are not labeled. That is to say, at first glance, you do not know which of the three sets of maps is that of the hill giant's fortress. When these modules were separately published, this confusion did not appear. However, when the maps were collected into one unit, this user interface issue was overlooked. Each section retains the original introduction, which adds distracting redundancies. Finally, there is a short-hand used in the monster stats (just giving the HP for each) that requires that the DM have the Monster Manual on hand. I suppose most of us have all the rulebooks on hand anyway, but this requires additional lookups that are unwelcome.

Despite some production issues, ATG is a strong product and likely to provide hours of entertainment even to modern players.

27 December 2012

Binders full of bad ideas

This full page, glossy ad appeared on the inside cover of Dragon #55 in 1981. Apparently, someone at TSR (probably not E. Gary Gygax) decided on a new product line to synergize with the raft of rules books already produced by the company.

And that product was: Three ring binders.

This is around the time that the Moldvay/Cook basic rulebooks appear which were produced with holes for binders. I have noted that I did not meet many people who tore apart their rulebooks to put them in binders, but obviously some marketing genius at TSR had a vision.

I know, you are probably kicking yourself for not thinking of this product sooner. Note that this issue is from November, so you can rule out April foolery.

I can't be sure if any of these actually were sold. I did not see any on eBay, nor does a google image search return anything like the binder pictured here.

Could that picture of the product be any smaller? Couldn't the shirtless guy be holding it? What do you suppose is in that chest anyway? He sure has a dumb grin on his face. He looks like a surfer.

What was I talking about? Oh, right: binders.

$5 (plus $1.25 S&H) will get you one binder with 28 sheets of graph paper. Using google's shop function, I can find binders for a little more than $1 today (with crazy S&H fees).

What test marketing did they do for this? Was salmon really the color to lead with?

The moral of this story, kids, is no product idea is too stupid not be tried by someone in a successful company (which TSR most certainly was in 1981).

Maybe I need to revamp this RPG-themed binder idea as a kickstarter.

06 December 2012

Have you played a module from TaskboyGames?

If you have played or even read through Manse on Murder Hill or Under Fogbreath Peak, I would love to get an email from you.

In these modules, what worked for you. What didn't. What would you like to see more of? Less?

Be as eloquent or brief as you'd like. I won't spam you. Promise.

Together, there have been over 900 downloads of these modules this year. Is there anybody out there?

Update: You can email me directly at jjohn@tasbkoy.com.

02 November 2012

Nota Bene on Under Fogbreath Peak

Obviously, there is little room for background material in one page adventures. And I didn't want to be too direct about this point in the module. However, the full background of the Ironbones is the following.

This is your personal SPOILER ALERT.

Ironbones is a Stone Giant who lived with a clan of 11 or so other giants in the natural cave complex inside Fogbreath Peak. Ironbones was one of the weaker males in the clan and was often ridiculed for it. Perhaps this is what drew him to seek out the company of bears, with whom he found mutual rapport.

One day, while sulkily foraging in a remote place, Ironbones came across the suppressed and evil tome The Triumph of Worms, which is part magical instruction and part inculcation into the worship of darker powers.

Over the course of many months, Ironbones read and re-read the book, becoming more reclusive from his clan. He showed a talent for dweomercraft, which is rare aptitude in any giant.

Setting his trap carefully, Ironbones caused many of the male members of his clan to be away from the caverns. He then viciously slaughtered all the females and few giantlings who remained behind. After the deed was accomplished, Ironbones quickly fortified the cavern with magic, ramparts and traps that severely weakened the returning males. With the help of his hireling, Joey the Orge, Ironbones slew all but the chieftain of his clan, who affected a reluctant escape.

All that was left was to build a new alchemical laboratory in the unused parts of the cavern, instruct his ogre to improve the security of the lair and unfold the remaining secrets of The Triumph of Worms in peace.

Until you meddling humans and demihumans showed up...

28 October 2012

Indie+ starts tomorrow

An online convention of independent game makers. Good stuff!

From the page:

Being an independent is all about taking the initiative and doing it yourself. Indie+ is no different, except we are all doing it together for mutually beneficial publicity. If you want to publicize your own product, podcast or blog as part of Indie+ you need to get involved and do things. Join in as a participant of a panel, host your own panel or game, or come aboard as a sponsor and help organize the whole event.

24 October 2012

Review of X1: The Isle of Dread

TSR's blue-covered adventure module X1, the Isle of Dread, came with every box of the 1981's D&D Expert Set. Later, a reformatted orange-covered edition would be packaged with the Mentzer Expert Rules. Both editions are credited to David Cook (author of the 1981 Expert Rules) and Tom Moldvay (author of the 1981 Basic rules). This powerful authorial team should have produced a drop-dead awesome module, but somehow this module feels a little flat to me, even all these years later.

In its defense, X1 has a lot to do. It is meant to help novice DMs manage wilderness adventures (which is a mode of play that I have not yet engaged with as much as I would like). X1 also introduces some more details to the known world in the form of a short atlas of the classic Mystaran continental principalities. There is also a small "fiend folio" of new monsters introduced for the first time in this module. Finally, there is the small matter of detailing three adventure areas on the island.

I am sure I could not do as good a job as Cook and Moldvay with so long a task list and so short a page count (30-32 pages, depending on the edition).

If X1 comes across as a bit scattered, it can be forgiven. In just two years, TSR would introduce the Gazetteer format that focused more on settings than detailed adventures. Even now, X1 can be very easily thought of as a sort of proto-gazetteer of Thanegioth Archipelago.

X1 does lean a bit too heavily on some racial tropes as a kind of shorthand for the various native people the PCs encounter. Modern DMs will, I trust, do the good people of Tanaroa and Mantru right.

Let's have a brief word about the Kopru and the Phanatons. The Kopru are scheming, alien amphibians looking to remove the human riff-raff from their ancestral home. The phanatons are discount ewoks, but not as lovable [n.b. no one loves ewoks]. Seriously. Look at the graphic at the top of this entry. Makes you want to find a racoon to punch, doesn't it?

Unfortunately, I cannot talk very directly about the core adventure of X1, because I am not sure there is one. There are lots of interesting locations to explore, should the PCs wish to. There are sharks, dinosaurs, pirates, treants...

OK, we need to talk about Treants being on a tropical island.

If your Treants are informed by Tolkien as mine are, then Treants on Dread don't match up very well. But then neither do the hippogriffs, gargoles, or the green dragon. Oh well, this is a fantasy romp after all.

What isn't a fantasy romp are the layout changes between the two editions. Everyone loves tables. Let's have a table!

Blue versus Orange: BIG BATTEL!
Issue Blue Orange Winner
Font Souvenir Garamond BLUE!
Columns per page 2 3 BLUE!
Illustrators Dee, Otis, DSL Truman BLUE!
Cartograph Monochromatic 4 color ORANGE!
Section Iconography None Six ORANGE!

It looks like both editions are pretty evenly matched, but I am going to declare BLUE the winner because the 3 column layout is unreadable.

Whatever its faults, X1 is an important module. It introduces a much larger world to both DMs and players than B2: The Keep on the Borderland. It is certainly the prototype of wilderness adventures in general and seafaring hyjinx in particular for many aging D&D players.

To get the most bang out of this module, watch the 1930s version of King Kong followed by a reading of The Call of Cthulhu. That should nicely set the mood.

Under Fogbreath Peak

I am happy to announce the immediate availability of my first one page adventure called Under Fogbreath Peak. This one-page adventure is for 4-6 characters of levels 3-5 using Labrynth Lord core rules. Further, it features art, including hand-drawn cartography, entirely by me.

Here's the marketing blurb:

A Stone Giant needs your help. His clan was slaughtered by a mad wizard who now lairs among its bones. He wants revenge. Can you survive the warrens beneath the Fogbreath Peak?

It was great to get a new product out the door in less than a year. However, I need to refocus on the next full adventure of Red Talons series.

Your feedback is always appreciated.