Geoffrey mag das.
teilten dies erneut
likely not a disguised martian, Killertomato, Geoffrey und Geoffrey haben dies geteilt.
Geoffrey mag das.
teilten dies erneut
likely not a disguised martian, Geoffrey, Geoffrey und Killertomato haben dies geteilt.
Rax - You can eat here
I gotta build this into some #ttrpg scenario somewhere. I bet I could use this... somehow. I like #shadowrun to have a bit more of a satirical bent about capitalism.
Geoffrey mag das.
teilten dies erneut
Geoffrey, Geoffrey, likely not a disguised martian und Killertomato haben dies geteilt.
"At its peak in the 1980s, the Rax chain had grown to 504 locations in 38 states along with an unknown number of restaurants in Guatemala."
Ah Guatemala. With its famous wild population of Rax restaurants.
https://en.m.wikipedia.org/wiki/OK_Soda
I ended up looking up the Wikipedia too!🤭
https://youtu.be/BmGbEfU35Qg
Mr. Delicious
A promotional video that introduces Mr. Delicious, animated spokesman for Rax fast food restaurant.Dedicated to my dear friend, Andy Lenzini, who duped this ...YouTube
Tickadeedee?
_Tickadeedee?!_
I understand why I've never heard of this place. It's like he's Arnold Rimmer's less-charismatic American cousin. I don't think you could physically drag me to this place.
i love the vlogbrothers take down therein
https://youtu.be/uEcz8I64Mz0?si=7CDOW6D3-2YhSU-a
The Commercial that Killed a Fast Food Chain
I have been working on this video for like two years, I think about Mr. Delicious at least once a week. He sells aluminum siding, but also goes to Bora Bora ...YouTube
I used to eat at Rax on Mondays after my karate class because it was too late for my mom to cook something. Plus it was kind of our "date night" where she and I would have dinner, just the two of us. One of my compatriots in college was also a Rax manager, so we got free food from there from time to time while I was at uni.
Rax was a direct competitor to Arby's and was attempting to be more "upscale" than just another fast-food joint. They had a salad bar, and their sandwiches were on longer buns, hoagie style (not the round buns like Arby's). The roast beef was also sliced thinner and of a higher quality. And if I recall, they had seasoned curly fries before Arby's did (which was why Arby's started making them).
Man, I miss that place.
Having eaten in a Rax before in the 90s, it was basically a discount Arby's, with nothing memorable about it.
It was one of those places we ate at once because we had never seen it anywhere else, but didn't go back. "You can eat here." is terrible marketing, but right on point.
But the rest of that ad...what is going on? Mr. D sucks at his job, so don't leave him hanging? Aluminum siding? Take some coupons and please buy something, tickadeedee?
WHAT IS GOING ON???
@cstross
I'll toss this up here:
https://www.youtube.com/watch?v=uEcz8I64Mz0
The Commercial that Killed a Fast Food Chain
I have been working on this video for like two years, I think about Mr. Delicious at least once a week. He sells aluminum siding, but also goes to Bora Bora ...YouTube
Palace of the Silver Princess for Cairn (via itch.io)
Papermau collects paper models from all over the world on the blog
A collection of materials regarding Tony Bath and his seminal Hyboria campaign (Tiny Tin Men)
Random Tables
Random Insults (Dawn Fist)
City, Station, Place and Craft Generator for The Galactic Realm of the Hyperspace Sea (The Lizard Man Diaries)
GM Aid
53 DM tips, tricks and hacks (Dawn Fist)
Finding VTT maps (DM Micycle)
Thoughts on PC Death and how to use it in a campaign (Dweller of the Forbidden City)
Floating Islands Should be Weird (The Pastel Dungeon)
OSR Playstyle 101 (Widdershins Wanderings)
Simple Poison Rules (Whose Measure God Could Not Take)
Generating Elevation in a Hexcrawl (Traveler’s Rest)
This Is How I Love To Play Dungeons & Dragons
https://yumdm.com/how-i-love-to-play-dnd/embed/#?secret=IJOsV1ezc5#?secret=S7KXmqwUa8
The Players Never “Miss”
Podcasts
Monster Man is a podcast about monsters (Monster Man)
Other
Tim is hosting the RPG Blog Carnival this month (The Other Side)
BB’s blog shows off the 28mm library he is making with 14.000 unique mini books (BB’s Blog)
Dice Folklore (Stuffed Crocodile)
Rate this:
https://gmkeros.wordpress.com/2023/10/23/a-miscellany-of-links-pt-v/
#Links #RolePlayingGame #Roleplaying
This Is How I Love To Play Dungeons & Dragons - YUM/DM
There are many ways to play Dungeons & Dragons (D&D). This post is all about how I like to play. Find out if yours is the same.Russ (YUM/DM)
Photo by fotografierende on Pexels.comLast session I got into a talk with one of my players about Dice superstitions, or as I like to call it, Dice Folklore. He didn’t know what I even was talking about. But this is one of those delightful parts of the role-playing hobby that never really gets talked about, but I love the fact that these were actual things people were doing at the table. I think stuff like this makes the hobby seem more real, and more substantial, than just treating dice as the random number generators that they ostensibly are.
Now to be fair, this is not actually anything I have seen in person. Most of the stuff I have encountered were people doing some basic ablative gestures and maybe some chanting. Still, I love hearing about all those.
Here’s a few I came across
Don’t roll the die before you need it because you’ll use up your good rolls.Always roll out the bad rolls before you need the die.
Once you have a good roll, don’t let the die sit idle for too long lest it “get cold.”
Your first set of dice is sacred. Don’t ever discard or mix them with other dice.
Always lay your dice with the lowest number facing up so the good energy can trickle downward.
Always lay your dice with the highest possible number facing up so the good energy can rise upwards.
Never allow ANYONE else to touch your dice. They will spoil them!
Specific dice are used for specific situations. You need different D20s for attacks, saving rolls, and what have you.
Before rolling a die, chant. Chanting will ease unlucky spirits.
If the status of a die’s luck is in question, keep it separated from the rest of the dice, lest it bring down the luck of the other
On the other hand, some believe mixing a single unlucky die with several lucky ones will make it roll better.
Some believe keeping them with good-luck talismans (e.g. a rabbit’s paw, a four-leaf clover) will let some of that good luck transfer over.
When not in use you should set a guardian to watch over them, e.g. a miniature or a small totem.
There are various rituals to prime or “cleanse” dice before use. They range from leaving them in a special place for a day to rubbing them on the tombstone of a deceased game developer.
Before rolling a die, the longer you shake it the more random the result.
Teach a particularly bad die a lesson by “punishing” it. This can be putting it in “the shame bag” or even the freezer
If a bad die is clearly cursed for all eternity, it must be destroyed while the other dice bear witness.
When not in use, keep the dice in the freezer to keep them cool. Cool dice give cool rolls.
When not in use, place a die in a pyramid. A pyramid focuses positive energy.
If you find that one particular die is lucky, you should name it, keep it in a special place, and sometimes talk to it so it knows it’s appreciated.
https://gmkeros.wordpress.com/2020/01/24/dice-folklore/
#dice #diceFolklore #diceSuperstitions #folklore #frp #rpg #tabletop #ttrpg
Geoffrey mag das.
teilten dies erneut
likely not a disguised martian und Geoffrey haben dies geteilt.
Let's read through Das Schwarze Auge adventure A2 Die Göttin der Amazonen (The Goddess of the Amazons) from 1985.
First I was a bit demotivated to do B12 Der Zug durch das Nebelmoor, now there is A2. It's not actually bad. That would be better.
A2 is aggressively middle of the line. Rather a steep drop from the freeform madness that was A1, I don't understand why this had to be in the A-line.
#dsa #ttrpg #dasschwarzeauge #osr
Geoffrey mag das.
teilten dies erneut
likely not a disguised martian, Geoffrey und Geoffrey haben dies geteilt.
The author is, again, Ulrich Kiesow, illustrations are by Ina Kramer, cover by Claus Biswanger.
This time I really dig the cover. Amazing composition.
So back to the scenario: the heroes are hired by the merchant Stoerrebrand to deliver a statue of the warrior goddess Rondra to the Amazon fortress Kurkum.
The amazons have stopped trading with the merchant (they were his source of curcuma (turmeric) natch) and he doesn't have a clue why, but he tries to get back into their good graces with that gift.
The heroes first have to investigate in the city of Beilunk where the fortress even is, because as is appropriate for Amazons it is hidden.
Inhaltswarnung: nudity (bare-breasted amazon)
Sigh.
Oh where to begin?
This scenario is absolutely rife with unfortunate implications. This was obviously before DSA started becoming the game of near absolute gender equality it would be in the 90s, when I started playing.
one might think some parts of it might just be for... cheap titillation (hee hee)
It also was written by a man. Well, yes, Ulrich Kiesow was male. But that's not what I mean.
Here we have a scenario all about powerful female warriors, and yet there is a man that has bedazzled all of them, and the strongest of them is kept locked up just waiting for rescue.
Blergh.
The worst part comes early, during the investigation in Beilunk, when the heroes are supposed to gain information from some drunk cart drivers that immediately start fighting with the PCs.
What's the solution?
I will tell you the one no sane person should try, but which is the one non-violent one the scenario proposes: send a lone female character to the drunk cart drivers, because "none of them would be ungentlemanly enough to attack an unarmed woman".
Are. You. Fucking. Serious?!
Closer to the palace we encounter Rondra clerics who were driven out of their temple in the town of Shamaham by the amazons that are now worshipping their false idol (later retcon established this as an archdemon).
They are holed up in a conveniently abandoned Rondra temple that houses... a Dark Eye.
The most powerful of the DSA magic items, and the only reason it's available at all is because the clerics had to flee into this ruin.
Not contrived at all..
And it's not even the only one, as there's another dark eye in the nearby town ready to drop exposition.
I assume this was mandated by the publisher. The whole Dark Eye name was an idea an advertising agency came up with to make the game more marketable (I guess someone read the Lord of the Rings...).
Then for 13 adventures there was no mention of it.
I guess the publishers complained and Kiesow put in two at once.
some other random stuff:
searching for the "Palace of Kurkum" the heroes might encounter a pair of beggars that will guide them to it.
Well, they will guide them to a thief den/pub called "Palace of Kurkum".
That... feels a rather daring choice of name considering there's a non-zero chance an actual amazon might come across the place and take offense. And amazons were known to be violent even before being enchanted by Xeraan.
Borbarad Moskitos: this is another one of those early monsters that just doesn't come up much anymore later, while they seemed to be in every second scenario in the early times. It's moskitos. They drain experience points. Not quite as dreadful as dnd level drain, but still...
Here they are just a random encounter.
if the heroes sneak into the fortress and go all the way up to the top of the belfry they are attacked by a pair of tree dragons.
if they fight too long the amazons below will notice.
oh yeah, the dragons just happen to pass by at that moment.
amusing: dark mage Xeraan with great effort teleported in two trolls and two sabre-toothed tigers to guard his lair.
unfortunately he soon figured out that was a mistake, as the trolls are mean and like to annoy the tigers, and the tigers crap everywhere, so now he needs to teleport in food and teleport out excrement.
which means he hasn't gotten around to actually get rid of either of them because he's too busy with everything else.
Ok, altogether, despite my misgivings, it's not bad. And considering what came before this easily ends up one of the better scenarios I have gone through. For now.
With a bit of work it could be really memorable.
Now I never actually played this, but I write how I expect this to go. I'd actually really like to try out playing them at least once.
This was A2.
Did you know that wargaming, and by extension the tabletop roleplaying hobby, can claim descendence from a H.G. Wells book?
In 1913 already well-known novelist H.G. Wells published Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys’ games and books which provided a simple system for wargaming with miniatures.
Now, wargaming was older of course (I mean, there was chess after all, and Kriegsspiel was created as a training tool for the Prussian army in the 18th ct., and he does acknowledge a relation), but I think this might have been the first (published) ruleset to involve using toy soldiers and terrain built from toys.
According to the book the idea for the game came to notable pacifist Wells during a visit by his friend Jerome K. Jerome, where they began shooting toy soldiers with a toy cannon after dinner, which spiraled into a mess on the floor as more and more toys and written rules were added over time.
He even started with further extensions, and with thoughts how to integrate this whole system into the larger context of Kriegsspiel and make this into a strategic campaign. That all sounds very familiar.
What takes it from just interesting into adorkable territory though are the pictures. Pictures of soldiers and terrain, yes, but also of Wells and his friends playing the game properly dressed in some casual suit and tie.
The book often is reprinted alongside the previous book Floor Games, in which he describes games to be played by kids on the floor that do not involve war. Notably he described himself and his friends playing the war game, obviously trying to make a difference between children’s games and games for adults here. (although his subtitle indicates kids could be interested in it as well)
Where to get it
There’s reprints that can be found easily enough on various internet bookshops. But as these books are very much in the public domain right now the texts can be found on Project Gutenberg, archive.org, WikiSource, even as a free audiobook version on LibriVox
Little Wars on Project Gutenberg, Archive.org, WikiSource, Librivox (audio)
Floor Games on Project Gutenberg, Archive.org, WikiSource, Librivox (audio)
Rate this:
https://gmkeros.wordpress.com/2023/10/26/h-g-wells-and-the-beginning-of-miniature-wargaming/
#h #Miniatures #scienceFiction #toySoldiers #ttrpg #Wargames #wells
Little Wars; a game for boys from twelve years of age to one hundred and fifty
Free kindle book and epub digitized and proofread by volunteers.Project Gutenberg
Geoffrey mag das.
teilten dies erneut
likely not a disguised martian, Geoffrey und Killertomato haben dies geteilt.
Wiedergänger
The question what happens to us after death has been one that has been asked and answered many times ever since we started to think and noticed that sometimes when you bash someone hard enough they don't get up again. But... what if they would? You know, when we look away? When we don't see them?! And roleplaying games have touched on this.
https://gmkeros.wordpress.com/2023/10/19/wiederganger/
The question what happens to us after death has been one that has been asked and answered many times ever since we started to think and noticed that sometimes when you bash someone hard enough they don’t get up again.
But… what if they would?
You know, when we look away? When we don’t see them?!
And roleplaying games have touched on this. A lot. A real lot. In fact so much that whole settings and game systems have been written about nothing but what happens to people after they die.
The question what happens to us after death also has been one of these inherent fears that have plagued humanity, well, I guess before we were even properly human.
So remember that thing you bashed and it didn’t get up again? That shadow over there, doesn’t it look like that thing?!
It was a post by I cast light that inspired me to think about some rules for what actually happens when someone is left for dead in the dungeon or wherever. That post is most likely a lot better than what I come up with, but it doesn’t quite fit what I want in my game. It’s a bit too deterministic.
There’s some pretty brilliant parts in it though. The head of a wizard becoming a floating proto-beholder? Chef’s kiss.
Anyway. The dungeon is a dangerous area. Quite deadly even. The wilderness also is a dangerous place. Sometimes people don’t come back.
That’s the good news.
Because sometimes they do come back.
My comrade/hireling just died, what do I do now?
Well, call dibs on their belongings/adhere to the will they left. But if you know what’s good for you take care of them.
- give them a proper burial. This involves getting their body out of wherever you are. Yes, that means carrying less loot. You heard me.
- give them an emergency burial. Ideally have someone bless the grave. That should do it. Otherwise there’s about a 50% chance it won’t take. It still has a chance to get desecrated in a dungeon or wilderness, so don’t count on it.
- put their body in a circle of salt. That won’t hold forever though, depending on moisture and other environmental effects that could break down after a week to ten years.
- yeah, don’t think about desecrating the body. That’s only going to make it worse.
But what’s the big deal? you ask. Well, I will tell you what’s the big deal. If someone dies in the shadowy places of the world… they might come back. It really depends how they feel about you, and that mostly means that every little grudge they have about you turns to hatred. Took the last donut and left the bard with none? That’s gonna haunt you. Literally.
I mean, how did you think all those places got so many undead?
Unless given a proper burial PCs and named NPCs that were lost in the dungeon have a chance to return to unlife. I want to give some 50% chance or so, but seriously, if you have the chance to use an old PC as an undead monster, would you not use it?
They will otherwise rise as an undead creature of same HD as their previous level. If their body was destroyed during their adventure they will of course rise as a spirit or possess a convenient other body/appendage/curse a magic item. If their soul for some reason was destroyed/eaten/removed or if they died without any grudges some other thing will take possession of their body. Whatever it is, there now is an undead enemy with a grudge.
In any case, they will be absolutely inimical to the characters that left them in the dungeon (if you use alignment they will now be chaotic or evil). They might otherwise be filled with the usual feelings their creature type has for the living. Largely hatred and hunger that is.
Or maybe they just hate the living.
The referee is encouraged to come up with appropriate undead, but the revenant should have the same HD range as the lost character. Level 0 NPCs will become lantern ghosts, skeletons, or similar. Higher level characters might end up as ghouls, wights, or even wraith. They might also have additional equipment or abilities based on the previous character’s.
Bonus: new characters might start with a higher rank/level than normal, if they take on a Quest (like the spell) regarding such a revenant. This is of course DM’s fiat, but a e.g. cleric sworn to slay her uncle’s revenant, or maybe a character out for revenge against a now undead murderhobo, might start with level 2 or 3.
Rate this:
https://gmkeros.wordpress.com/2023/10/19/wiederganger/
#DungeonsDragons #labyrinthLord #monster #RolePlayingGame #Roleplaying #ttrpg
YOU DID THIS TO ME! Dead PCs Return To Mence The Living & Other Dungeon Headaches
You did this to me! One of the neatest mechanics from InPlacesDeep's Nightwick Abbey that I have experienced is that PCs who are killed a...icastlight.blogspot.com
The question what happens to us after death has been one that has been asked and answered many times ever since we started to think and noticed that sometimes when you bash someone hard enough they don’t get up again.
But… what if they would?
You know, when we look away? When we don’t see them?!
And roleplaying games have touched on this. A lot. A real lot. In fact so much that whole settings and game systems have been written about nothing but what happens to people after they die.
The question what happens to us after death also has been one of these inherent fears that have plagued humanity, well, I guess before we were even properly human.
So remember that thing you bashed and it didn’t get up again? That shadow over there, doesn’t it look like that thing?!
It was a post by I cast light that inspired me to think about some rules for what actually happens when someone is left for dead in the dungeon or wherever. That post is most likely a lot better than what I come up with, but it doesn’t quite fit what I want in my game. It’s a bit too deterministic.
There’s some pretty brilliant parts in it though. The head of a wizard becoming a floating proto-beholder? Chef’s kiss.
Anyway. The dungeon is a dangerous area. Quite deadly even. The wilderness also is a dangerous place. Sometimes people don’t come back.
That’s the good news.
Because sometimes they do come back.
My comrade/hireling just died, what do I do now?
Well, call dibs on their belongings/adhere to the will they left. But if you know what’s good for you take care of them.
- give them a proper burial. This involves getting their body out of wherever you are. Yes, that means carrying less loot. You heard me.
- give them an emergency burial. Ideally have someone bless the grave. That should do it. Otherwise there’s about a 50% chance it won’t take. It still has a chance to get desecrated in a dungeon or wilderness, so don’t count on it.
- put their body in a circle of salt. That won’t hold forever though, depending on moisture and other environmental effects that could break down after a week to ten years.
- yeah, don’t think about desecrating the body. That’s only going to make it worse.
But what’s the big deal? you ask. Well, I will tell you what’s the big deal. If someone dies in the shadowy places of the world… they might come back. It really depends how they feel about you, and that mostly means that every little grudge they have about you turns to hatred. Took the last donut and left the bard with none? That’s gonna haunt you. Literally.
I mean, how did you think all those places got so many undead?
Unless given a proper burial PCs and named NPCs that were lost in the dungeon have a chance to return to unlife. I want to give some 50% chance or so, but seriously, if you have the chance to use an old PC as an undead monster, would you not use it?
They will otherwise rise as an undead creature of same HD as their previous level. If their body was destroyed during their adventure they will of course rise as a spirit or possess a convenient other body/appendage/curse a magic item. If their soul for some reason was destroyed/eaten/removed or if they died without any grudges some other thing will take possession of their body. Whatever it is, there now is an undead enemy with a grudge.
In any case, they will be absolutely inimical to the characters that left them in the dungeon (if you use alignment they will now be chaotic or evil). They might otherwise be filled with the usual feelings their creature type has for the living. Largely hatred and hunger that is.
Or maybe they just hate the living.
The referee is encouraged to come up with appropriate undead, but the revenant should have the same HD range as the lost character. Level 0 NPCs will become lantern ghosts, skeletons, or similar. Higher level characters might end up as ghouls, wights, or even wraith. They might also have additional equipment or abilities based on the previous character’s.
Bonus: new characters might start with a higher rank/level than normal, if they take on a Quest (like the spell) regarding such a revenant. This is of course DM’s fiat, but a e.g. cleric sworn to slay her uncle’s revenant, or maybe a character out for revenge against a now undead murderhobo, might start with level 2 or 3.
Rate this:
https://gmkeros.wordpress.com/2023/10/19/wiederganger/
#DungeonsDragons #labyrinthLord #monster #RolePlayingGame #Roleplaying #ttrpg
YOU DID THIS TO ME! Dead PCs Return To Mence The Living & Other Dungeon Headaches
You did this to me! One of the neatest mechanics from InPlacesDeep's Nightwick Abbey that I have experienced is that PCs who are killed a...icastlight.blogspot.com
Geoffrey mag das.
teilten dies erneut
Geoffrey, Geoffrey und likely not a disguised martian haben dies geteilt.
City, Station, Place and Craft Generator for The Galactic Realm of the Hyperspace Sea
http://lizardmandiaries.blogspot.com/2023/10/city-station-place-and-craft-generator.html
City, Station, Place and Craft Generator for The Galactic Realm of the Hyperspace Sea
For generating Cities, Stations, Places and Crafts for: https://lizardmandiaries.blogspot.com/2023/10/the-galactic-realm-of-hyperspace-sea.h...lizardmandiaries.blogspot.com
Geoffrey mag das.
teilten dies erneut
Geoffrey, Geoffrey und Killertomato haben dies geteilt.
Geoffrey mag das.
teilten dies erneut
likely not a disguised martian, Geoffrey, Geoffrey und Killertomato haben dies geteilt.
https://skansen.se/en/
Skansen | The world's oldest open-air museum
Skansen is the world’s oldest open-air museum, showcasing the whole of Sweden with houses and farmsteads from every part of the country.Skansen
teilten dies erneut
Geoffrey, likely not a disguised martian, Geoffrey und Killertomato haben dies geteilt.
Peter Klucik's unused illustrations for The Hobbit (1990). Gandalf and Bilbo meeting Beorn.
#art #illustration #Tolkien #fantasy
Geoffrey mag das.
teilten dies erneut
Geoffrey und likely not a disguised martian haben dies geteilt.
Imagine a second rate Robert E. Howard story and some fantasy by Clark Ashton Smith, blend them together, put them into your shisha and inhale.
You hear that bubbling, that beat? Like someone just put Kashmir on and your body just starts moving with it.
This is the good shit.
It’s old. And full of weird flavor. This whole scenario breathes the sort of innocent gonzo only the early hobby really did, and it does that by ripping off a second-rate Robert E. Howard story and the expanding on it in all directions.
It has a village description, a wilderness map, a 2+ level dungeon, multiple unique monster descriptions, three or four factions interacting with each other, an unnecessarily large encounter table, a murder mystery, and some Shakespearean madness.
And did I mention the page count?
Six pages.
Six incredibly terse pages that were published in White Dwarf #18 in 1980. I had it in my GM folder for over ten years until I had a good look at it last year and finally saw what was in there. I think it is utterly fantastic.
The PCs stop by in the small village of Cahli and need to cross the river, but the only ferry has closed up shop for the night, and everyone is locking themselves in before nightfall. It turns out the village has been stalked by shadowy dark figures that come during the night. We also haven’t heard anything from the local arch-mage just south of here, could you maybe check?
So they go south and likely encounter a dead body on the way. But when they reach the halls of the arch-mage Tizun Thane the iron golem there brings them to his master, and then leaves them there. And they are now in the middle of the dungeon, with the brainless cadaver of the wizard at their feet.
But somewhere in the walls something of Tizun Thane still lurks.
There’s no definite end goal here, this was all set up. They are left alone in this mess, and they now have to… actually, I don’t think they have to do anything. The beginning has been somewhat scripted, although never devolved into a proper railroad, and now it has left them in a situation.
The problem with the shadowy shapes does indeed start in the halls, and the halls themselves are about the biggest prize you could get at this level, the place they found the body in is also a hall of teleportation mirrors that go to a variety of interesting locations. But there also is a bit of a faction war about to happen, at least two factions are willing to battle it out soon, and there are troglodytes coming through the basement, monkeys chattering on the roof, and a huge thing skulking around muttering about old betrayals.
I love it. It’s completely bonkers. But it all fits in some weird fantasy sword and sorcery kind of way.
Just thinking about it makes me wonder how I’d run it, what the different factions would want to do, and what would happen after the PCs cleared the dungeon, if at all possible.
Because this is really a campaign hub. The text even tells the GM to connect the mirrors to all kinds of other locations they might find interesting, including the Lichway (from the same author) among others. You could just have them travel back and forth between this place and other dungeons, and at the same time deal with all kinds of other people who want to take over the famous hall of mirrors. It’s a fantastic concept.
Albie Fiore unfortunately did not write many more things, this and the Lichway were the only modules we know are from him, and we know that only because their reprint in The Best of White Dwarf credited them to him. Both adventures were uncredited originally.
Now, I love it, but it has some issues. Problematic issue number one: the slave girl. There’s exactly one female character in this, and it’s an abducted villager who has been forced to consort with her captors. Unfortunately not unrealistic, but kind of iffy. Sure, the terseness does not allow for the worst parts of it to shine through, but I doubt this was supposed to be an earnest exploration of the issues of sexual slavery, and more an attempt at cheap titillation.
The encounters are another issue. For an adventure module that delights in it’s conceptual terseness, it also tries to shuffle as many White Dwarf published monsters and classes in as possible. The encounter table has a chance for a houri (WD 13), there are blood hawks from White Dwarf 2, Berbalangs from issue 11, and giant frogs from the AD&D Monster Manual just outside, there is even a reference to a necromancer class in here that was most likely not even written yet (“a sub-class developed by Lew Pulsipher and as yet unpublished”, that one came in WD 35, 17 issues later)
And in addition there is that absolute monster of an encounter table. What exactly are we supposed to get out of a table that gives you 63 different possibilities, some of them with such a remote chance they basically never will be encountered? Half the Monster Manual seems to be on that encounter table. What’s the point even?
Ah, and then there’s the other issue… you know how I mentioned there were multiple new monsters in this 5 page article? You know how I mentioned there were strange shadowy figures stalking the village? Which is basically the adventure hook after all? Guess what monster is not actually properly detailed in the scenario. Just guess.
The monkeys get a proper monster entry, the shadow dancer get a single stat line.
Anyway. All in all this scenario is fantastic. I want more like it.
Note: The reason I started looking into it again was coming across Raven Woode’s dungeon synth album of the same name
//bandcamp.com/EmbeddedPlayer/v=2/album=2026745653/size=small/bgcol=ffffff/linkcol=0687f5/
https://gmkeros.wordpress.com/2023/10/18/the-halls-of-tizun-thane-1980/
#18 #DungeonsDragons #RolePlayingGame #Roleplaying #rpg #ttrpg #whiteDwarf
White Dwarf: Issue #35
Issue #35 of White Dwarf (October 1982) features a wonderfully evocative cover by Les Edwards. Covers like this one highlight one of the mos...grognardia.blogspot.com
Geoffrey mag das.
teilten dies erneut
Geoffrey, likely not a disguised martian und Geoffrey haben dies geteilt.
Have you ever looked at how the matrix worked in old Shadowrun? I mean really old, first edition Shadowrun? Because it’s fascinating in the most awkward 80s kind of pre-www way possible.
Not that it actually is unrealistic, as I should know and as people have pointed out to me quickly.
You see, the matrix rules for Shadowrun came at a time when the World Wide Web, that thing which most of you will think about when I say “The Internet” did not yet exist. Tim Berners-Lee invented the WWW in 1989, the same year that Shadowrun 1e was published (and the setting had it’s first publications even before that). The Internet is of course older. Usenet was around for a decade already, and Arpanet was established in 1969. Those were three decades for people who were interested to learn how this whole global information highway thing actually works. Of course the whole model was based on that, and not on a new invention from Europe of all places.
But the problem was that this whole description did not really fit with what people thought about the internet during the 90s. The internet WAS the www, and so later editions had to dial down on the whole model of a network that was thoroughly local in structure, even if it allowed for access to computers globally.
The whole matrix in the sixth world was structured into local telecommunication grids (LTGs), regional telecommunication grids (RTGs), and so on. And servers were more like fortresses than anything you willingly would let anyone on. The early descriptions of company presences on the matrix are devoid of most things that involve outsiders accessing information on them. In effect giving the idea that anyone who ever would want something on a company network was either authorized, or a bad actor.
Which all is not actually so far from the truth, but it doesn’t fit with how people experienced the internet at all.
But there was the idea of a Tron like virtual space, fighting against attack programs and barriers, which enticed people. Of course the way this was treated was very much informed by DnD: every single host you might want to hack into was basically a mini-dungeon the decker (the SR-term for hackers) had to hack into to find the information or controls they might be interesting in.
By the way one of the big complaints about Shadowrun in the first few editions was that the use of decking skills ground the whole game to a halt, leaving the rest of the team nothing to do while the decker and the GM were off on their own little dungeon crawl. That is the reason why later on, with the advent of wireless matrix in 4th edition, all of a sudden everything became hackable and you had to be physically close to do stuff. Now there was a reason why’d you want the decker to come along on the run.
Anyway, the reason why I was mentioning it were these parts I found in the SR1 rulebook. Because how do you know where the company even has their local host you might want to hack?
Not so easy it turns out.
So, to even hack something you need the LTG access code. This is supposed to be an unlisted phone number basically that allows access to the computer system, and at least Silver Angel treats it that way, (one of the big clues the PCs can find is the LTG code for the research institute they want to rob), but the later Seattle Sourcebook just gives the LTG number for every single entry. And as the sourcebook is technically completely player accessible (it’s a BBS post after all), this all becomes a bit of a moot point.
But in this system the LTG code becomes a treasure you need to acquire. You have to get it from somewhere, as even just searching for it might raise an alert on the target. Which also is in Silver Angel, the fixer warns the PCs that they better keep quiet about it, because otherwise Mitsuhama gets spooked and that would endanger the success of both their mission and the parallel mission running on the other side of the planet.
But notice how this thing sees looking into a phone book multiple million pages long as some hard and arduous task. Remember search engines did not exist yet when this was written, at least not in this form. Even when they started to appear they started out as curated archives (I remember adding my first little homepage to yahoo and other places hoping for it to be found), before Google actually started to have an actually useful search algorithm and a usable website.
Anyway, how are you supposed to deal with the whole amount of LTG numbers you are supposed to have the players access. Oh, look at this:
The GM is supposed to have their own list of LTGs to use when a player wants to hack into an LTG.
But notice that this is not public, the players are supposed to keep their own phone books.
Basically making this into… a huge mess of paperwork and note taking that adds nearly nothing to the game.
No wonder they got rid of that part soon enough. I am prepping stuff for 3rd edition right now, and this particular idea is just not present anymore.
But ok, I do have to admit it does have a bit of an old school allure. Like treasure maps in DnD games, the LTG code is something that not everyone has in that model. First the characters have to hunt down the code, then they have to break in like that. It kind of evokes some old school cyberpunk charm that nobody even thinks about nowadays. I guess it would be a plot token that might be useful in other scenarios as well, but I also think it would get old pretty quickly. And… I don’t think I have seen that particular need to find the actual code in other adventures. In later scenarios this mostly is glossed over I think, but Silver Angel was the first one to be published (with the GM screen). I guess it is assumed that you still are doing this stuff somehow, but they really dial back on this part of the game.
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https://gmkeros.wordpress.com/2023/10/05/shadowrun-the-matrix-of-yore/
#cyberpunk #matrix #RolePlayingGame #Roleplaying #rpg #Shadowrun #tron #ttrpg
global system of interlinked hypertext documents accessed via the Internet
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Club Owner Contact from Silver Angel
I am prepping to run Silver Angel this weekend. One of my players and her wife asked if we wanted to do some Shadowrun again. Over online, which is a trend that largely has passed me by these last few years as I had to deal with two small kids. I already had prepped Silver Angel a few years ago, but now I somehow should figure out how to run this over Discord, maybe with a basic virtual tabletop on the side.There has been a bit of trial and error here. I thought at first that maybe I should use draw.io to present stuff via screenshare, as this would make it look really neat, but then I realized that maybe having a virtual tabletop might not be bad considering how difficult situations can arise in a Shadowrun game. Of course now I am trying and failing to find the right battlemaps to represent all the right stuff and I still need to figure out how and what music and sound effects to play, I need some of the portraits that are missing from the module, and how exactly did this exploding dice rolling bot in Discord work?
It’s all a bit more complicated than I thought.
I got into all kinds of different websites the last few days, and then gave up in frustration with a few of them. It shouldn’t be so hard to actually manage some stuff, but it is.
Like, I looked at Diceweaver, which has some really snazzy organizational tools, and then I tried to start the VTT and it sucked. And I think the reason might be more my ancient kind of computer, but in the end it took time away that I don’t have right now.
Right now it looks like this:
- chat and voice: Discord (as this is easy to get into)
- infos and presentation/whiteboard: draw.io Desktop version (technically a diagramming app, but I know it already from work)
- virtual tabletop: owlbear.rodeo (quite barebones but worked the best so far)
- Storage: Gdrive
- Battlemaps: r/battlemaps is your friend
- Audio: tabletop audio is nice
So what about the module? What’s a Silver Angel?
Actually, that’s not even clear from the module. Runners are tasked with stealing a file from a corporate research facility in Bellevue, Seattle. In all the module and the canon afterwards it never is made clear what the file contained.
The module is interesting because it is the very first published scenario for Shadowrun outside the scenario in the core book. And that scenario was Food Fight, which was just an excuse to shoot at each other. Now the first properly published scenario was DNA/DOA by Dave Arneson [sic!], but Silver Angel was a pack-in with the GM screen.
It’s hardly anything to write home about. If you have run Shadowrun for a bit you might have created a scenario like this. But that’s just it. This was the model that Shadowruns emulated. It doesn’t have quite the same format that other scenarios would later adopt, but the tropes are mostly all there.
It’s slightly different than usual in that it has a fixer who also works as a Johnson and wants to take part in all the meetings, but that’s ok in my opinion. It’s supposed to give the GM a voice so they can limit useless ideas.
The rewards are somewhat large in comparison to normal, but that also can be excused by this being an urgent mission that needs to be done well (as in “Cheap, Fast, Good, you can choose two”).
One of the oddities of early Shadowrun is the insistence of having the computer system of the place mapped out as a dungeon replacement. This… did not work. The whole matrix as dungeon crawl concept ground the game to a halt. It was soon enough reworked, and even those reworked rules had to be changed for later editions. Starting from 4th edition hackers/deckers had much more stuff to do as they could hack devices they just found on the run. We are going to deal with this by not dealing with it at all. There’s going to be a choice of NPC deckers who take care of the computer side of things. We agreed on that beforehand to keep everything from stopping and listening to the decker and the GM as a solo run.
It is an interesting time capsule for sure. Back then the whole setting was much less defined than it became just a few years later. With only a few publications to it the system seemed…small. The references in there kept reappearing. The fixer was Eve Donovan, who was a minor character in the reworked edition of the Into the Shadows anthology (only in the 2nd ed. where they replaced the first story though). We get told that Mitsuhama is a computer company, because we don’t know that. It’s all very much new land.
Frankly I don’t know what to expect. The whole scenario is a but thin. The way it is presented it will either be too short, or too long. I already have thought about adding the Food Fight scenario from the main book as a side encounter. Maybe some additional random encounters for flavor.
Rate this:
https://gmkeros.wordpress.com/2023/09/29/shadowrun-prepping-silver-angel/
#RolePlaying #Shadowrun #shadowrun3 #silverAngel #ttrpg
Geoffrey mag das.
teilten dies erneut
Geoffrey und likely not a disguised martian haben dies geteilt.
Club Owner Contact from Silver Angel
I am prepping to run Silver Angel this weekend. One of my players and her wife asked if we wanted to do some Shadowrun again. Over online, which is a trend that largely has passed me by these last few years as I had to deal with two small kids. I already had prepped Silver Angel a few years ago, but now I somehow should figure out how to run this over Discord, maybe with a basic virtual tabletop on the side.
There has been a bit of trial and error here. I thought at first that maybe I should use draw.io to present stuff via screenshare, as this would make it look really neat, but then I realized that maybe having a virtual tabletop might not be bad considering how difficult situations can arise in a Shadowrun game. Of course now I am trying and failing to find the right battlemaps to represent all the right stuff and I still need to figure out how and what music and sound effects to play, I need some of the portraits that are missing from the module, and how exactly did this exploding dice rolling bot in Discord work?
It’s all a bit more complicated than I thought.
I got into all kinds of different websites the last few days, and then gave up in frustration with a few of them. It shouldn’t be so hard to actually manage some stuff, but it is.
Like, I looked at Diceweaver, which has some really snazzy organizational tools, and then I tried to start the VTT and it sucked. And I think the reason might be more my ancient kind of computer, but in the end it took time away that I don’t have right now.
Right now it looks like this:
- chat and voice: Discord (as this is easy to get into)
- infos and presentation/whiteboard: draw.io Desktop version (technically a diagramming app, but I know it already from work)
- virtual tabletop: owlbear.rodeo (quite barebones but worked the best so far)
- Storage: Gdrive
- Battlemaps: r/battlemaps is your friend
- Audio: tabletop audio is nice
So what about the module? What’s a Silver Angel?
Actually, that’s not even clear from the module. Runners are tasked with stealing a file from a corporate research facility in Bellevue, Seattle. In all the module and the canon afterwards it never is made clear what the file contained.
The module is interesting because it is the very first published scenario for Shadowrun outside the scenario in the core book. And that scenario was Food Fight, which was just an excuse to shoot at each other. Now the first properly published scenario was DNA/DOA by Dave Arneson [sic!], but Silver Angel was a pack-in with the GM screen.
It’s hardly anything to write home about. If you have run Shadowrun for a bit you might have created a scenario like this. But that’s just it. This was the model that Shadowruns emulated. It doesn’t have quite the same format that other scenarios would later adopt, but the tropes are mostly all there.
It’s slightly different than usual in that it has a fixer who also works as a Johnson and wants to take part in all the meetings, but that’s ok in my opinion. It’s supposed to give the GM a voice so they can limit useless ideas.
The rewards are somewhat large in comparison to normal, but that also can be excused by this being an urgent mission that needs to be done well (as in “Cheap, Fast, Good, you can choose two”).
One of the oddities of early Shadowrun is the insistence of having the computer system of the place mapped out as a dungeon replacement. This… did not work. The whole matrix as dungeon crawl concept ground the game to a halt. It was soon enough reworked, and even those reworked rules had to be changed for later editions. Starting from 4th edition hackers/deckers had much more stuff to do as they could hack devices they just found on the run. We are going to deal with this by not dealing with it at all. There’s going to be a choice of NPC deckers who take care of the computer side of things. We agreed on that beforehand to keep everything from stopping and listening to the decker and the GM as a solo run.
It is an interesting time capsule for sure. Back then the whole setting was much less defined than it became just a few years later. With only a few publications to it the system seemed…small. The references in there kept reappearing. The fixer was Eve Donovan, who was a minor character in the reworked edition of the Into the Shadows anthology (only in the 2nd ed. where they replaced the first story though). We get told that Mitsuhama is a computer company, because we don’t know that. It’s all very much new land.
Frankly I don’t know what to expect. The whole scenario is a but thin. The way it is presented it will either be too short, or too long. I already have thought about adding the Food Fight scenario from the main book as a side encounter. Maybe some additional random encounters for flavor.
Rate this:
https://gmkeros.wordpress.com/2023/09/29/shadowrun-prepping-silver-angel/
Seattle Space Needle by Cacophony, published under CC-BY-SA, modified by me
We finally managed to get a game going. It took a while. Again. This doubles as my private notes of what was happening.
Dramatis Personae
* Misrule, a Haida Shaman
* Glimmer, a Haida Assassin
* Puppeteer, a Dwarven drone rigger
Rules were Shadowrun 3. This might have been a bit of an issue later on.
The shaman and the assassin in-game are sisters, which explains the presence of two Haida in a single group.
The PCs were recruited by some gangers coming up to them in their daily life. They were invited to Matchstick’s, a private club in Downtown, a 1920s speakeasy styled bar.
Inside they met Eve Donovan, a fixer all of them were at least fleetingly familiar with, who offered them lots of money for a good and quick job. Three days later, at exactly 2am, they were to steal a file kept in an isolated system inside the Cavilard Research Center in Bellevue. This needed to be synchronized with a job in the Philippines at the same time.
They received a map and some basic information. Matrix overwatch would be done by a NPC decker called Cypher, but he/she first needed access to the system.
A quick successful check got some information that a fleeting acquaintance of the assassin from her MCT days used to be the security director of the facility, before being fired for a rather embarrassing scandal (someone from the security company had used MCT computers to program a computer game).
They went on to investigate the facilities they were supposed to enter, the rigger using his roto-drone for some surveillance, the shaman astrally projecting to gain a lay of the land. Security was deemed sloppy, but they could not actually enter properly.
The acquaintance of the assassin was found, plans to kidnap him were squashed when they realized he had become a leading figure in an organ-legging gang in the Barrens, calling himself “Blood”.
(insert exasperated sighs from the players)
A meetup was requested via contacts.
In between they received more information from contacts in the metroplex government. There is a known issue with the security sensors on the lower levels, and one of the contacts had a reasonable layout of the sewers in Bellevue.
Their plan is now to infiltrate via spider drone and I will have to work that out more.
A meeting with Blood was performed and concluded successfully, leaving them in debt for a favor with Blood, but giving them access to a rough map of the building, and giving them some additional hints.
I have the feeling they are thinking of this whole thing a bit too lightly, and I will have to rework the scenario for next time so it won’t be a complete disaster. They completely missed out on one line of inquiry, which will lead to one news article about a murdered NPC they haven’t even met.
The use of the spider-drone might be an issue with the rules. It certainly is in the rules, but I think it would not have been available in 2050, when the game is set. They also were trying to investigate the building more in the astral than the author ever thought they would. Anyway, it helped that the security for the target really is not that great.
Next time…DEATH IN THE SEWERS! (probably)
Note: I took the chance and now am asking my players to name the session after the game.
Rate this:
https://gmkeros.wordpress.com/2023/10/17/shadowrun-session-1-silver-angel-pt-1-a-nights-work/
#gameReport #Roleplaying #rpg #Shadowrun #ttrpg
Name Your Sessions Afterwards
A blog about table-top role-playing games after a break of two decades.lichvanwinkle.blogspot.com
Club Owner Contact from Silver Angel
I am prepping to run Silver Angel this weekend. One of my players and her wife asked if we wanted to do some Shadowrun again. Over online, which is a trend that largely has passed me by these last few years as I had to deal with two small kids. I already had prepped Silver Angel a few years ago, but now I somehow should figure out how to run this over Discord, maybe with a basic virtual tabletop on the side.There has been a bit of trial and error here. I thought at first that maybe I should use draw.io to present stuff via screenshare, as this would make it look really neat, but then I realized that maybe having a virtual tabletop might not be bad considering how difficult situations can arise in a Shadowrun game. Of course now I am trying and failing to find the right battlemaps to represent all the right stuff and I still need to figure out how and what music and sound effects to play, I need some of the portraits that are missing from the module, and how exactly did this exploding dice rolling bot in Discord work?
It’s all a bit more complicated than I thought.
I got into all kinds of different websites the last few days, and then gave up in frustration with a few of them. It shouldn’t be so hard to actually manage some stuff, but it is.
Like, I looked at Diceweaver, which has some really snazzy organizational tools, and then I tried to start the VTT and it sucked. And I think the reason might be more my ancient kind of computer, but in the end it took time away that I don’t have right now.
Right now it looks like this:
- chat and voice: Discord (as this is easy to get into)
- infos and presentation/whiteboard: draw.io Desktop version (technically a diagramming app, but I know it already from work)
- virtual tabletop: owlbear.rodeo (quite barebones but worked the best so far)
- Storage: Gdrive
- Battlemaps: r/battlemaps is your friend
- Audio: tabletop audio is nice
So what about the module? What’s a Silver Angel?
Actually, that’s not even clear from the module. Runners are tasked with stealing a file from a corporate research facility in Bellevue, Seattle. In all the module and the canon afterwards it never is made clear what the file contained.
The module is interesting because it is the very first published scenario for Shadowrun outside the scenario in the core book. And that scenario was Food Fight, which was just an excuse to shoot at each other. Now the first properly published scenario was DNA/DOA by Dave Arneson [sic!], but Silver Angel was a pack-in with the GM screen.
It’s hardly anything to write home about. If you have run Shadowrun for a bit you might have created a scenario like this. But that’s just it. This was the model that Shadowruns emulated. It doesn’t have quite the same format that other scenarios would later adopt, but the tropes are mostly all there.
It’s slightly different than usual in that it has a fixer who also works as a Johnson and wants to take part in all the meetings, but that’s ok in my opinion. It’s supposed to give the GM a voice so they can limit useless ideas.
The rewards are somewhat large in comparison to normal, but that also can be excused by this being an urgent mission that needs to be done well (as in “Cheap, Fast, Good, you can choose two”).
One of the oddities of early Shadowrun is the insistence of having the computer system of the place mapped out as a dungeon replacement. This… did not work. The whole matrix as dungeon crawl concept ground the game to a halt. It was soon enough reworked, and even those reworked rules had to be changed for later editions. Starting from 4th edition hackers/deckers had much more stuff to do as they could hack devices they just found on the run. We are going to deal with this by not dealing with it at all. There’s going to be a choice of NPC deckers who take care of the computer side of things. We agreed on that beforehand to keep everything from stopping and listening to the decker and the GM as a solo run.
It is an interesting time capsule for sure. Back then the whole setting was much less defined than it became just a few years later. With only a few publications to it the system seemed…small. The references in there kept reappearing. The fixer was Eve Donovan, who was a minor character in the reworked edition of the Into the Shadows anthology (only in the 2nd ed. where they replaced the first story though). We get told that Mitsuhama is a computer company, because we don’t know that. It’s all very much new land.
Frankly I don’t know what to expect. The whole scenario is a but thin. The way it is presented it will either be too short, or too long. I already have thought about adding the Food Fight scenario from the main book as a side encounter. Maybe some additional random encounters for flavor.
Rate this:
https://gmkeros.wordpress.com/2023/09/29/shadowrun-prepping-silver-angel/
#RolePlaying #Shadowrun #shadowrun3 #silverAngel #ttrpg
Geoffrey mag das.
teilten dies erneut
Geoffrey, likely not a disguised martian, Geoffrey und Killertomato haben dies geteilt.
Just wanted to show something interesting/neat:
The one article on the blog that actually is doing any numbers at all is me recounting the story of how Terry Pratchett changed his German language publisher because they put soup ads into his books and wouldn’t promise not to do it again.
It gets linked mostly by reddit every few months. This time it was Diane Duane (who herself had books where Heyne added soup ads in the middle) who linked to my blog, causing a visitor increase of a cool 1026%.
Of course nobody ever actually comments or reads anything else (except maybe that short post where I wrote that PTerry died).
Such is the life of the niche blogger I guess.
Of course it might help if I actually posted more often. Oh well.
Rate this:
https://gmkeros.wordpress.com/2023/10/16/about-those-soup-ads/
#blogging #dianeDuane #Maggi #pratchett #Soup
What's the Rihannsu for "soup"?
If the above (and below) images look a little bizarre, well, they should. They’re from long-ago German editions of My Enemy, My Ally and The Romulan Way into which the ...Diane Duane (Out of Ambit)
Back in the 90s (starting with Moving Pictures) Terry Pratchett (yet to be knighted) changed his German publisher. A rather radical move in the market for someone who had been published by Heyne for a dozen books to raising sales. I remember reading it in the Jahrbuch der Science Fiction and Fantasy 1994 (Annual of Science Fiction and Fantasy): It stated in a rather laconic tone that his books would now be published by Goldmann instead of Heyne. The brisk tone of the notice (where most others would have had a small quip with amazing insider info on different deals) might have been connected with the fact that the editor of the Jahrbuch was also the chief editor of Heyne, and he was reporting about himself losing a bestselling author.The reason for the change was… well… the Heyne publishing house put in a soup advert in one of his books without asking, and would not promise to not do it again. As Pterry said himself:
There were a number of reasons for switching to Goldmann, but a deeply personal one for me was the way Heyne (in Sourcery, I think, although it may have been in other books) inserted a soup advert in the text … a few black lines and then something like ‘Around about now our heroes must be pretty hungry and what better than a nourishing bowl’… etc, etc. My editor was pretty sick about it, but the company wouldn’t promise not to do it again, so that made it very easy to leave them. They did it to Iain Banks, too, and apparently at a con he tore out the offending page and ate it. Without croutons.
Okay, I know what you are thinking now: What?Here’s a picture of the whole business from the German edition of
PyramidsSourcery:The text in the blackout section reads something like:
the stairway Teppic was on was not really good for a break… but we can have one, so let’s adjourn for 5 minutes and make a cup of soup…It might actually be pretty good fortune that Trymon spent his time reading old manuscripts, as like that he had to lose against an angry Rincewind. But this also hides a hint to the reader to watch out for proper nourishment, A small bit of nourishment, all without magic spells…etc.
It’s an ad for a 5-minute soup.Yeah. It’s real.
That was a standard practice for Heyne back then. At least with their genre novels. And it was noticeable to a lot of people because they had the good luck of having one of the largest and best selections of SF/F-literature in the country. Mostly thanks to awesome editors.
Pratchett was not the only one with the soup adverts, I remember at least one Star Trek novel and a few non-franchise ones having the same stuff in it.
The whole thing was a holdover from the 50s or 60s, when practices like that were more common, especially with publishers of cheap genre fiction. They were rather popular for pulling in additional revenue on cheaply priced paperbacks that might not make their money back. And as the genres were not really seen as literature at all by anyone who mattered, fans and editors often had to fight bloody battles to get their stuff published even if it did go bestseller in the end.
Mind you though, this was the 90s, the average price for Heyne paperbacks was 13 Marks/6,5 Euros, not the cheapest of books by then.
It was definitely out of place for a publisher which was already one of the market leaders in that time. I do have the strong suspicion that these things were a standing order from the 60s: Most likely at one point in the past the SF/F editor of Heyne got told by management they had to run these adverts so the books could make some money back, and then they never revoked it afterwards.
I know how company policies work. It would be something like that.
Fans of course got used to it, if it gave them access to the books, why not? But it became more and more grating the more genre literature was accepted into mainstream.
And then you actually had a bestseller author like Pratchett jump ship and go to the direct contender (Goldmann), just because one of these stupid stunts. I wonder how that actually was taken by the Heyne CEOs. Back then Pratchett was at the verge of becoming a star in Germany as well, so they lost him just when he was getting big.
It might just have been a secondary thing, but I never saw one of these adverts in any novel published after ’94.
Edit: the old picture from Pyramids was broken, I replaced it with another one from Sourcery, this one even more tacky. So yes, there were multiple ones.
Rate this:
https://gmkeros.wordpress.com/2011/09/02/terry-pratchett-and-the-maggi-soup-adverts/
#Books #Goldmann #IainBanks #Maggi #Publishing #scienceFiction #Soup #StarTrek #TerryPratchett
Executive Meddling - TV Tropes
As one person rarely has the financial resources to create and more importantly distribute their own television shows, movies, comics, etc., entertainment is generally produced by corporations. They are the ones that put up the money to see your …TV Tropes
Geoffrey mag das.
teilten dies erneut
Geoffrey und likely not a disguised martian haben dies geteilt.
Back in the 90s (starting with Moving Pictures) Terry Pratchett (yet to be knighted) changed his German publisher. A rather radical move in the market for someone who had been published by Heyne for a dozen books to raising sales. I remember reading it in the Jahrbuch der Science Fiction and Fantasy 1994 (Annual of Science Fiction and Fantasy): It stated in a rather laconic tone that his books would now be published by Goldmann instead of Heyne. The brisk tone of the notice (where most others would have had a small quip with amazing insider info on different deals) might have been connected with the fact that the editor of the Jahrbuch was also the chief editor of Heyne, and he was reporting about himself losing a bestselling author.
The reason for the change was… well… the Heyne publishing house put in a soup advert in one of his books without asking, and would not promise to not do it again. As Pterry said himself:
There were a number of reasons for switching to Goldmann, but a deeply personal one for me was the way Heyne (in Sourcery, I think, although it may have been in other books) inserted a soup advert in the text … a few black lines and then something like ‘Around about now our heroes must be pretty hungry and what better than a nourishing bowl’… etc, etc. My editor was pretty sick about it, but the company wouldn’t promise not to do it again, so that made it very easy to leave them. They did it to Iain Banks, too, and apparently at a con he tore out the offending page and ate it. Without croutons.
Okay, I know what you are thinking now: What?
Here’s a picture of the whole business from the German edition of Pyramids Sourcery:
The text in the blackout section reads something like: the stairway Teppic was on was not really good for a break… but we can have one, so let’s adjourn for 5 minutes and make a cup of soup…
It might actually be pretty good fortune that Trymon spent his time reading old manuscripts, as like that he had to lose against an angry Rincewind. But this also hides a hint to the reader to watch out for proper nourishment, A small bit of nourishment, all without magic spells…etc.
It’s an ad for a 5-minute soup.
Yeah. It’s real.
That was a standard practice for Heyne back then. At least with their genre novels. And it was noticeable to a lot of people because they had the good luck of having one of the largest and best selections of SF/F-literature in the country. Mostly thanks to awesome editors.
Pratchett was not the only one with the soup adverts, I remember at least one Star Trek novel and a few non-franchise ones having the same stuff in it.
The whole thing was a holdover from the 50s or 60s, when practices like that were more common, especially with publishers of cheap genre fiction. They were rather popular for pulling in additional revenue on cheaply priced paperbacks that might not make their money back. And as the genres were not really seen as literature at all by anyone who mattered, fans and editors often had to fight bloody battles to get their stuff published even if it did go bestseller in the end.
Mind you though, this was the 90s, the average price for Heyne paperbacks was 13 Marks/6,5 Euros, not the cheapest of books by then.
It was definitely out of place for a publisher which was already one of the market leaders in that time. I do have the strong suspicion that these things were a standing order from the 60s: Most likely at one point in the past the SF/F editor of Heyne got told by management they had to run these adverts so the books could make some money back, and then they never revoked it afterwards.
I know how company policies work. It would be something like that.
Fans of course got used to it, if it gave them access to the books, why not? But it became more and more grating the more genre literature was accepted into mainstream.
And then you actually had a bestseller author like Pratchett jump ship and go to the direct contender (Goldmann), just because one of these stupid stunts. I wonder how that actually was taken by the Heyne CEOs. Back then Pratchett was at the verge of becoming a star in Germany as well, so they lost him just when he was getting big.
It might just have been a secondary thing, but I never saw one of these adverts in any novel published after ’94.
Edit: the old picture from Pyramids was broken, I replaced it with another one from Sourcery, this one even more tacky. So yes, there were multiple ones.
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https://gmkeros.wordpress.com/2011/09/02/terry-pratchett-and-the-maggi-soup-adverts/
#Books #Goldmann #IainBanks #Maggi #Publishing #scienceFiction #Soup #StarTrek #TerryPratchett
Executive Meddling - TV Tropes
As one person rarely has the financial resources to create and more importantly distribute their own television shows, movies, comics, etc., entertainment is generally produced by corporations. They are the ones that put up the money to see your …TV Tropes
Geoffrey mag das.
teilten dies erneut
Geoffrey, likely not a disguised martian und Killertomato haben dies geteilt.
Stuff
J.V.West’s fanzine Black Pudding can be found for free/pwyw on drivethrurpg, and worth checking out.
Paul Siegel created a Book of War adjunct set of skirmish rules, Delta has put it on his blog to download for free
Free tokens from PD sources (yes, that’s my own stuff. In case you missed it.
Magic Items
The Thief’s Candle on Gorgon Bones
Encounters
PCs returning to town too often for rest? ELfmaids and Octopi has you covered…
d100 Things a Monster can threaten that are not your life (newt wizard)
Flavor
Small Gods and Their Shrines (Mac Makes Things)
Hobo Glyphs for RPGs (Flintlocks and Witchery)
DM Advice
Three Point Plot Clocks (Trollish Delver)
Other
DMDavid on The Movies and Stories than Inspired Dave Arneson to Invent the Dungeon Crawl. He identifies specifically The Black Room (1935) and House of Dracula (1945) as likely having influenced it, as they ran just around the time when Arneson claimed to have received inspiration from old monster movies. Isn’t it weird how far you can investigate into some off-hand claim someone made decades ago?
Sew your zines
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https://gmkeros.wordpress.com/2023/10/16/a-miscellany-of-links-pt-iv/
#2 #osr #Roleplaying #rpg #skirmish #ttrpg #wargame
Small Gods and Their Shrines
I decided to wax philosophic about a theme that tends to pop up in a lot of the games and adventures I write and run. Check it out, and feel free to beg/borrow/steal some of the shrines for your own games!Mac (Mac Makes Things)
The last few weeks I started getting interested in using VTTs for my next few games. I seem to have slept through the rise of those for the last few years, mostly because my kids were not at an age where playing online regularly was feasible.So when I was looking for tokens I found a lot of options, many of them free. What i didn’t find though was stuff that had that OSR kind of charm of reusing old public domain sources, which I think might fit beautifully with, e.g. Dyson’s style of maps.
So I went and spent a few hours with Wikimedia Commons and TokenTool, making a small collection of tokens sourced from public domain illustrations.
I also found a few new artists that I should look more into, so even if I never get around actually using many of them I have at least that. I think I need to expand this thing though. It still is missing a lot of the monsters and NPCs I think I might need for my game.
Download: Stuffed Crocodile PD Token Collection (GDrive, 7zip, 18mb)Note: the map above is the Desert ClanHold from Dyson’s Maps
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https://gmkeros.wordpress.com/2023/10/09/download-pd-token-collection-170-tokens-for-fantasy-games/
#battlemaps #dnd #download #foundry #maptool #RolePlayingGame #Roleplaying #roll20 #tokens #virtualTabletop #vtt
Desert ClanHold
Desert ClanHold (300 dpi promo, no commercial license) Small mud-brick single-level structures are common among the desert clans – usually with a walled courtyard and an open-ceilinged kitche…Dyson's Dodecahedron
Geoffrey mag das.
teilten dies erneut
Geoffrey und likely not a disguised martian haben dies geteilt.
The last few weeks I started getting interested in using VTTs for my next few games. I seem to have slept through the rise of those for the last few years, mostly because my kids were not at an age where playing online regularly was feasible.
So when I was looking for tokens I found a lot of options, many of them free. What i didn’t find though was stuff that had that OSR kind of charm of reusing old public domain sources, which I think might fit beautifully with, e.g. Dyson’s style of maps.
So I went and spent a few hours with Wikimedia Commons and TokenTool, making a small collection of tokens sourced from public domain illustrations.
I also found a few new artists that I should look more into, so even if I never get around actually using many of them I have at least that. I think I need to expand this thing though. It still is missing a lot of the monsters and NPCs I think I might need for my game.
Download: Stuffed Crocodile PD Token Collection (GDrive, 7zip, 18mb)
Note: the map above is the Desert ClanHold from Dyson’s Maps
Rate this:
https://gmkeros.wordpress.com/2023/10/09/download-pd-token-collection-170-tokens-for-fantasy-games/
#battlemaps #dnd #download #foundry #maptool #RolePlayingGame #Roleplaying #roll20 #tokens #virtualTabletop #vtt
Desert ClanHold
Desert ClanHold (300 dpi promo, no commercial license) Small mud-brick single-level structures are common among the desert clans – usually with a walled courtyard and an open-ceilinged kitche…Dyson's Dodecahedron
Geoffrey mag das.
teilten dies erneut
Geoffrey, Geoffrey und likely not a disguised martian haben dies geteilt.
Peter Klucik's unused illustrations for The Hobbit (1990). Bilbo running through tunnels.
#art #illustration #Tolkien #fantasy
Note: this is a repost. The original article somehow had lost all the pictures that were kind of the point of it all. Which was a pity, because I specifically liked the art in the referenced articles.
I have been working on my own little D&D campaign world for a while, which I want to piece together from various sources, not all of them in English.
There will be B2 Keep on the Borderlands in there, and B1 In Search for the Unknown, The Caverns of Thracia, the original B3 Palace of the Silver Princess, and… I want to finally use Jarandell in there.
So lets talk about “Jarandell – le jardin des magiciens” (Jarandell – the garden of the magicians). It is intentionally inspired by Jack Vance and the illustrations of Brian Froud, so I will show some of the pictures from the article, because they are just fantastic.
I don’t see anyone else talking about it, at least in English. And neither in German or, according to my spurious Francophone Google skills, in French.
(actually, that’s not quite true, a month after I posted about the art on twitter a while ago someone made a video about it. Might just be a coincidence)
This small setting was published as one of several in the classic French Wargame/RPG magazine Casus Belli no. 59 to 60 (and maybe 61?) back in 1990 (!). This was way before even this old grognard got into roleplaying games, and in the wrong language to boot. Back in ’90 I could say Hello and Goodbye and even count to ten in English and was really proud of it. I might have been able to say merci and bonjour in French. And the Merci mostly because there’s a German chocolate brand called that.
(by the way, quick cross-cultural fact: Merci chocolate is a very popular thank you gift in Germany, for obvious reasons).
Luckily for me it was translated and reprinted in WunderWelten 40 to 42. Of course that meant that I didn’t have any clue if there were any references I missed. As far as I know this was the only Casus Belli article they printed, and while the article seems to be standalone there are a few spurious connections to other settings published by CB, e.g. the mention of a few cities and locations.
So the question always was… did I miss something? Or was the mystery intentional?
It didn’t help that I only found the first two parts in German back in the day, and now that I have access to the French ones I am hamstrung by my lack of actual French skills…
For some reason most of the references I did find online seem to regard this setting as a Dying Earth location. That seems wrong, although the liberal use of Vancian tropes in there might be a reason for that. Rather than Dying Earth it seems to be a standalone expansion of the Laelith city setting CB published over a dozen or so installments in prior issues. Laelith was statted for D&D, Jarandell on the other hand has no stats at all.
The description of the place was amazing. Jarandell it turns out is a hiding spot created by a magician called Randell.
Randell created it to get away from some extraplanar threat. And the whole setting starts off with the description of the areas around Jarandell…
Lots of adventure locations already. In my own campaign setting I intend to use it as the place where the road northwards from the Keep on the Borderlands ends up at.
I will have to translate some of the place names. I mean, Shanpuir sounds amazing as a name, but the Raze du Lynx… hmm… The Lynx Wastes?
Ileterre at least might be just the Earth Island.
And then we zoom in into a single place in that area… which is again a fantastic adventure location obviously intended to make even finding the actual location of Jarandell as fun and entertaining as possible.
Jarandell it turns out is situated within one of the mills in the area (why a small village and a monastery need 4 mills is not explained, but 3 of them are abandoned).
Jarandell itself is in the attic of one of the abandoned mills, and you have to find a secret door and climb up a “diabolical” staircase that shrinks you the further you go upstairs…and then you reach the garden…
It turns out Jarandell is a miniature world, secluded away in the attic of the mill. From outside its just a few feet across. On the inside it is large enough to house an expanding castle, a labyrinth around that castle, a village with at least 50 houses, a lake, and expansive “greens”…except they aren’t green, they are bathed in eternal twilight, only lit by bioluminescent flowers, wind created by giant flying turtles, with giant… well, actually normal-sized… bats left over from construction as a sort of megafauna.
By the way, notice the pictures. These seem to have been a stylistic choice. Except for the maps and maybe two other paintings, the whole art in the article is pictures of dioramas and models. Remember, this was back in 1990. This stuff is all handmade, even the creatures and NPCs.
By the way, these seem to have been created by Franck Dion who also did the art for Dixit Daydreams the last few years.
Jarandell is ruled by three magicians, the inheritors of Randell. They run a sort of magician’s school in their castle, creating new magic for some mysterious purpose. The whole place is littered with magic items.
Most of the actual magic is actually done by Sandestin, those enigmatic beings of Jack Vance’s fiction (Specifically the Dying Earth and Lyonesse stories). And much space is given as to how these beings act and behave.
I always have wondered how good a setting this actually is. It certainly is an evocative one, but after the characters have found Jarandell and interacted with the people there for a bit… then what?
After some wonderful buildup and amazing art the whole thing seemed to falter.
I still don’t know what the extraplanar danger is that scared Randell so, and there are other hints that might or might not connect this to the wider setting Casus Belli had created in previous articles. I always feel like I am missing some context here.
This I will have to work out for my own campaign I guess. The whole place is more of a high level place anyway, so I will have some time until my players get there. Not that there are many players during these times anyway.
Besides Franck Dion, this was a collaboration of a few people from what I can see. One of them seems to have been J. Balczesak, the other collaborators were Denis Beck, Denis Gerfaud, and Didier Guiserix,the photographs are given as Yoëlle (Guiserix according to some Google searches). I cannot really find more of her work, except the other articles in CB (mostly the Laelith setting which seems to be connected).
I really wish there was more stuff in this vein out there, this combination of sculpture and photography as RPG art, especially in this style. But I think outside of some dioramas for the Laelith series of articles they might never have done more. and to be fair, sculpture and modelmaking might be a bit too much work just for some articles in an RPG magazine. On the other hand this is just some of the stuff RPG fans might be into.
Here is a version of the original article available on the net.
https://gmkeros.wordpress.com/2023/10/15/jarandell-the-garden-of-the-magicians/
#casusBelli #diorama #jackVance #jarandell #laelith #RolePlayingGame #sandestin #sculpture #setting #ttrpg #wunderwelten
Geoffrey mag das.
teilten dies erneut
Geoffrey, likely not a disguised martian, Geoffrey und Killertomato haben dies geteilt.
“like Nostria and Andergast” has been a saying among DSA-fans for decades now. It’s the equivalent to “fighting like cats and dogs”.
I think the rivalry between the two backwards nations of Nostria and Andergast is one of those well-treasured parts of game lore that just feel oh so right. It can stand in for so many things. I think it does echo a lot of local rivalries. The difference between Northern Germans and Southern Germans for example, or Germans and Austrians. Or just one German state to another.
The names also are great: Nostria is latin for “ours” and Andergast translates as “other guest” (or maybe “other spirit”). That just evokes a sort of real worldness. You wouldn’t be surprised to learn those were actual names somewhere.
But that, of course, is the future. The whole rivalry first was mentioned in lore materials in 1985, in the first proper world sourcebook for Das Schwarze Auge, and cemented by lots of references afterwards.
Which makes this adventure a bit of a headache for anyone trying to adapt it while staying close to the lore:“King Casimir of Nostria is in dire straits. His brother Wendolyn, lord of Andergast Castle, has disappeared and with him the parchment that legitimized Casimir’s kingship.
Before a ceremony on which much, very much depends for the king and his kingdom, he must find the scroll. For this he needs you, you fearless heroes, and he is glad that you are ready to leave for Andergast.
You still have no idea what dangers await you in the forest of no return and what sinister powers are up to mischief in Andergast Castle. But fame and fortune await you if you keep your guard up. However, if you let yourself be carried away by recklessness, a horrible end awaits you…”
So, yeah. The first mention of both Nostria and Andergast is in the second adventure module of the game, and it just won’t fit established lore at all.
But anyway, that’s, as I said, the future. So what about the adventure itself?
There’s not much point in trying to determine any improvement over the previous one really, both were written by the same person concurrently. They were part of that very first push to have something to present on the SPIEL games fair 1984. Something that rivaled the translation of Dungeons and Dragons by the same authors at that.
What we have here is a small romp through a wilderness and a dungeon area. The mentioned Andergast castle is a ruin by now, and it lies beyond the Forest of no Return. An evil wizard has laid ruin to the castle and enchanted the forest to deter trespassers.
How he did that being a level 5 wizard, and why nobody from the area has bothered to check on the feudal lord for months now are different questions that are not being touched upon. This is fantasy after all. Lets just assume there are reasons beyond our comprehension.
The titular Forest with no Return is barely in the scenario by the way. There’s a map that makes this nothing but a smaller dungeon level, with possible encounters like charcoal burners, robbers, and a hermit. There’s a single actual monster/environmental danger in there (enchanted willows).
This shows a different sentiment that would come to define Das Schwarze Auge later on. People have been making a lot of hay about how the world is low fantasy, but it’s not really. It’s much more eager to show parts of the world that are not swordfodder for the murderhobos though. This is just a small element in this particular scenario. But I think it does set a trend.
The castle is a ruin by now. How exactly this is the case is not quite explained. I guess magic. Somehow the wizard managed to take over the castle, ruin it completely (including corroding various metal parts), and now is living in the rubble basically.
I mean, it makes total sense. He’s obviously dabbling in dark magic. He totally seems the person who would take the easy way and rather live like a slob in some dank swamp castle than put some proper work in.
You know, evil wizard in his lair in the swamp ruins sounds much more impressive until you think about what person would willingly live like that. Fantasy worlds also give chances for incredibly stupid life decisions.
Just saying.
Anyway…
There is a werewolf hiding behind a curtain. The text gives the impression he was startled by the heroes and only after hiding realized
“wait, I’m a werewolf now”.
There’s a wine cellar where all the good wine is so good the characters might drink too much of it and then stumble around like fratboys on a Friday night.
There’s a hint where to find the main MacGuffin that the local alchemist wrote down just before getting caught by the bad guys. Wrote it down in verse, because of course he did.
There’s giant cockroaches, a gargoyle, a doppelganger (it had completely forgotten they were a thing in DSA), giant amoebas (DSA’s equivalent of slime), zombies and skeletons. There’s also a tentacled Krakenmoloch hiding in a well. This one might be the height of innovation in terms of monsters here, I don’t think there’s a direct DnD equivalent. All of them are given stats in the appendix, even things like owls.
Owls.
Ok, this might sound like it’s a bad scenario. It isn’t. It was not even really superfluous. This was after all one of the scenarios that were supposed to teach people who were not already playing RPGs how to play them. So you have to have all those things in there.
Keep on the Borderlands had lots of rule explanations. This one also tries to make sure you know what you are doing. There’s a list of “allowed spells”. Sure, you might have more spells, but these are the only ones that are “allowed”. There’s also just three equipment packs that are allowed. But that’s also helpful for a complete beginner GM: you don’t have to deal with anything more. This is a framework you can use for the adventure and you don’t have to deal with someone springing a surprise on you.
And I think this actually does a better job of actually presenting a more reasonable adventure environment than Wirtshaus did before. Wirtshaus was very much on the rails: you get caught by the guards, you escape into the tunnels, you have to learn to interrogate the environment narratively just to be able to explore further (get some light for example). Choices matter, and depending on what exit you chose you got a higher or lower difficulty and more or less experience.
I reread Wirtshaus zum Schwarzen Keiler lately and I think I understand what he tried to do with a lot of the choices there, especially for first time players. I don’t say it’s a great adventure, but I see where he came from. I do admire that Fuchs tried to give a proper newbie experience despite only having a month to write two different scenarios.
Wald ohne Wiederkehr is I think the better adventure of the two. It has a wilderness area, it has a much larger amount of choices to make. You have to plan your approach and properly explore the castle and dungeon. It has some glaring issues in the logic of the situation. And it’s not necessarily the epitome of dungeon design, but I think this could give a nice one or two sessions of play for beginner players.
Oh, and I think I will try to play this with my kids once they are old enough for it. It might work out.
Wald ohne Wiederkehr was published in German, of course, but it was also one of those that were published in French, Italian, and Dutch. Curiously the French and Italian versions keep the name snappy, while the Dutch goes with the title Het Woud, waaruit geen Terugkeer mogelijk is (The forest from whence no return is possible). I mean, it does mean the same. I just think brevity might have been better there.
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#dasSchwarzeAuge #dsa #retrospective #RolePlayingGame #Roleplaying #rpg #ttrpg
Here’s a thing I wanted to see for a while: I have this pet theory that German-language roleplaying and roleplaying in English-speaking countries have different characteristics not only because, well, different cultures, but also because German-speaking audiences got into the whole fantasy roleplaying at a very specific point in the development of the hobby, and have largely worked from there instead.
What I mean is this: Das Schwarze Auge (The Dark Eye) long has been the main roleplaying game in Germany, in a way that Dungeons and Dragons has been in the English-speaking world. People get introduced to roleplaying via DSA, and many never feel the need to change into different genres or systems, even though these exist. And this has been something people have bemoaned for decades.
DSA was not the first RPG in Germany (that was Empires of Magira/Midgard). It wasn’t even the second (Tunnels and Trolls was translated by the authors of DSA before). But thanks to some adept marketing and the collaboration with Schmidt Spiele (back then one of the biggest boardgame manufacturers in Germany) and Droemer-Knaur (one of the biggest publishing houses), it found it’s way into toy stores and department stores all over West Germany.
This isn’t to say that it wasn’t inspired by D&D. It was. In fact the authors Ulrich Kiesow and Werner Fuchs had already translated multiple rulebooks and boxed sets into German and were negotiating with Schmidt Spiele about releasing them. It just turned out that TSR wanted more money than Schmidt was comfortable with, and so they were contracted to instead make their own game that would “blow D&D of the market”, which it did.
D&D did get published, and then for the next decade or more lived a rather obscure existence in the shadow of big brother DSA.
DSA appeared in 1984, ten years after DnD originally came out. The original offering was the Abenteuer-Basis-Spiel (The basic rules), Die Werkzeuge des Meisters (Tools of the Game Master), and four adventure modules: Im Wirtshaus zum Schwarzen Keiler (Black Boar Inn), Der Wald ohne Wiederkehr (The Forest of No Return), Die Sieben Magischen Kelche (The Seven Magical Goblets), and Das Schiff der Verlorenen Seelen (The Ship of Lost Souls). And from the beginning the whole setup was based on modules, or as the DSA terminology called them: adventures.
There is a difference between both terms, and I think it’s quite clear where the German version comes from. These aren’t location based scenarios like Keep on the Borderlands, these are specific scenarios with plotlines a la Ravenloft and other Hickman offerings. Sure, there are dungeons (which even today are loathed in German roleplaying), but they aren’t actually that good, and there is railroading, and while there is a lot of potential for sandboxes the adventures all are scripted and predetermined in a lot of ways.
And I want to have a look at where DSA started with that and how it developed.
I also was thinking about using them with my kids at one point, so I was trying to look through them to see if they are appropriate.
By way, there are a lot of adventures for DSA. A LOT. The B-line (for Basis/Basic) went up to number 25, but the A line (for Ausbau/Advanced) went up to number 213 (which was for fourth edition), before switching to a new numbering (the VA line for 5th seems to be up to number 59 by now), and there were multiple sidelines. I am going through the beginnings though, so at first I will go through the B’s, and then add some A-line adventures in when chronologically appropriate.
In Black Boar Inn by Werner Fuchs (1984)
The first of the bunch.
According to Fuchs this was written by him under time pressure together with the core rules and the second adventure. Everything had to be ready by Christmas so the publisher was able to present all of it at next year’s SPIEL in Nuremberg. Altogether he had about 2 weeks of time for that. This is coincidentally similar to how long Gygax had to write Keep on the Borderlands. But Gygax already had been creating, playing, and refereeing the game for years while Fuchs had not, and this is noticeable.
It doesn’t help that it seems they did not understand Keep on the Borderlands. Fuchs actually mentioned Castle Amber and Palace of the Silver Princess as much more of an inspiration, both of which have a much more streamlined plot than Keep. When looking into it it becomes clear that what Kiesow and Fuchs saw in the game was not the sandboxy game feeling of early DnD, it was the combination of storytelling and improv theatre that interested them. But… they still were working in the constraints of the hobby, so there had to be dungeons. Which the heroes were forced into by a railroad.
The plot: the heroes are travelling from the port city of Havena to the town of Angbar. During a rest just before crossing the mountains they stop at the Black Boar Inn in the small barony of Gratenfels. There the local baron shows up, then throws them into the wine cellar for not being able to repeat a nonsense verse. Freed by the bar maid they escape through a tunnel into a cave complex/mine where the baron is using slave labor and monster overseers to mine silver and mint coins. After some typical dungeon shenanigans including orcs and lizardmen, enslaved dwarves, and other things, they escape.
That’s it. There isn’t much to this story, it doesn’t make much sense, there’s no proper resolution except escape, and the baron never gets his comeuppance. (unless the Meister decides to add something, and that is never discussed in the module)
The plot is stupid.
One would have thought there might have been a better way to throw them in the wine cellar than that stupid doggerel they have to repeat or be branded as traitors, BUT at least this brings across that the baron is a nutcase and stays in mind.
What happens if some person actually manages to repeat it properly? Dunno. Don’t care. The heroes HAVE to end in the cellar. They also HAVE to escape through the secret tunnel.
There’s about half a dozen problems with that and we haven’t touched the first room of the dungeon yet.
The dungeon is… not great.
A weird collection of stuff and monsters. Not quite the worst of dungeons I have seen in Dungeons and Dragons, but also not good. The place is a mine in which a variety of humanoids use slaves to mine and mint silver for Graf Greifax.
The best thing about it is that the heroes go in blind. They end up in a room and now have to find their way using only touch. On the other hand considering this is the very first adventure many would have encountered this also might be a rather big ask.
The adventure lacks playtesting, of course, but it has some ideas how to ease new GMs into the whole “how to GM” thing. Adventure text here is in three parts, “Common Information” that can be read aloud, “Special Information” that can be gained with even just cursory investigation, and black-marked “Master Information” that contains further information and should not directly been given to players. It’s clear, even if not remarked upon, that this form of presentation is intended for ease of use: PCs come across a new room, you can read the first text, they decide what to investigate, giving you time to read the second category and the third one. I’m not sure if this is still used in the current 5th edition of DSA, but this is the way DSA adventures were presented all the way to 4th edition in the early 2000s at least.
What didn’t stick around were the fanciful names for other parts of the adventure. The maps were called Plan des Schicksals (Plan of Fate), which sounded narmy and fit right into the rest of the system with the Dokument der Stärke (document of strength i.e. the character sheet) and the Buch der Macht (Book of Power i.e. the referee manual).
It was the early times of the hobby, and the game wasn’t just playing to your average gamer, it was playing to kids, and to the adult executives from Schmidt Spiele who thought they knew what kids wanted.
Note: I have revised my opinion about this scenario somewhat in the mean time.
Curiosities:
- the new monsters in the book also contain “Höhlenschrate“. These are described as dwarf-sized Schrate living in caves. This is the only appearance they have. Later descriptions of the group of Schrate (which in DSA-lore also contains the equivalents of treants, trolls, and yetis) has Grottenschrate (the equivalent of bugbears), but these are at least twice the size. This particular monster just disappeared.
- Baron Greifax never got his comeuppance and outside of some non-canonical adventures, never was properly mentioned again until 30 years later in the timeline. The barony of Gratenfels in early sourcebooks was described as lordless until a replacement was found. What exactly happened there never was explained. He was later established to suffer insanity, but that was decades after, both in the real world and the lore.
- The adventure received a sequel about 14 years and nearly a hundred adventure modules later, in 1998’s A84 Rückkehr zum Schwarzen Keiler (Return to Black Boar Inn). This book was an anthology of adventures with homages and connections to older classic adventures. In the Black Boar adventure the whole complex of caves under the inn was given a more reasonable explanation that fit into the established background/metastory of the time. Come to think of it, this was an offering for retro fans already, and it came out in ’98. That was 24 years ago. I am getting old.
- The player characters by the way are generated after the game already has started. Unlike basically every other starter adventure I have ever read they also are given a specific background: all of them are from Havena. Havena being the only other established part of the setting so far, it was the setting of the sample scenario from the starter box and would become the subject of the first sourcebook.
- The book was one of those that also were translated into different languages. There are Dutch, French, and Italian versions of this adventure. I’m not sure how successful these lines were.
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#abenteuer #dasSchwarzeAuge #dsa #module #osr #Roleplaying #rollenspiel
Geoffrey mag das.
teilten dies erneut
Geoffrey und likely not a disguised martian haben dies geteilt.
You are standing at the edge of a frozen lake, in the middle of snowdrifts, and you are freezing to death. Your badger sleds were lost to wolves, and the rest of your equipment to yetis, and yet, you are staring over the frozen blue lake in the last evening light and wonder if your quest for the Polar Diamond still could go on. In the west, where your map says is the small town of Frigorn, is a weirdly crystalline structure like a shining beacon. But the people in the last town told you not to go there. Maybe you can cross the frozen lake and manage to reach your goal on foot? you think to yourself as the icy wind bites into you. But then you hear the rumbling, and across, on the other side of the lake you see hot lava erupting from one of the big mountains there, shockwaves ripping their way through the lake, cracking the unblemished ice sheet, barring your way across.
Back through the mountains full of yeti and wolves you dare not go. The only way possible to survive the encroaching night is that little town with that crystal palace you see in the distance…
I gotta give it to Ulrich Kiesow. When he decided to write a railroad, he wrote a grand old railroad. But in between he manages to evoke a sense like a schlocky 80s fantasy movie. Reading this FEELS like Krull or Legend, or maybe an feature length episode of the Gummi Bears.
The only problem is that he feels the need to make extra sure nobody can get off before he’s run through all the plot stations.
And it starts suspicious as well. Clearly this was written for children, because any modern gamer would see the problems come from a mile away: a famous alchemist is hiring the PCs for an expedition into the icy north. There, he is convinced, in a cave, there is the fabled Polar Diamond that every kid in Aventuria has heard of.
(You didn’t? Well, then let me read the fairy tale to you…)
He also is perfectly willing to leave them the diamond once he used it as a catalyst, and he will pay for every piece of equipment in the book to ensure their success.
Yes. He’s not tricking them. This is an earnest well-meaning madman really fixated on a single idea. Surely this expedition where they are decked out with everything they might need might not possibly go wrong?
It immediately goes wrong: They lose their badger sleds (sic!) to wolves, then get ambushed by a group of yeti that are perfectly willing to let them live, in their underwear, in a snow storm.
They had been told not to go to the little town of Frigorn, but when a convenient volcanic eruption makes the rest of their path impossible it’s the only place to turn to.
Unfortunately they get a very frosty reception there: nobody in this city is willing to open their door for them until they reach the last house, the only one built from wood instead of ice. The affable… scientist? Scholar? tells them they can stay the night, IF they perform a small task for him the next day.
But to be sure about their intentions, here, sign this document in blood, thank you very much.
Of course he’s an evil wizard, and he hates the local frost queen, a slightly less malign sorceress with ice powers.
Here the adventure does something weird. The heroes are tasked to infiltrate the very 80s palace of the frost queen (see the cover illustration: it’s made of giant ice cones), BUT they are in the wizard’s hut right now, so we have to describe that first. Of course his hut/dungeon also is where the end fight takes place, so we have to deal with that first, and with all kinds of entries that assume the presence of a specific NPC who is not yet there.
Spoiler: because it’s the frost queen Lysira, which we first have to steal stuff from.
Lysira is the magical frost being who rules over the town. Technically just a half-elf, she was given immortality by her parents, and lost her humanity with this. But she gained nifty ice powers that turn the whole region into a permanent ice box. So for the whole ice palace dungeon part of the scenario she is bad guy B, with her own NPC guards and agenda.She has yeti as guards, and a frostwyrm.
The yeti by the way are yeti, so they can’t distinguish human faces and will let err on the side of caution before accosting legitimate guests of the queen.
Room G5 has a frost giant who asks for the daily pass phrase. He does delight in hearing it though (it’s “Ifirn”, the daughter of the god of winter) and will aid anyone who might have mistakenly forgotten with generous hints.
Room G10 shows us that Lysira is indeed not a saint: she has kidnapped a young man and made him her master of ceremonies. She does not seem to be doing anything untoward to him though, as her touch alone causes painful frostburn. Well, more untoward than imprisoning him for two years that is.
His effect on the narrative is rather limited. In fact he is only there to provide a method against the huge monster in the next room, guarding Lysira’s room.
The main point happens once the heroes do what Zubaran has asked of them and melt the macguffin in the last room. In that case Lysira turns from frosty ice queen to rather human, and the palace (and by extension the surrounding town) start to melt. She also helpfully provides the info drop that the polar diamond does not exist (bummer!) and that they sold their souls to Zubaran with that document they signed in blood (double-bummer!)
So, what do I think of it?
Altogether it’s not bad. It is a terrible railroad in a lot of ways, the quantum ogre makes his appearance a few times, and all the branches are cut off to really only allow one path forward (stranded in the snow AND a volcano?). But it has a nice vibe going on that I might appreciate more nearly 40 years on. It feels 80s in a way few things can.
Now, this also is the first proper adventure after those first 4 the game started with. Those 4 were written at the same time as the box with the basic rules, and you often can tell. This one is an improvement, even with the glaring railroading involved. Mind you, in comparison to the previous ones that is.
Notes:
- when the heroes and the frost queen encounter Zubaran for the final fight he is just painting a still life of lemons and apples. When he dies those fruits become real and fall from the canvas. Why though?
- one of Zubaran’s creations is a chimera that’s basically a hyena with ram horns. In a later publication it was established that hyenas do not exist on Aventuria, so the current DSA5 bestiary entry points out that people in general don’t even recognize these beings as unnatural, after all nearly nobody on the continent has seen hyenas without horns.
- This scenario was republished in the A-line in 1994, under the DSA-Klassiker moniker (DSA Classics), which I suspect was simply a way to fill gaps in the schedule. The reprint was updated with the then-current DSA3 cover design and a new cover illustration where the ice palace…looks absolutely nothing like in the adventure itself
- The scenario also was published in French, Italian, and Dutch
- B2 Wald ohne Wiederkehr
- B6 Unter dem Nordlicht
- B1 Im Wirtshaus zum Schwarzen Keiler
- B3 Das Schiff der Verlorenen Seelen
- B4 Die Sieben Magischen Kelche
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“like Nostria and Andergast” has been a saying among DSA-fans for decades now. It’s the equivalent to “fighting like cats and dogs”.
I think the rivalry between the two backwards nations of Nostria and Andergast is one of those well-treasured parts of game lore that just feel oh so right. It can stand in for so many things. I think it does echo a lot of local rivalries. The difference between Northern Germans and Southern Germans for example, or Germans and Austrians. Or just one German state to another.
The names also are great: Nostria is latin for “ours” and Andergast translates as “other guest” (or maybe “other spirit”). That just evokes a sort of real worldness. You wouldn’t be surprised to learn those were actual names somewhere.But that, of course, is the future. The whole rivalry first was mentioned in lore materials in 1985, in the first proper world sourcebook for Das Schwarze Auge, and cemented by lots of references afterwards.
Which makes this adventure a bit of a headache for anyone trying to adapt it while staying close to the lore:“King Casimir of Nostria is in dire straits. His brother Wendolyn, lord of Andergast Castle, has disappeared and with him the parchment that legitimized Casimir’s kingship.
Before a ceremony on which much, very much depends for the king and his kingdom, he must find the scroll. For this he needs you, you fearless heroes, and he is glad that you are ready to leave for Andergast.
You still have no idea what dangers await you in the forest of no return and what sinister powers are up to mischief in Andergast Castle. But fame and fortune await you if you keep your guard up. However, if you let yourself be carried away by recklessness, a horrible end awaits you…”
So, yeah. The first mention of both Nostria and Andergast is in the second adventure module of the game, and it just won’t fit established lore at all.But anyway, that’s, as I said, the future. So what about the adventure itself?
There’s not much point in trying to determine any improvement over the previous one really, both were written by the same person concurrently. They were part of that very first push to have something to present on the SPIEL games fair 1984. Something that rivaled the translation of Dungeons and Dragons by the same authors at that.What we have here is a small romp through a wilderness and a dungeon area. The mentioned Andergast castle is a ruin by now, and it lies beyond the Forest of no Return. An evil wizard has laid ruin to the castle and enchanted the forest to deter trespassers.
How he did that being a level 5 wizard, and why nobody from the area has bothered to check on the feudal lord for months now are different questions that are not being touched upon. This is fantasy after all. Lets just assume there are reasons beyond our comprehension.
The titular Forest with no Return is barely in the scenario by the way. There’s a map that makes this nothing but a smaller dungeon level, with possible encounters like charcoal burners, robbers, and a hermit. There’s a single actual monster/environmental danger in there (enchanted willows).
This shows a different sentiment that would come to define Das Schwarze Auge later on. People have been making a lot of hay about how the world is low fantasy, but it’s not really. It’s much more eager to show parts of the world that are not swordfodder for the murderhobos though. This is just a small element in this particular scenario. But I think it does set a trend.
The castle is a ruin by now. How exactly this is the case is not quite explained. I guess magic. Somehow the wizard managed to take over the castle, ruin it completely (including corroding various metal parts), and now is living in the rubble basically.
I mean, it makes total sense. He’s obviously dabbling in dark magic. He totally seems the person who would take the easy way and rather live like a slob in some dank swamp castle than put some proper work in.
You know, evil wizard in his lair in the swamp ruins sounds much more impressive until you think about what person would willingly live like that. Fantasy worlds also give chances for incredibly stupid life decisions.
Just saying.
Anyway…
There is a werewolf hiding behind a curtain. The text gives the impression he was startled by the heroes and only after hiding realized
“wait, I’m a werewolf now”.There’s a wine cellar where all the good wine is so good the characters might drink too much of it and then stumble around like fratboys on a Friday night.
There’s a hint where to find the main MacGuffin that the local alchemist wrote down just before getting caught by the bad guys. Wrote it down in verse, because of course he did.
There’s giant cockroaches, a gargoyle, a doppelganger (it had completely forgotten they were a thing in DSA), giant amoebas (DSA’s equivalent of slime), zombies and skeletons. There’s also a tentacled Krakenmoloch hiding in a well. This one might be the height of innovation in terms of monsters here, I don’t think there’s a direct DnD equivalent. All of them are given stats in the appendix, even things like owls.
Owls.
Ok, this might sound like it’s a bad scenario. It isn’t. It was not even really superfluous. This was after all one of the scenarios that were supposed to teach people who were not already playing RPGs how to play them. So you have to have all those things in there.
Keep on the Borderlands had lots of rule explanations. This one also tries to make sure you know what you are doing. There’s a list of “allowed spells”. Sure, you might have more spells, but these are the only ones that are “allowed”. There’s also just three equipment packs that are allowed. But that’s also helpful for a complete beginner GM: you don’t have to deal with anything more. This is a framework you can use for the adventure and you don’t have to deal with someone springing a surprise on you.
And I think this actually does a better job of actually presenting a more reasonable adventure environment than Wirtshaus did before. Wirtshaus was very much on the rails: you get caught by the guards, you escape into the tunnels, you have to learn to interrogate the environment narratively just to be able to explore further (get some light for example). Choices matter, and depending on what exit you chose you got a higher or lower difficulty and more or less experience.
I reread Wirtshaus zum Schwarzen Keiler lately and I think I understand what he tried to do with a lot of the choices there, especially for first time players. I don’t say it’s a great adventure, but I see where he came from. I do admire that Fuchs tried to give a proper newbie experience despite only having a month to write two different scenarios.
Wald ohne Wiederkehr is I think the better adventure of the two. It has a wilderness area, it has a much larger amount of choices to make. You have to plan your approach and properly explore the castle and dungeon. It has some glaring issues in the logic of the situation. And it’s not necessarily the epitome of dungeon design, but I think this could give a nice one or two sessions of play for beginner players.Oh, and I think I will try to play this with my kids once they are old enough for it. It might work out.
Wald ohne Wiederkehr was published in German, of course, but it was also one of those that were published in French, Italian, and Dutch. Curiously the French and Italian versions keep the name snappy, while the Dutch goes with the title Het Woud, waaruit geen Terugkeer mogelijk is (The forest from whence no return is possible). I mean, it does mean the same. I just think brevity might have been better there.
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Geoffrey mag das.
teilten dies erneut
Geoffrey und likely not a disguised martian haben dies geteilt.
When playing or writing for old school rules like Labyrinth Lord, Iron Falcon, or my own as of yet unnamed rule set I assume, in line with old school sentiments that somehow got lost over time, that most people in the world are level 0 or at most level 1.
Level 1 is already a professional in any chosen class. E.g. A soldier who already has seen battle, or a wizard who has graduated their apprenticeship.
Level 3 is a highly skilled professional in their class, e.g. an elite soldier, or competent guildsman.
Level 4-6 are people who are at least locally known experts in their field. E.g. master of a guild (in a city), the local commander of the guards, or priests with influence in the whole city. There might be around 100 such NPCs per distinct region.
Level 7-9 are people that have made a name for themselves. These are people that are known in the whole region or even further, even to people who don’t know anything else about the subject at hand. E.g. the bishop of a faith, or a famous wizard. There might be at most 10 such NPCs per region.
Level 10-12 are people that are known on the whole continent, if not most of the world. E.g. The high priest of a whole religion, an archmage, one of the great warriors of the world. There is roughly 1 such NPC per country.
Anything beyond that is people who start to get into the realm of the legends.
This leads to some interesting problems for player characters:
Not every location has everything you need. A specific specialist to make or repair armor might only be in the next larger city, a wizard or alchemist for potions and similar will be located in a city, or conversely, puttering away somewhere in the absolute wilderness.
Raise Dead in particular can only be cast by a name level Cleric, so likely of the rank of Bishop or above. A bishop cannot be found in every podunk little village, and might need to be convinced (with large bribes…eh… donations) to use their one daily 5th level spell to raise an otherwise unknown murderhobo from the dead. If the adventurers even manage to reach the place in time, in most B/X clones Raise Dead has a time-limit depending on the Cleric’s level, a level 7 Cleric can only raise a dead body for 4 days after it died.
Recognition
Starting from level 7 every NPC has a chance of knowing the PCs (same the other way around). Except when disguising themselves any obvious behavior according to their reputation allows others to figure out who they are. They have literally made a name for themselves. Being recognized might trigger another reaction roll if appropriate.
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https://gmkeros.wordpress.com/2023/10/15/worldbuilding-notes-on-population-and-character-levels/
#bx #dnd #DungeonsDragons #labyrinthLord #Roleplaying #ttrpg #Worldbuilding
Geoffrey mag das.
teilten dies erneut
Geoffrey und likely not a disguised martian haben dies geteilt.
Geoffrey mag das.
teilten dies erneut
likely not a disguised martian und Geoffrey haben dies geteilt.
We have moved into 1985 with today’s offering.
This adventure is bizarre.
And I don’t mean bizarre as in subject matter (although some parts are), but mostly in how it approaches the structure of a DSA adventure, how it rewards the characters, and how it transitions between parts. Oh, and how it utterly fails to give a proper resolution.
In fact from style and design to me this does not look like a DSA adventure, this looks more like a contemporary ADnD module, and not TSR either.
This has the feel of a Mayfair Games’ Role Aids scenario. Which easily could have been the model considering the time frame.
Also: treasure in this scenario is insane. Easily the biggest haul of game-breaking artifacts ever in a DSA scenario. A single of which (a harp that causes winds and storms) the GM is told not to leave in player hands at the end. Nothing like this is said about the lamp that can destroy any undead it shines on, the heart stone of a dragon, the “dragonslayer“, or a bow made from a demon horn. Those are all pretty campaign ruining artifacts that often received their own adventures in later years. Here they are just a bit of loot.
The adventure has three parts, the first is a cursed garden, the second your typical underground dungeon, the last an old tower with the titular demon on top. You can only proceed in all of them, you cannot go back after you move to the next part.
The beginning of the adventure is rather quaint: We are introduced to Throndwig of Warunk, who has the rather pacifist hobby of gardening and collecting plants. Unfortunately something has kidnapped his Ladifaahri, a plant-seeking flying kobold who recently found the crown jewel of his garden for him: the jaguar lily.
Much hay is made about the pacifism of the Warunkers and their lord here: “you might think the Warunkers are Swiss people that had mislaid their mountains” the author starts the introduction and then goes on about how they hire other people to fight for them if necessary.
I’m sorry? Swiss people?! The country with the 2nd highest rate of gun ownership in the world? Which has all entries to their country mined and ready to blow?
I think we have different views on how combat ready the Swiss are.
There’s only one entrance into the enchanted garden. Well. The author acknowledges you also could just go over the wall but that it’s “unhealthy” because a cursed plant is shooting at everything that’s climbing down the wall.
The whole book has a conversational style that feels like the author is just coming up with stuff on the fly.
After a short venture we find that whoever kidnapped the Ladi…fff…ehm… kobold took it into a hole in the ground. and so we have to follow.
It’s never quite clear why it was taken down there, and how the PCs are supposed to know that, but that’s where we go because the scenario tells us so.
Of course right after going down we get blocked from returning, so we better are fully equipped.
How would the heroes know it’s a one way path?
Beats me.
The dungeon is not that big, it’s the lair of an evil wizard, and it of course fails all kinds of logic checks you could apply to it: Where do the orcs come from? Where do they get food? The only paths in and out we can find lead to either the botanic garden on the city fortress, or out into the river. In fact how does the wizard even get in and out of there? He’s level 7, that’s hardly enough to just teleport.
There’s also a lack of conceptual reason: We just came in from the garden, why are there three portals here? Who is expected to get through them? Also they directly lead to the treasure chamber with the best loot.Why would you put the biggest doors in the whole dungeon, leading from the local palace, directly into your treasure chambers? Ugh.
In some parts this stuff is clearly just intended to be played around with. There is a “Banner of the Undead Lords” that summons friendly undead who will try to join your party (and later backstab you). That’s… an interesting interaction at least.
By the way the “Lords” in the text is in English for no obvious reasons, and it feels rather grating. Later on we will meet more undead that will join the party, then later try to backstab the PCs. A rather slow moving trap.
There is a teleporter here that transports people who know how to use it anywhere they know. That explains how the wizard gets out of there, but not how he gets in.
Of course nobody except the GM knows that it IS in fact a teleporter.
Maybe the wizard found some old teleporter and co-opted the place? Then there might be a second dungeon somewhere else. Hmmm…
One room has a lamp that starts to glow when people are near. At the same time a gigantic demon that is sleeping under the city awakens and causes the earth to shake until they either all die or just walk past it. A bunch of graves has both another undead that wants to join them and lead them to the boat he and his men arrived in (to backstab them, you can’t trust undead), the aforementioned demon bow, but also a scroll with an elvish spell formula. The latter is something that doesn’t really happen that much in DSA where the use of scrolls is not as codified, but here we have it.
A golem starts attacking them in a hallway. It’s quite impervious to most weapons the PCs might have, but when it reaches the stairs it will stumble, fall, and shatter.
*rubs eyes*
*exasperated sigh*
We meet the master of the labyrinth hiding behind the illusion of a tsunami.
He is literally called master of the labyrinth, no further name given. it seems he is a level 7 mage (seriously? The scenario is for level 5-10!) and he has a completely new spell that might make the fight difficult. (the Duplicatus, which creates illusionary duplicates of combatants).
In other words he is surprisingly weak sauce for the owner of this dungeon.
In the end we find the ship that can get us out, including the undead crew. well, unless their undead captain already tried to backstab us which causes them to turn to dust.
I mean, seriously. The only way out of the dungeon is this one boat, prepped ready to get out of the dungeon. Unless you figure out the teleporter and break the whole sequence.
Well, that is unless you fuck it up and break the boat and have to swim. Which means goodbye to loot and equipment and part 3 of the adventure. All a possibility.
Behind the area with the ship is a magic art gallery where pictures are either positive or negative, depending from which side you enter.
I don’t see any point in this. The adventure even acknowledges that it doesn’t have a point and only shows that even evil mages can have a sense of humor.
But it fills 2 more pages.
Part three starts with the characters out on the river. The current is strong, so there’s no way to stop until we reach the last part of the adventure: an old tower in the mouth of the river.
With atrocious architecture.
I mean seriously.
On the top we can see the Ladifaahri tied to a wagon wheel, hanging from a gallows pole.
Because yes, we obviously just entered a video game.
The tower has three more levels. We meet a captured ogre (captured by who?!), a harpy that just wants them to piss off, and the night demon, a demon that hides in the form of a jaguar lily during day, but becomes the shape of a WINGED LEOPARD AT NIGHT!
*crickets chirping*
yeah. I expected that demon to be a bit more impressive.
So anyway. the PCs fight the demon until he feels sufficiently hit, then he flies off into the night for other people to deal with…
…so yes, after this whole mess we don’t even get to finish the boss off.
But we rescued the kobold, which might be reason enough for good amounts of money and maybe even a noble rank or two.
So… it’s a bizarre mess of a scenario. It basically strings three different smaller scenarios together, none of which is well thought out. There are some neat ideas in here, and I think this could be fun. As long as people don’t think too much about all the implications of it all
Maybe this could work if me and the players would already be drunk when playing it?
Or it might work with kids. Despite some heavy implications there is not actually anything too scary in here.
This… is not a good adventure. I know I say that a lot about the early adventures, but this one is grating in a way that is just… exasperating. I guess it can work as an adventure, but to me as a GM it feels lackluster and forced. We are not even given a proper payoff in the end, as the boss… just kind of disappears. It might be this was supposed to be a sequel hook, but canonically that didn’t happen. And I think one of the reasons this didn’t happen was because this adventure module blows.
Maybe this was supposed to be a tournament adventure. The structure would fit. But tournaments never really were a thing in the German-language hobby. I have the suspicion the author took a bit too much inspiration from that type of DnD module.
Still a better module than B4 though.
Notes
- The stuff about the new spell with the mage surprised me. I had completely forgotten how limited the spell list of DSA in that time was, but yes, B6 previously had introduced spell 13 [sic!] and this one had the whole of two more spells.
- The ending might have been a sequel hook, but this adventure was never really revisited. According to the later novels the demon was canonically defeated by NPCs: the sword king Raidri Conchobair (who will be introduced in A1) and the wizard Rakorium from B3/B4
- in the end the heroes might end up enobled. Which never is really mentioned again, but ties in nicely with adventure A1 Die Verschwoerung von Gareth. Which also is like a quantum leap in adventure design. (but that one losely ties in with A2, which losely ties in with B13, which is why I don’t want to skip ahead too much
- This adventure has versions in German, French, and Dutch. No Italian this time. Interestingly the Dutch version was published ten years after the others (in 1996), and features the trade dress of the 3rd edition.
Running Tally (by quality, from best to worst):
- B2 Wald ohne Wiederkehr
- B6 Unter dem Nordlicht
- B9 Strom des Verderbens
- B1 Im Wirtshaus zum Schwarzen Keiler
- B8 Durch das Tor der Welten
- B10 In den Fängen des Dämons
- B3 Das Schiff der Verlorenen Seelen
- B4 Die Sieben Magischen Kelche
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“like Nostria and Andergast” has been a saying among DSA-fans for decades now. It’s the equivalent to “fighting like cats and dogs”.
I think the rivalry between the two backwards nations of Nostria and Andergast is one of those well-treasured parts of game lore that just feel oh so right. It can stand in for so many things. I think it does echo a lot of local rivalries. The difference between Northern Germans and Southern Germans for example, or Germans and Austrians. Or just one German state to another.
The names also are great: Nostria is latin for “ours” and Andergast translates as “other guest” (or maybe “other spirit”). That just evokes a sort of real worldness. You wouldn’t be surprised to learn those were actual names somewhere.But that, of course, is the future. The whole rivalry first was mentioned in lore materials in 1985, in the first proper world sourcebook for Das Schwarze Auge, and cemented by lots of references afterwards.
Which makes this adventure a bit of a headache for anyone trying to adapt it while staying close to the lore:“King Casimir of Nostria is in dire straits. His brother Wendolyn, lord of Andergast Castle, has disappeared and with him the parchment that legitimized Casimir’s kingship.
Before a ceremony on which much, very much depends for the king and his kingdom, he must find the scroll. For this he needs you, you fearless heroes, and he is glad that you are ready to leave for Andergast.
You still have no idea what dangers await you in the forest of no return and what sinister powers are up to mischief in Andergast Castle. But fame and fortune await you if you keep your guard up. However, if you let yourself be carried away by recklessness, a horrible end awaits you…”
So, yeah. The first mention of both Nostria and Andergast is in the second adventure module of the game, and it just won’t fit established lore at all.But anyway, that’s, as I said, the future. So what about the adventure itself?
There’s not much point in trying to determine any improvement over the previous one really, both were written by the same person concurrently. They were part of that very first push to have something to present on the SPIEL games fair 1984. Something that rivaled the translation of Dungeons and Dragons by the same authors at that.What we have here is a small romp through a wilderness and a dungeon area. The mentioned Andergast castle is a ruin by now, and it lies beyond the Forest of no Return. An evil wizard has laid ruin to the castle and enchanted the forest to deter trespassers.
How he did that being a level 5 wizard, and why nobody from the area has bothered to check on the feudal lord for months now are different questions that are not being touched upon. This is fantasy after all. Lets just assume there are reasons beyond our comprehension.
The titular Forest with no Return is barely in the scenario by the way. There’s a map that makes this nothing but a smaller dungeon level, with possible encounters like charcoal burners, robbers, and a hermit. There’s a single actual monster/environmental danger in there (enchanted willows).
This shows a different sentiment that would come to define Das Schwarze Auge later on. People have been making a lot of hay about how the world is low fantasy, but it’s not really. It’s much more eager to show parts of the world that are not swordfodder for the murderhobos though. This is just a small element in this particular scenario. But I think it does set a trend.
The castle is a ruin by now. How exactly this is the case is not quite explained. I guess magic. Somehow the wizard managed to take over the castle, ruin it completely (including corroding various metal parts), and now is living in the rubble basically.
I mean, it makes total sense. He’s obviously dabbling in dark magic. He totally seems the person who would take the easy way and rather live like a slob in some dank swamp castle than put some proper work in.
You know, evil wizard in his lair in the swamp ruins sounds much more impressive until you think about what person would willingly live like that. Fantasy worlds also give chances for incredibly stupid life decisions.
Just saying.
Anyway…
There is a werewolf hiding behind a curtain. The text gives the impression he was startled by the heroes and only after hiding realized
“wait, I’m a werewolf now”.There’s a wine cellar where all the good wine is so good the characters might drink too much of it and then stumble around like fratboys on a Friday night.
There’s a hint where to find the main MacGuffin that the local alchemist wrote down just before getting caught by the bad guys. Wrote it down in verse, because of course he did.
There’s giant cockroaches, a gargoyle, a doppelganger (it had completely forgotten they were a thing in DSA), giant amoebas (DSA’s equivalent of slime), zombies and skeletons. There’s also a tentacled Krakenmoloch hiding in a well. This one might be the height of innovation in terms of monsters here, I don’t think there’s a direct DnD equivalent. All of them are given stats in the appendix, even things like owls.
Owls.
Ok, this might sound like it’s a bad scenario. It isn’t. It was not even really superfluous. This was after all one of the scenarios that were supposed to teach people who were not already playing RPGs how to play them. So you have to have all those things in there.
Keep on the Borderlands had lots of rule explanations. This one also tries to make sure you know what you are doing. There’s a list of “allowed spells”. Sure, you might have more spells, but these are the only ones that are “allowed”. There’s also just three equipment packs that are allowed. But that’s also helpful for a complete beginner GM: you don’t have to deal with anything more. This is a framework you can use for the adventure and you don’t have to deal with someone springing a surprise on you.
And I think this actually does a better job of actually presenting a more reasonable adventure environment than Wirtshaus did before. Wirtshaus was very much on the rails: you get caught by the guards, you escape into the tunnels, you have to learn to interrogate the environment narratively just to be able to explore further (get some light for example). Choices matter, and depending on what exit you chose you got a higher or lower difficulty and more or less experience.
I reread Wirtshaus zum Schwarzen Keiler lately and I think I understand what he tried to do with a lot of the choices there, especially for first time players. I don’t say it’s a great adventure, but I see where he came from. I do admire that Fuchs tried to give a proper newbie experience despite only having a month to write two different scenarios.
Wald ohne Wiederkehr is I think the better adventure of the two. It has a wilderness area, it has a much larger amount of choices to make. You have to plan your approach and properly explore the castle and dungeon. It has some glaring issues in the logic of the situation. And it’s not necessarily the epitome of dungeon design, but I think this could give a nice one or two sessions of play for beginner players.Oh, and I think I will try to play this with my kids once they are old enough for it. It might work out.
Wald ohne Wiederkehr was published in German, of course, but it was also one of those that were published in French, Italian, and Dutch. Curiously the French and Italian versions keep the name snappy, while the Dutch goes with the title Het Woud, waaruit geen Terugkeer mogelijk is (The forest from whence no return is possible). I mean, it does mean the same. I just think brevity might have been better there.
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Geoffrey mag das.
teilten dies erneut
Geoffrey und likely not a disguised martian haben dies geteilt.
Hans Joachim Alpers sucked as a scenario author, and the reason I say this at the very beginning is because level 1 room 1 of the adventure has the following riddle:
Q: what do Robert Zimmermann’s nineteenth nervous breakdown and an avalanche have in common?
A: the Rolling Stones.
No. Seriously. That’s in there. A riddle that not only uses obscure real world pop culture references, but in the German text also only works if you translate between German and English in multiple places.
This is grade A condescending bullshit. This doesn’t belong in a roleplaying scenario. I bet he read that somewhere in English and decided to directly put that into his module because he’s oh so smart. It doesn’t even make sense as written.
Ok. So this was the first room.
Ok, deep breaths.
The scenario continues on from the last one. In fact, instead of writing a new intro we get most of the one from the previous scenario, then a short reference to what happened in there.
It turns out 6 of the magic goblets made from the legendary sword Siebenstreich (Sevenstroke?) are hidden in various places in H’Rabaal. 3 of them are beneficial when someone drinks from them, 3 are harmful. The bad guys want to reforge the sword Siebenstreich from them, but luckily they’d need a seventh goblet.
Which we just brought.
Why did we do that?
But we have to find them, and they are each hidden in a room in that temple complex.
And how do we know that? Wasn’t it the bad guys who stole them and brought them here? How do we have that much intel about their operation?
Beats me. But the intro says its like that.
Later on we get more information about that benefit/harm property they have, and it’s… stupid. It is is completely random which goblet does what, and once you drink from it it loses that property for the rest of the adventure. Which leads to a probability game that’s really an exercise in practical stochastics.
I like the setting of the lizardman temple in the jungle. I like the whole idea of the seven goblets who are actually a magic sword. I even like the basic ideas of a lot of the encounters. There’s a really old school feeling one where the characters have to get a goblet from a pedestal, but every step up shrinks them by half, until they come into conflict with the otherwise harmless ants crawling around here.
There is an encounter with a giant ape that with some good roleplay can be brought to the characters’ side and literally move obstacles out of the way later.
In another bit of condescending real world bullshit intruding into this fantasy world the ape also has a job offer from Dino de Laurentiis to play King Kong as long as he brings one of the goblets to supplement production costs.
So, pro: a giant ape who actually is a fleshed out NPC with his own motivations. Negative: it’s a stupid motivation.
Like the stupid riddle from the first room this both was excised from the second edition the same year, but the fact it was in there at all speaks for a disdain the author had for his audience.
In the end we have gathered all the goblets and we put them into the purple magic flame in the last room and they are all magically transported back to where they belong.
What sort of resolution is that supposed to be?
I have the suspicion that he really took too much inspiration from DnD’s tournament modules. This reeks of it. It’s such a gamey situation where you know all the stakes and goals, and you have to deal with a bunch of different puzzle rooms that all seem rather dangerous. RPG tournaments never really took off in Germany, and were a bemusing oddity about the American scene whenever they were brought up in the 90s. But of course some of the tournament scenarios made it over. This does have a certain thematic closeness to The Hidden Shrine of Tamoachan, so maybe that was what Alpers was working from.
TLDR: I do not like this scenario. There are a few good ideas in here, but making them work would mean scrapping a large part of the scenario and replacing them with my own. Which is a pity, because in later years some ideas that were introduced in here were made central parts of the metaplot. It would be nice to introduce them like this. I just really don’t know if I ever would want to play this.
Luckily this was Alpers’ second to last adventure scenario, and the last one is a solo, which uses different writing skills.
*Imagine dramatic cue here*
Notes:
- This scenario was published in French, Italian, and Dutch as well.
- The DSA Wiki points out that nearly all illustrations in the scenario are either wrong, or depict things that do not happen in the scenario.
- B2 Wald ohne Wiederkehr
- B1 Im Wirtshaus zum Schwarzen Keiler
- B3 Das Schiff der Verlorenen Seelen
- B4 Die Sieben Magischen Kelche
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Die sieben magischen Kelche/Inoffizielle Errata – Wiki Aventurica, das DSA-Fanprojekt
Fast alle Illustrationen stellen entweder Szenen des Abenteuers falsch dar, oder lassen sich keiner Szene des Abenteuers zuordnen:de.wiki-aventurica.de
“like Nostria and Andergast” has been a saying among DSA-fans for decades now. It’s the equivalent to “fighting like cats and dogs”.
I think the rivalry between the two backwards nations of Nostria and Andergast is one of those well-treasured parts of game lore that just feel oh so right. It can stand in for so many things. I think it does echo a lot of local rivalries. The difference between Northern Germans and Southern Germans for example, or Germans and Austrians. Or just one German state to another.
The names also are great: Nostria is latin for “ours” and Andergast translates as “other guest” (or maybe “other spirit”). That just evokes a sort of real worldness. You wouldn’t be surprised to learn those were actual names somewhere.But that, of course, is the future. The whole rivalry first was mentioned in lore materials in 1985, in the first proper world sourcebook for Das Schwarze Auge, and cemented by lots of references afterwards.
Which makes this adventure a bit of a headache for anyone trying to adapt it while staying close to the lore:“King Casimir of Nostria is in dire straits. His brother Wendolyn, lord of Andergast Castle, has disappeared and with him the parchment that legitimized Casimir’s kingship.
Before a ceremony on which much, very much depends for the king and his kingdom, he must find the scroll. For this he needs you, you fearless heroes, and he is glad that you are ready to leave for Andergast.
You still have no idea what dangers await you in the forest of no return and what sinister powers are up to mischief in Andergast Castle. But fame and fortune await you if you keep your guard up. However, if you let yourself be carried away by recklessness, a horrible end awaits you…”
So, yeah. The first mention of both Nostria and Andergast is in the second adventure module of the game, and it just won’t fit established lore at all.But anyway, that’s, as I said, the future. So what about the adventure itself?
There’s not much point in trying to determine any improvement over the previous one really, both were written by the same person concurrently. They were part of that very first push to have something to present on the SPIEL games fair 1984. Something that rivaled the translation of Dungeons and Dragons by the same authors at that.What we have here is a small romp through a wilderness and a dungeon area. The mentioned Andergast castle is a ruin by now, and it lies beyond the Forest of no Return. An evil wizard has laid ruin to the castle and enchanted the forest to deter trespassers.
How he did that being a level 5 wizard, and why nobody from the area has bothered to check on the feudal lord for months now are different questions that are not being touched upon. This is fantasy after all. Lets just assume there are reasons beyond our comprehension.
The titular Forest with no Return is barely in the scenario by the way. There’s a map that makes this nothing but a smaller dungeon level, with possible encounters like charcoal burners, robbers, and a hermit. There’s a single actual monster/environmental danger in there (enchanted willows).
This shows a different sentiment that would come to define Das Schwarze Auge later on. People have been making a lot of hay about how the world is low fantasy, but it’s not really. It’s much more eager to show parts of the world that are not swordfodder for the murderhobos though. This is just a small element in this particular scenario. But I think it does set a trend.
The castle is a ruin by now. How exactly this is the case is not quite explained. I guess magic. Somehow the wizard managed to take over the castle, ruin it completely (including corroding various metal parts), and now is living in the rubble basically.
I mean, it makes total sense. He’s obviously dabbling in dark magic. He totally seems the person who would take the easy way and rather live like a slob in some dank swamp castle than put some proper work in.
You know, evil wizard in his lair in the swamp ruins sounds much more impressive until you think about what person would willingly live like that. Fantasy worlds also give chances for incredibly stupid life decisions.
Just saying.
Anyway…
There is a werewolf hiding behind a curtain. The text gives the impression he was startled by the heroes and only after hiding realized
“wait, I’m a werewolf now”.There’s a wine cellar where all the good wine is so good the characters might drink too much of it and then stumble around like fratboys on a Friday night.
There’s a hint where to find the main MacGuffin that the local alchemist wrote down just before getting caught by the bad guys. Wrote it down in verse, because of course he did.
There’s giant cockroaches, a gargoyle, a doppelganger (it had completely forgotten they were a thing in DSA), giant amoebas (DSA’s equivalent of slime), zombies and skeletons. There’s also a tentacled Krakenmoloch hiding in a well. This one might be the height of innovation in terms of monsters here, I don’t think there’s a direct DnD equivalent. All of them are given stats in the appendix, even things like owls.
Owls.
Ok, this might sound like it’s a bad scenario. It isn’t. It was not even really superfluous. This was after all one of the scenarios that were supposed to teach people who were not already playing RPGs how to play them. So you have to have all those things in there.
Keep on the Borderlands had lots of rule explanations. This one also tries to make sure you know what you are doing. There’s a list of “allowed spells”. Sure, you might have more spells, but these are the only ones that are “allowed”. There’s also just three equipment packs that are allowed. But that’s also helpful for a complete beginner GM: you don’t have to deal with anything more. This is a framework you can use for the adventure and you don’t have to deal with someone springing a surprise on you.
And I think this actually does a better job of actually presenting a more reasonable adventure environment than Wirtshaus did before. Wirtshaus was very much on the rails: you get caught by the guards, you escape into the tunnels, you have to learn to interrogate the environment narratively just to be able to explore further (get some light for example). Choices matter, and depending on what exit you chose you got a higher or lower difficulty and more or less experience.
I reread Wirtshaus zum Schwarzen Keiler lately and I think I understand what he tried to do with a lot of the choices there, especially for first time players. I don’t say it’s a great adventure, but I see where he came from. I do admire that Fuchs tried to give a proper newbie experience despite only having a month to write two different scenarios.
Wald ohne Wiederkehr is I think the better adventure of the two. It has a wilderness area, it has a much larger amount of choices to make. You have to plan your approach and properly explore the castle and dungeon. It has some glaring issues in the logic of the situation. And it’s not necessarily the epitome of dungeon design, but I think this could give a nice one or two sessions of play for beginner players.Oh, and I think I will try to play this with my kids once they are old enough for it. It might work out.
Wald ohne Wiederkehr was published in German, of course, but it was also one of those that were published in French, Italian, and Dutch. Curiously the French and Italian versions keep the name snappy, while the Dutch goes with the title Het Woud, waaruit geen Terugkeer mogelijk is (The forest from whence no return is possible). I mean, it does mean the same. I just think brevity might have been better there.
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Geoffrey mag das.
teilten dies erneut
Geoffrey und likely not a disguised martian haben dies geteilt.
I still don't get the posts from the #wordpress-to-#fediverse plugin on my main dice.camp account. I do get them on my #friendica a though and can then boost them from #mastodon.
Now I noticed that it actually published multiple of my previous posts after the current article I posted today.
Not quite ready for prime time I guess.
@leighms well, the option is now just under settings, to enter the fediverse. You just have to activate it. No clue what version they use.
And it works, mostly.
It works. It just shows NEW posts due to the nature of ActivityPub federation.
Follow @mastodonmigration.wordpress.com to see all new posts from the new Mastodon Migration Blog >>> https://mastodonmigration.wordpress.com/
Will generate a new post soon...
Mastodon Migration Blog
Wordpress Blog - Sharing advice and assisting with the great migration.Mastodon Migration Blog
Geoffrey mag das.
teilten dies erneut
likely not a disguised martian, Geoffrey, Killertomato und Geoffrey haben dies geteilt.
Peter Klucik's unused illustrations for The Hobbit (1990). Picture of Gollum.
#art #illustration #Tolkien #fantasy
Article identifies The Black Room (1935) and House of Dracula (1945) as some of the likely Inspirations for Arneson's Blackmoor Castle dungeon. Well, and a Kibri castle kit of Castle Branzoll.
The Movies and Stories than Inspired Dave Arneson to Invent the Dungeon Crawl | DMDavid
https://dmdavid.com/tag/the-movies-and-stories-than-inspired-dave-arneson-to-invent-the-dungeon-crawl/
#ttrpg #dnd #dungeon #movies #osr
The Movies and Stories than Inspired Dave Arneson to Invent the Dungeon Crawl
Around 1971 Dave Arneson and his circle of Minneapolis gamers invented games where players controlled individual characters who grew with experience and who could try anything because dice and a re…DMDavid
So a "distraction" from a wargame became a new game genre.
the Black Room actually turns out to be on archive.org.
https://archive.org/details/theblackroom1935xvid1cdboriskarloffmarianmarshclassichorrorddr
The Black Room ( 1935) : Free Download, Borrow, and Streaming : Internet Archive
Boris Karloff, Marian MarshInternet Archive
Geoffrey hat dies geteilt.
huh, and so is House of Dracula
#dracula #horror #archive https://archive.org/details/house-of-dracula
House of Dracula - 1945 : Erle C. Kenton : Free Download, Borrow, and Streaming : Internet Archive
The Wolf Man and Count Dracula beg Dr. Edelman to cure them of their killing instincts but Dracula schemes to seduce the doctor's nurse.Internet Archive
Here’s a thing I wanted to see for a while: I have this pet theory that German-language roleplaying and roleplaying in English-speaking countries have different characteristics not only because, well, different cultures, but also because German-speaking audiences got into the whole fantasy roleplaying at a very specific point in the development of the hobby, and have largely worked from there instead.
What I mean is this: Das Schwarze Auge (The Dark Eye) long has been the main roleplaying game in Germany, in a way that Dungeons and Dragons has been in the English-speaking world. People get introduced to roleplaying via DSA, and many never feel the need to change into different genres or systems, even though these exist. And this has been something people have bemoaned for decades.
DSA was not the first RPG in Germany (that was Empires of Magira/Midgard). It wasn’t even the second (Tunnels and Trolls was translated by the authors of DSA before). But thanks to some adept marketing and the collaboration with Schmidt Spiele (back then one of the biggest boardgame manufacturers in Germany) and Droemer-Knaur (one of the biggest publishing houses), it found it’s way into toy stores and department stores all over West Germany.
This isn’t to say that it wasn’t inspired by D&D. It was. In fact the authors Ulrich Kiesow and Werner Fuchs had already translated multiple rulebooks and boxed sets into German and were negotiating with Schmidt Spiele about releasing them. It just turned out that TSR wanted more money than Schmidt was comfortable with, and so they were contracted to instead make their own game that would “blow D&D of the market”, which it did.
D&D did get published, and then for the next decade or more lived a rather obscure existence in the shadow of big brother DSA.
DSA appeared in 1984, ten years after DnD originally came out. The original offering was the Abenteuer-Basis-Spiel (The basic rules), Die Werkzeuge des Meisters (Tools of the Game Master), and four adventure modules: Im Wirtshaus zum Schwarzen Keiler (Black Boar Inn), Der Wald ohne Wiederkehr (The Forest of No Return), Die Sieben Magischen Kelche (The Seven Magical Goblets), and Das Schiff der Verlorenen Seelen (The Ship of Lost Souls). And from the beginning the whole setup was based on modules, or as the DSA terminology called them: adventures.
There is a difference between both terms, and I think it’s quite clear where the German version comes from. These aren’t location based scenarios like Keep on the Borderlands, these are specific scenarios with plotlines a la Ravenloft and other Hickman offerings. Sure, there are dungeons (which even today are loathed in German roleplaying), but they aren’t actually that good, and there is railroading, and while there is a lot of potential for sandboxes the adventures all are scripted and predetermined in a lot of ways.
And I want to have a look at where DSA started with that and how it developed.
I also was thinking about using them with my kids at one point, so I was trying to look through them to see if they are appropriate.
By way, there are a lot of adventures for DSA. A LOT. The B-line (for Basis/Basic) went up to number 25, but the A line (for Ausbau/Advanced) went up to number 213 (which was for fourth edition), before switching to a new numbering (the VA line for 5th seems to be up to number 59 by now), and there were multiple sidelines. I am going through the beginnings though, so at first I will go through the B’s, and then add some A-line adventures in when chronologically appropriate.
In Black Boar Inn by Werner Fuchs (1984)
The first of the bunch.
According to Fuchs this was written by him under time pressure together with the core rules and the second adventure. Everything had to be ready by Christmas so the publisher was able to present all of it at next year’s SPIEL in Nuremberg. Altogether he had about 2 weeks of time for that. This is coincidentally similar to how long Gygax had to write Keep on the Borderlands. But Gygax already had been creating, playing, and refereeing the game for years while Fuchs had not, and this is noticeable.
It doesn’t help that it seems they did not understand Keep on the Borderlands. Fuchs actually mentioned Castle Amber and Palace of the Silver Princess as much more of an inspiration, both of which have a much more streamlined plot than Keep. When looking into it it becomes clear that what Kiesow and Fuchs saw in the game was not the sandboxy game feeling of early DnD, it was the combination of storytelling and improv theatre that interested them. But… they still were working in the constraints of the hobby, so there had to be dungeons. Which the heroes were forced into by a railroad.
The plot: the heroes are travelling from the port city of Havena to the town of Angbar. During a rest just before crossing the mountains they stop at the Black Boar Inn in the small barony of Gratenfels. There the local baron shows up, then throws them into the wine cellar for not being able to repeat a nonsense verse. Freed by the bar maid they escape through a tunnel into a cave complex/mine where the baron is using slave labor and monster overseers to mine silver and mint coins. After some typical dungeon shenanigans including orcs and lizardmen, enslaved dwarves, and other things, they escape.
That’s it. There isn’t much to this story, it doesn’t make much sense, there’s no proper resolution except escape, and the baron never gets his comeuppance. (unless the Meister decides to add something, and that is never discussed in the module)
The plot is stupid.
One would have thought there might have been a better way to throw them in the wine cellar than that stupid doggerel they have to repeat or be branded as traitors, BUT at least this brings across that the baron is a nutcase and stays in mind.
What happens if some person actually manages to repeat it properly? Dunno. Don’t care. The heroes HAVE to end in the cellar. They also HAVE to escape through the secret tunnel.
There’s about half a dozen problems with that and we haven’t touched the first room of the dungeon yet.
The dungeon is… not great.
A weird collection of stuff and monsters. Not quite the worst of dungeons I have seen in Dungeons and Dragons, but also not good. The place is a mine in which a variety of humanoids use slaves to mine and mint silver for Graf Greifax.
The best thing about it is that the heroes go in blind. They end up in a room and now have to find their way using only touch. On the other hand considering this is the very first adventure many would have encountered this also might be a rather big ask.
The adventure lacks playtesting, of course, but it has some ideas how to ease new GMs into the whole “how to GM” thing. Adventure text here is in three parts, “Common Information” that can be read aloud, “Special Information” that can be gained with even just cursory investigation, and black-marked “Master Information” that contains further information and should not directly been given to players. It’s clear, even if not remarked upon, that this form of presentation is intended for ease of use: PCs come across a new room, you can read the first text, they decide what to investigate, giving you time to read the second category and the third one. I’m not sure if this is still used in the current 5th edition of DSA, but this is the way DSA adventures were presented all the way to 4th edition in the early 2000s at least.
What didn’t stick around were the fanciful names for other parts of the adventure. The maps were called Plan des Schicksals (Plan of Fate), which sounded narmy and fit right into the rest of the system with the Dokument der Stärke (document of strength i.e. the character sheet) and the Buch der Macht (Book of Power i.e. the referee manual).
It was the early times of the hobby, and the game wasn’t just playing to your average gamer, it was playing to kids, and to the adult executives from Schmidt Spiele who thought they knew what kids wanted.
Note: I have revised my opinion about this scenario somewhat in the mean time.
Curiosities:
- the new monsters in the book also contain “Höhlenschrate“. These are described as dwarf-sized Schrate living in caves. This is the only appearance they have. Later descriptions of the group of Schrate (which in DSA-lore also contains the equivalents of treants, trolls, and yetis) has Grottenschrate (the equivalent of bugbears), but these are at least twice the size. This particular monster just disappeared.
- Baron Greifax never got his comeuppance and outside of some non-canonical adventures, never was properly mentioned again until 30 years later in the timeline. The barony of Gratenfels in early sourcebooks was described as lordless until a replacement was found. What exactly happened there never was explained. He was later established to suffer insanity, but that was decades after, both in the real world and the lore.
- The adventure received a sequel about 14 years and nearly a hundred adventure modules later, in 1998’s A84 Rückkehr zum Schwarzen Keiler (Return to Black Boar Inn). This book was an anthology of adventures with homages and connections to older classic adventures. In the Black Boar adventure the whole complex of caves under the inn was given a more reasonable explanation that fit into the established background/metastory of the time. Come to think of it, this was an offering for retro fans already, and it came out in ’98. That was 24 years ago. I am getting old.
- The player characters by the way are generated after the game already has started. Unlike basically every other starter adventure I have ever read they also are given a specific background: all of them are from Havena. Havena being the only other established part of the setting so far, it was the setting of the sample scenario from the starter box and would become the subject of the first sourcebook.
- The book was one of those that also were translated into different languages. There are Dutch, French, and Italian versions of this adventure. I’m not sure how successful these lines were.
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#abenteuer #dasSchwarzeAuge #dsa #module #osr #Roleplaying #rollenspiel
I already talked about Black Boar in in the first entry of this series. Since then I have gone through 10 or so adventures for DSA and it turns out my view on this module has evolved. Not evolved enough to properly change my evaluation of the scenario, but I did realize what Werner Fuchs was trying to do with it. And I think he put more thought into it than I gave him credit for.The adventure is a beginner scenario in every sense of the word. People who have been playing longer sometimes forget that, especially when they come across this legendary adventure (it is after all the first for DSA) and then notice that it is kind of meh.
But that’s ok, because what the adventure tries to do is getting people with NO ROLEPLAYING EXPERIENCE WHATSOEVER into experiencing the hobby.
And that’s why this actually is better than I thought.
Yes, the dungeon is bad.
Yes, the heroes get railroaded into the dungeon.
Yes, there is a weird assortment of enemies to deal with.
But that’s not the point. The point is to teach both players and GMs how this whole game works.
You start with basically a read aloud story. Then you get to the Inn. Only here you actually make your characters. Don’t worry about equipment because you are going to lose it immediately. You just need the stats and DSA1 chargen was simple enough for elementary schoolers.
Imprisoned in the cellar you are given an escape route through a dungeon. The game properly starts in the first dungeon room. What is the situation like?
Dark.
There’s no lights. You don’t have equipment. You can only use what they can find in the dark. How are You finding it? You have to narratively interrogate the environment with only touch, smell, and audio cues.
I don’t think this is an easy situation for the DM to deal with, after all instead of just presenting the situation as usual they are now forced to strip out all the visual cues. But it also might be good training for them.
That’s actually quite an interesting approach to the game. It makes this whole dungeon into a puzzle from the get go and allows people to learn how to deal with such a situation (a situation that might have been inspired by ADnD module A4 In the Dungeons of the Slave Lords from 1981, which starts in a similar way).
Once You get some lights and weapons there are the usual dungeon encounters, and those introduce you to some of the fantastic core concepts of the game (what are orcs? what are lizardmen? etc.), but they present players with another decision: how do they want to escape? There are multiple paths that lead to the outside, and some are harder and more rewarding (e.g. through the tower on top of the hill), some are easier but don’t have other rewards (e.g. through a cave chimney with no opposition). Players are supposed to learn to strategize here based on the information they have.
Unfortunately this flew over my head the first few times I read and ran the module, and only came to me when trying to vocalize why exactly this module felt much better than B4 (which I loathe).
Does it make the module better? Marginally so. I have been thinking of that the last few months, so the tally I have been doing at the end of my retrospectives actually reflected that. It’s still not a good module, but it’s serviceable. I think I MIGHT use it if I was introducing kids into the hobby. But I still would have to put some more thought into it.
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Geoffrey und likely not a disguised martian haben dies geteilt.
I have been worldbuilding the last few months instead of actually gaming. The Glimmermark still does not feel ready to actually play in, I am still trying to figure out how to fit the building blocks I have into a coherent whole.
One of the core building blocks is this principle: there’s only going to be one of each.
Which means there will not be oodles of huge monsters just walking around.
The Glimmermark is supposed to be your archetypal borderland (the center even a version of the famous keep), an empty land that once could have been called one of the heartlands of the old empire, before it fell, or rather slowly disintegrated, eating itself up in a series of long lasting conflicts between the aristocracy and local tribesmen.
So there’s not much left. But there’s also no huge realms of monsters. There are some scattered settlements of humanoid tribes (being slowly united by the lone dark wizard of the region), there are some lairs of huge beasts, the odd eldritch god or so lurking in the depths.
But there are no huge amounts of them. Sure the big monsters are in other places, but in the Glimmermark all of the big HD ones are the single local example. Like the Tarrasque, just on a regional scale.
You are not killing a manticore, you are killing Thrak the Dark Minion of Set.
Now this is not a hard and fast rule, but it’s a design principle I try to use when making this setting. If I come up with an idea, is there already a monster like this? Can I just use another monster? Does the first one need to be the type?
Examples:
- There is one (red) dragon. Her name among people is The Old Fire. She has been there for a very long time. People used to worship her, but that has faded away. Not that she cares.
- There is one Vampire. Well, there are a few lesser vampires in his employ, but he’s the head honcho. They call him the Baron. (Yeah, this is supposed to be a distillation of tropes, of course it’s Strahd)
- there is a single tribe of gnolls. They are in multiple locations, but they still are a single tribe.
- there is a single lich, he’s called Xiximanter. No nickname for him, people would freak if they knew how close he is (The Tomb of the Serpent Kings is in place of the Cave of the Unknown)
- there is a single minotaur family, one rules in the palace inside the Caverns of Thracia, the other schemes against his/her father in the Caves of Chaos
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Geoffrey mag das.
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Geoffrey und likely not a disguised martian haben dies geteilt.
This morning I received the message that WordPress.com blogs now can activate themselves to be available via ActivityPub. Which means they can be followed and commented directly from fediverse applications like Mastodon, FireFish, Pleroma, or any of the other dozens or hundreds applications activated on it.
That’s actually quite cool, I have been on there for a year or so now, ever since that mess at twitter started, and I have enjoyed my time there a lot. Unlike twitter the fragmentation of the whole experience into many smaller communities that can mostly freely interact with each other makes for a very relaxed experience. When I started people claimed that it was not important which server to start on, because you could just follow people from any other server, but let me tell you, having for a local community makes for a stark difference.
It’s not like I disliked toot.community, where I started, but I felt like I was missing a lot of tabletop-roleplaying discussion. And I was right, moving to dice.camp put me right into a community that was talking about the things I was interested in and wanted to talk about. And yes, technically there should be no difference, but there is a local feed and a federated feed on Mastodon, and having access to all those other ttrpg people right there on the local feed did in fact make a difference.
But that’s something I really like about the experience, interacting with people who are interested in the same things as you, who are also interacting with people on other servers that have the same interests, making for interesting clusters of thematically close interest groups.
There are a few other great things about it, which I noticed when I quickly tried out tumblr last week. I was so used to Content Warnings on the fedi for example that I inadvertently stumbled into an area of tumblr with hardcore gore and porn. I got so used to these things blurred out and tagged appropriately that I forgot other sites don’t have that.
Now to be fair, the fediverse is not ideal. There are issues. Instead of a faceless megacorporation now a faceless person with an unknown agenda has your account on their server. And you are dependent on them.
You also can mute and block people, but that does not keep them from responding to comments to your posts, but now you are left out of the discussion.
The whole structure seems much more geared for that smaller kind of network it was before the great twitter migrations happened.
As people have put it: the great thing about the fediverse is that everybody can start their own server, the bad thing about the fediverse is that EVERYBODY can start their own server.
Anyway, there are different services that are available on the fediverse. They all can interact with each other, sometimes to varying degrees.
My main account is on dice.camp, a roleplaying game focused Mastodon instance, but I also have an active Pixelfed account where I share photos I made. Both also can be followed by rss feed, which is neat.
Sometimes I post stuff to KBin or Lemmy, but all of them can be interacted with from my other accounts.
Here’s a short overview of a few apps, all of them have different servers with different target audiences (if interested, check more under fediverse.party):
- Mastodon: microblogging service, the biggest service right now due to the mess at twitter, although has a different vibe
- Pixelfed: image sharing service a bit like Instagram.
- FireFish: microblogging/image sharing
- Pleroma/Akkoma: more lightweight microblogging (often more for shitposting)
- KBin and Lemmy: link share applications, similar to reddit.com
- Bookwyrm: book review app, similar to Goodreads
- WriteFreely and Plume (and, well, WordPress): blog platforms
- Friendi.ca: more Facebook-like interface for the fediverse
- PeerTube: video sharing platform
- CastoPod: podcasting platform
And here are a few ttrpg related servers:
- dice.camp: Mastodon instance focused on ttrpgs
- pnpde.social and rollenspiel.social: German language Mastodon instance
- ludosphere.fr: French language Mastodon instance
- chirp.enworld.org: Mastodon, ttrpg-focused
- tabletop.social: tabletop games focused
- diyrpg.org: lemmy instance focused on making things for ttrpgs
- ttrpg.network: lemmy instance focused on ttrpg discussions
- wandering.shop: sf&f focused, for writers and fans
- warhammer.social: wargamer-focused
- miniature.photography: miniature painting Pixelfed server
There are more. I had a whole list down when I started a year ago, but if you want to check it out, this should help.
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Geoffrey mag das.
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Geoffrey, likely not a disguised martian und Killertomato haben dies geteilt.
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ambivalena
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