Friday, 29 August 2025
Product of Your Imagination
Wednesday, 27 August 2025
The Adventure Starts Here
As the chaos of the summer draws to a close and we come closer to the structured time of the school year (not only am I an academic, but I am married to a teacher and we two teenagers!) and rugby season (still going even as I dash towards fifty), I started thinking about planning for an autumn game for the family, and in doing so thinking about the bits and pieces of my own gaming history that revealed the promises and possibilities of roleplaying games. And this image here is pretty central.
So, sure, I had explored the Forest of Doom, the Island of the Lizard King, and had trekked across Sommerlund, but when it came down to sitting at a table and adventuring the vast majority of my time had been spent in funhouses full of straight lines; a universe in two dimensions, constrained by graph paper. We did not own any adventures, so that was how we played the Basic set. But then we got the Expert set - was Expert better than Advanced? I wondered at the time.
And there was an adventure and it was classic. As with mapping the The Warlock of Firetop Mountain, I would hazard that exploring the wilderness of the Isle of Dread is an almost universal experience for gamers around my age. Pirates! Dinosaurs! Zombies! Kopru? Phanatons? Perhaps if we had had access to a Basic level such as The Lost City we would have already advanced our game to something that involved more than kicking in a door and killing everything inside, an analogue version of the arcade classic Gauntlet. But we did not, so the Expert Set was a revelation and totally transformed how we played D&D.
And a MAP! Every young fantasy reader's favourite part of a novel was the map, which promised the reader a bigger world that whatever sub-Tolkien quest they would read over the next 300 pages. You could look at the map and imagine what better stories were going on in those curiously named places. Well, now you could imagine them together!
And that is the sort of feeling I want to relive, and recreate for my players.
(Seriously, I got quite a thrill digging these out of my BECMI box in the cupboard. Kinda makes me regret that I have discovered better games...)
Tuesday, 21 October 2014
A Complete Game in Four Parts
From the Basic DM book we have a procedure for dealing with retainers (BD20), a system for handling the reaction of monsters and NPCs (BD22), treasure tables that provide us with a system of determining appropriate levels of reward with the context of a D&D game world (BD40-42), a system for generating room contents and random treasures (BD47), and a system for determining whether the party will encounter wandering monsters, with sample wandering monster tables on the inside back cover.
And while AD&D churned out adventure module after geographic guidebook after splatbook, the BECM D&D supplemental line included material that further cemented the idea that this was the D&D for extended, meaningful sandbox campaigns. The C and M series of modules often involved the PCs not only as adventurers but as rulers. Hidden in the GAZ series was material than made them something more than mere geographical guidebooks and sources of variant Class options - consider the trade rules from the Minrothad Guilds and Darokin supplements. And in Red Arrow, Black Shield, the PCs were invited to take a meaningful, consequential part in a continental war - in the war itself, mind, which was not 'merely' the background for a quest for a MacGuffin.
Kids game, huh?!
[Of course, there are a few things that I don't like about BECM. It is not the perfect D&D. Central to my complaints is the lunatic level spread (36 levels!), and the fact that that level spread is partly responsible for producing the worst iteration of the Thief class in any D&D.]
Wednesday, 26 March 2014
The Goblin Tax (part two)
7 DOMINATED DRONES
Monday, 24 March 2014
Paying the Index Card Tax...
[EDIT: Oh, and while I know you can't remember NPCs from one session to the next, but if you are playing in my game (yes, YOU!), there are spoilers ahead.]
Friday, 28 September 2012
Playing it Wrong
Friday, 22 June 2012
Rapid Dungeon Generation
After weeks of not playing anything other than boardgames (face-to-face at least - I've been playing in an online Age of Treason game [which uses Legend rules], GMed by the writer of the book, no less), tonight was meant to be the beginning of a short(?) trip down memory lane. Variously, illness, children, holidays, and being a local anti-folk 'star', have all hampered getting on with any substantial roleplay gaming over the past couple of months. In an effort to reboot the enthusiasm that had drained away, I suggested we get back-to-basics and play a bit of D&D. And I mean actual, honest-to-goodness D&D. Something quick, easy, and unpretentious. Faced with a very short space of time in which to come up with an adventure, I allowed the dice to roll and to rule. I pulled Advanced Fighting Fantasy 2e off the shelf and used its dungeon generation system (described here, by Coop) to create a hook and a cave system, and then went to the Mentzer Basic Set to generate monster numbers and treasure hoards. I choose the monsters, added some unique (and fun?) features, uncovered the 'why' of the dungeon. I ended up with this mess of notes:
Monday, 5 March 2012
Painting in Primary Colours
I have lots of D&D material. AD&D1e, AD&D2e, and my beloved BECM(I[*1])/RC. A cupboard full of the stuff. But I haven’t played D&D in ages. Recently, we've been playing WFRP1e and 2e in our gaming group. And lately, I've been really interested in running RuneQuest/Legend (or OpenQuest) recently. I like the elegance of the d100 system, the bloody death that awaits characters who charge thoughtlessly into combat. I’d been considering it as the engine for a new sandbox campaign, with a world to be generated from the ground up (with some components acquired by unashamed robbery from existing campaign settings, fantasy fiction, and legend – I wouldn’t even file the serial numbers off). To satisfy my desire to both GM and to play, I convinced D to run this campaign as a co-GM, populating the world through a developing array of random tables and a library of stock elements. With no great secret plot driving the action, rather the decisions of the PCs, co-GMing is not much of a problem. And, anyhow, if you are unable to separate player knowledge from character knowledge, you are not going to make much of being a GM anyway.
But what do we come up with? A Viking-based, low-magic, all-human campaign, in which the PCs are tied to their community and culture by 'realistic' economics and a Pendragon-based personality system, with one or two adventures per game year. Giving the campaign an epic, intergenerational scope. I am not saying that is boring. It certainly got me and D excited. But will it excite the players in our campaign in quite the same way? This is a campaign concept that you really need to buy into. I have a strong feeling that, at the moment, some of the players in our group want their game painted in a few more ‘primary colours’ rather than the seven shades of, er… grey that is a well done WFRP or RuneQuest game. And that isn’t just in terms of the game style – killing monsters and taking their stuff >over> scrabbling, unrewarded, in the dirt – but also in terms of game mechanics – I’m a fighter, I’m a wizard etc. lets get to it >over> I have a range of skills that mostly overlap with yours. These things, of course, are a spectrum – skill-based systems have class-like archetypes, and class-based systems, even RC D&D, have skill systems, and campaigns about fighting dragons and clearing out the kobold caves can have gritty elements, just as a campaign that began wrestling in the Middenheim mud with a pox-ridden beggar[*2] might end with a Trollslayer, a Wardancer, a Knight, and a level 4 Wizard facing down giants and chaos warriors.
More than that, there's the structure of our gaming group. My wife and I have just had a second child. The other GM in the group has two children (and a non-gaming wife). This produces play sessions are short compared to what we might once have played - 3 hours is about the typical maximum - and, potentially, irregular. If we’re gaming weekly, we’re doing well. The other players, well, I’ve got a feeling that they would be far more into a ‘killing monsters and taking their stuff’ style of campaign – I am pretty certain that, for all they enjoyed Shadows Over Bogenhafen, for example, the lack of combat and character reward[*3] did not match expectations.
So what game and play-style is geared towards quick, episodic thrills and easy fun? My thinking is a sandbox campaign, with a hex map populated by small dungeons – strongholds, encampments, ancient tombs, sewer systems, caves, and dense forests – with random tables and improvisation generating the world on the fly in order to generate a sense of real player/character freedom. Put aside any worries about the world having a ‘realistic’ economy [*4], ‘realistic’ geography, or ‘realistic’ cultures – in Mystara for example, the Viking analogue culture complete with Scandanavian analogue geography immediately abuts an Arabian analogue culture and geography. So what? There is also a flying Gnomish city, an Empire of 36th level Magic Users descended from extra-dimensional ‘humans’. And if you really want the problem of unlikely neighbours, there is a nation of Halflings living in a late-Medieval rural English idyll right next to a plateau of magical Native American analogues. And all this makes it fun. Not mindless fun, not even cheap fun. Just primary coloured fun.
But what rule set? Well, I can’t use AD&D1e. Why? I can’t make head nor tail of the arrangement of the rules in those books, I never have been able to. I love them, but it is like reading someone’s house rule document out of context. AD&D2e [*5] is a goer, and I’ll be able to make use of the rulebooks that I had shipped from Scotland to the Caribbean [*6] the Christmas of their release. Those books are well travelled companions of mine. BECM(I)/RC is also a goer – many of those books are also the original having assembled all the GAZ/PC series etc. over the years I have endless optional rules and classes to incorporate, and campaign locations and NPCs to steal. Largely, though, I see D&D and AD&D1e/2e as essentially the same game. Alternatives would be Dragon Warriors, or Advanced Fighting Fantasy 2e, though the D&D nostalgia, and the weight of the D&D cupboard, bear down on me. The default settings of those two do contain important flavours to stir into the mix – the darkness of Dragon Warriors Legend takes some of the edge off the high fructose corn syrup of Mystara, and a dollop of Titan adds a very British spice. But in the end, this will be a world that develops from player/character action (and overt player suggestion), GM improvisation on top of some sketchy preparation, and random tables – let the dice decide!
*1 I don't have the Immortal Set. I do own one Immortal level module - The Immortal Storm -, and I think I'd have to be in a pretty special headspace to consider running it.
*2 Sorry, I mistyped. You are the pox-ridden beggar wrestling in the mud. And it is fun.
*3 The PCs were all still alive at the end. What more do they want?!
*4 Though I will be returning to my series (currently stalled on part 1) on ‘fantasy’ economics – did you know, for example, that a BECMI Magic User can earn 3,000GP per month for sitting around in someone else’s castle?
*5 What is the ‘problem’ that some have with AD&D2e? It is still recognisably A/D&D, unlike 3e and on.
*6 Releasing the Monstrous Compendium as a ring binder rather than a book was a nice idea, but made it awkward to post internationally in the 1989.
Wednesday, 26 May 2010
Known World, Old World
The Old World is the world presented in the first edition of Warhammer Fantasy Roleplay (WFRP) (1986). A faux-Renaissance Europe dominated by the Empire, corrupted from within by petty human failings and the shadow of Chaos, it was a setting richly detailed in the superb The Enemy Within campaign. It is a low-fantasy setting with a dark, humorous atmosphere. And it is a lot of fun if played that way.
In two imaginary worlds, and their associated game systems, we have neat encapsulations of the gulf between American and British pop-culture. One the one hand you have the Justice League of America, on the other the Justice Department of Megacity One. The Known World of D&D is bright, clean, and [super-]heroic. The PCs survive (mostly), save the world, defeat the evil, and grow powerful and rich. The Old World of WFRP is dark, dirty, and a grim struggle. If the PCs survive (and there’s a good chance they won’t), they merely forestall the spread of chaos, before they are permanently disabled fighting a pickpocket in a filthy alley, grow sick, and die in poverty.
And for a GM, or player, these two worlds and systems have, between them, all the rules and well-presented colour to run fantasy campaigns of whatever flavour you want. I have recently returned to roleplaying after a long period away – getting a degree, becoming a husband, getting a PhD, becoming a father, and breaking my body on the rugby fields of Yorkshire and South Wales. Those 15-20 years have given me a different perspective on what I want from a roleplaying game. This blog is about the Known World and the Old World, the game systems that they were built around, and my thoughts on playing these classic roleplaying games.







