Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Dave Arneson's True Genius (Review)

Half way through reading Robert J. Kuntz's book, DAVE ARNESON'S TRUE GENIUS, I wrote the following response on the Ruins of Murkhill BBS

You have, I feel, given the best definition of what it is that we do. Describing to others why we sit around a table and play pretend either ends well or it doesn't. You also identify and clarify thoughts that I have had about the system for years but in a concise way which both strengthens and expands what I have been grasping at for so long.

I had taken a very long break from gaming, and when I came back to it, I played MUCH differently than I did as a youngster. The game functions better, we took our time and just did what we wanted to. You go into a house to search it, there is no dice for that now, I make the player search it. One of the club's founding members returned for a game, he had heard that it wasn't just a hack and slash anymore and he got curious about it. During play he'd try old tactics that rely on dice, and would get frustrated when I forced him to use his brain instead; however, the very next session he came back ready to go.

I had a hard time grasping what I did, what was different, and I finally figured it out! I allowed the player's thoughts and ideas to become more important to the game than the dice. If the player can't mentally accomplish a goal, or just becomes overwhelmed, we can always use the dice, but we don't have to. People come first, not the system. This philosophy, once it takes hold, changes the dynamics of the game in a positive way. This book really reinforces this principle, and even extends my personal awareness of how far this knowledge can really take us.

Thank you!

Copyright Three Line Studios
After finishing reading the book, my thoughts about it really haven't changed. The book contains a bit of personal history from an original designer; but, it isn't a history book. The book has no mechanics, nor does it tell you how to design worlds; what this book does do is that it describes the engine that makes the game so addictive and allows you, the reader, to understand the engine for yourself. True Genius is much longer than the page count, it is interactive as it requires you to take the ideas presented to continue the thought processes and what they mean to you personally.

The engine itself is larger than Dungeons & Dragons, in fact, Dungeons & Dragons places limitations upon it to stop it from reaching its full potential. The purpose of the game system isn't to help you, the end user, nor does it govern or improve the engine, the primary purpose of Dungeons & Dragons is to sell you Modules and to pretend that it is the best at what it does, when this is far from the truth.

If you are ready for this book, it is here, but beware that it will challenge what you know and encourage you to evolve. It exposes things that other designers know but don't want you to. The only critical issue I have with the book is that I feel that it could had been improved by a harsher editor, I sure wouldn't want that job! On average, most people have a 9th Grade reading level, however since this is a hobby primarily made up of readers, that average is probably somewhere in the collage level, still, I find it to be a bit too academic minded at times. Some find his word choices to be either intellectually intimidating, or thought provoking. The man is describing something that has never been fully described yet, with ideas as large as this (the engine), language itself is slow to catch up. This barrier has always been an obstacle, going right back to Arneson.

What I was hopping from this book were some insights on Dave's behavior while in the company, which are addressed, very clearly. I also wanted to know what Mr. Arneson's lost notes said, they, regrettably, are gone, but Rob does elude to some motivations of why this is. While those notes have no doubt been destroyed, Rob Kuntz, I believe, does his best to describe the contents of them. They didn't describe D&D, there was no D&D, they attempted to define the engine itself, which, like I said, is the exciting part of this book. This engine is the focus, and it, my friends is a very large yet illusive concept. The intent of the engine wasn't to recreate games that had already happened, it can do that, but as a resource, it is capable of so much more; how much more will only be discovered once we unshackle ourselves from the influences of people who aren't even at our gaming tables.

The target audience for this title is for those who are very very advanced. Those who have noticed the limitations set in place by their system of choice; any system. It is also of interest to those who study the history of our hobby, the information presented here is first-hand accounts, however that is not its goal, outside of helping you grasp what the engine is and how it was restricted right from the gate.

If you are serious, or just on the fence about developing your own designs, as I was; this book will provide motivation and direction. It defies my normal grade standards as it isn't a DM or Player Guide, it isn't something that you can apply to your current system, it is it's own thing. I will, however, state that this book is important. It's ultimate goal overshadows the status quo and forces you to question it. It also sets out to, hopefully, allow the hobby to grow beyond its current stagnation set in place by traditional formulas and be allowed to take greater leaps into future innovative designs. Wouldn't that be nice? 

The book itself is only available on the Three Studios webpage if you are waiting for it to come out digitally, I've been told that that isn't going to happen. A Kindle version would had been nice, but for the small press, Amazon takes a huge bite and leaves the Author unfairly compensated.

The Complete Bards Handbook: or, What is Class?

Via Medieval Life & Times
2127 PHBR7 The Complete Bard’s Handbook was released in April of 1992 and was designed by Blake Mobley. I know that a small, but very loud group of people think that Bards, as written in the AD&D system, are the best class ever written in the history of the written word; to those gentle readers, I suggest that you click away as I am not remotely in that camp. Those who continue reading this, you have been warned.

Despite what the title of this post says, I'm not really going to review this specific book. I have never owned it, and am never going to. I had once borrowed seen a copy and the thing is just so counter to everything that I believe that a good product should be that I wouldn't even know where to begin. If you were expecting a grade, I think that you can connect the dots. This title has been used as evidence that by 1992, the life-cycle of AD&D was already over; that statement isn't true, but this is a horrible book in every sense of the word.

I have no idea what TSR was thinking; logically The Complete Race Handbooks should've been completed before scraping the bottom of the barrel, if we have done anything here we have already established that TSR executives had no idea what they were doing.

WHAT IS A BARD?


I don't play bards; I hire them. There have been some awesome bardic characters that have appeared in literature, unfortunately, the AD&D system does not allow you to play them. They just don't fit the mold of what AD&D is about. If I could ask Dave Cook anything, I'd ask him if he included the Bard template to visually show how weak a character who can do everything is, or should be.

The AD&D bard can fight, do some thief skills, and cast spells, the catch is that he isn't very good at any of this. He can't hit, he can't steal, and he can't control his spells. One should never play a bard, and instead focus their attention on specializing in one skill set, only then do you offer anything to the team. As the bard sits, I hire them when we are dealing with mass combat, or using the morale system; THAT is their specialty. That also doesn't make for a very interesting character.

WHAT DOES CLASS MEAN?

Here is the deal, you make a fighter, or a thief, or a wizard: have him learn how to play the harp, you've got a bard. The other Complete Class Handbooks were about taking the templates and skills of a set class and using them to define what a character is, not based upon their chosen class, but upon the identity of the character itself.

Bard isn't the best example, so we'll instead examine the Druid: as it is laid out in the "2nd Edition Advanced Dungeons & Dragons Player's Handbook". Once you look at the entry, and read the decription, you will notice that this really isn't a class at all! It clearly defines all of the skills that specific character gets per level, as well as listing all of the requirements that must be met beyond just gaining XP to actually level up. 
The Druid is a poorly labeled example of what a cleric should be, something very specific to the character that the player is using. Something unique that is only based upon the class system itself.

Now, we look at the Paladin or Ranger and I think that we see the same thing going on. None of the Sub-Classes are true classes, but examples of blending ideas together. This begs the question, are we supposed to be blending?

WHAT IS RACE?

Another example: The Barbarian, this isn't a class either, but a race of people. The template assumes that the Barbarian is a Fighter, but honestly, a barbarian can be a cleric, a thief, a whatever. Barbarian doesn't define his skill set, it defines his background.

Things got really muddied once many of the Original Dungeons & Dragons classes became races, the elf could multi-class now, he could be a Fighter/Thief/Wizard which is all fine and dandy at lower levels of play, but once the other players are fighting dragons, this guy has to hide in shadows because he's been playing 3rd level for the last eight years.

The very concept of Race is strange now, the player who chooses to play a demi-race gains all of these special abilities, but they never improve; the only thing that improves is their skills dictated by class. 
There really isn't anything special about them anymore. An Elf used to be able to pick at the beginning of each session if he wants to play as a Fighter or as a Wizard, the Dwarf was a much sturdier fighter than the one that we have now; he's been lost among the other demi-races and in regards to mechanics, there is nothing really all that unique about dwarves anymore.

CLASS AS A JOB DESCRIPTION

Via: Pinterest
Is class our job? Do the things that we are good at define who we are as characters? I have always just assumed that Fighter or whatever was nothing more than a job. A character that is really good with a specific skill set. 

We can choose to play a fighter by the book, but even playing it core to the rules it doesn't really define us as characters, it just defines how our characters progress if we survive. How we define our characters is still up to us. That is what makes the fighter class so solid.

Somewhere along the lines, class attempted to define us. It got really bad with later editions, so bad in fact that the language changed. A player was no longer a Fighter but a Demon Slaying Doom Lord, or what have you, whatever they called themselves it was so precise and well-defined that one must ask if that is even truly the player's character or just some definition that they read in a book. 
The idea of Min/Maxing and Powergaming is not a new concept, it happened right away, but to set it at such high levels that you can't even identify the basics anymore implies that something, somewhere, was lost in translation.

How far should we be going to blend classes? Does it change the language when we do it? If we make the connections laid out for us in the Players Handbook, we can use these strict examples of what somebody at some time did to make a character unique to them, and apply it to our games. And, we don't need a supplement or splat book to do it either.

 AN EXAMPLE:
One of the things that have always irritated players the most is the Battle Mage, or why can't a wizard pick up a sword. . . Gandolf used a magic sword, I want to too!

Well, lets first identify our Battle Mage as not a wizard at all, but as a fighter. We'll place limits on the mage's spell abilities by stealing the Ranger's spell progression, but instead of cleric spells, he uses wizard spells.

We'll also borrow the XP charts from Paladin/Ranger and apply them to our Battle Mage, and DONE!

If the battle mage wants to cast a spell that requires free movement, he can't be wearing armor; he has to decide if taking it off is worth it or not. We can also stipulate that the only sword a battle mage can use is a magical one, all normal swords interfere with his spells.

The battle mage can't specialize in weapons, but he can become proficient in their use and must use the Wizards Proficiency chart of progression instead of the Fighters.

via pinterest
You get the point; if we put enough thought into a specific idea, we can tailor it to actually identify what the character is. We just have to figure out which rules to use to keep this character fair for the world which we created it for. A real mage is going to be able to cast more spells, and a real fighter is going to be more dangerous, but the battle mage pays for the privilege of being both.

If we take this logic and apply it to the bard, we see that that is exactly what happened. In order to be an effective character, one must play a bard for a very very long time, even longer than a wizard except that low level wizards, while fragile, don't suck.
If we ignore the bard, and instead set out to make a character that better suits what we want to play; say, Will Scarlet, we can accomplish this goal better by the player and the DM sitting down and designing this character and agreeing on a set of rules and limitations that apply to him as an individual.

Bilbo never considered himself to be a burglar, Conan wasn't just a barbarian, Robin Hood was not a thief, these were just things that other people called them. They were all special cases, and this can transfer over to our game.


THEN YOU HAVE THE BARD'S HANDBOOK

This book, I feel, endorses a lie. It takes a misconception and instead of clarifying it, gives it flesh and blood and perpetuates it. Yes, it has some new things in it, but once again, why are we getting an entire book made for a couple of good ideas? Of course the answer is that TSR wanted money and they made poor Blake Mobley waste his time writing garbage that offers nothing to the hobby itself. This description fits much of the products that are published, good ideas are hard to come by, I get it; but does that really mean that we have to lower our standards in order to feel like we are succeeding? Well, it probably does.

With all of this said, I can perhaps skip reviewing the Complete Sub-Class Handbooks altogether, and I no doubt will. Books like this one are what irritated me at the time, and still give 2e a bad name. People remember the system for garbage and dirty tricks and forget the good stuff, the great ideas that came about in the 90's. We DMs of the period ignored the titles we didn't like, and if we were suckered into buying books like this, most of us left those things where they belong, on the shelf, collecting dust and holding the bookcase down so that it doesn't float around the room.



Medieval Life & Times: Bard

A special thanks to Mormonyoyoman from the Ruins of Murkhill Forum for inspiring this change of direction. If you experience any problems, blame him.


9335 BATTLESYSTEM Skirmishes Review



BATTLESYSTEM was an intriguing product that fell victim to TSR’s inability to market its product. It had a terrible name that did not really identify it, I remember reading a reference to it in The Castle Guide, but not knowing which BATTLESYSTEM that they were talking about, but I think that its biggest failure was the lack of support for the system. This, I believe, was something that Dungeon Masters would really be into if it was better designed, and if further supplements helped us use it more confidently. As it sat, we had no idea how to build a fair army, nor did we really know any basic military strategies that would work well with the system.

The 2nd Edition of BATTLESYSTEM had reduced the amount of bookwork required, but there was still a lot to keep track of. The Castle Guide did provide an update to the BATTLESYSTEM and allowed users to conduct sieges, which was awesome! The Siege Engine didn’t really need the BATTLESYSTEM to function, but if added together with the alterations made to BATTLESYSTEM in The Castle Guide, they say that it improved the experience.

9335 BATTLESYSTEM Skirmishes, was released in October of 1991, there was a planned push for the product line, linking it with the upcoming Dark Sun setting, and Skirmishes was intended to make the BATTLESYSTEM even easier to use!

Skirmishes, was designed by Bruce Nesmith, co-designer of Ravenloft. The idea was to make BATTLESYSTEM easier to use for the purpose of role-playing; The battlefield itself was shrunk down from War level, to a more manageable Melee level that fell more in line with the Core AD&D rules, and instead of 1 miniature = 10 units, in Skirmishes, 1 miniature = 1 character.

This product allowed for all tables to be able to run some very advanced combat scenarios! It could handle the Siege, it could handle war-like battles, and it allowed the DM more precision in design. An ambush that plays out in our minds played out in a completely different manner on the table. Skirmishes added a new element of challenge to what we were doing.

The greatest advancement of Skirmishes was the elimination of almost all of the book work. Tracking BATTLESYSTEM armies was still a difficult task that would slow the game down considerably. Skirmishes system is FAST! Perhaps too fast; instead of hit points, the system used hit dice; a 7th level character was dead after 7 successful hits, which can be dangerous. It is balanced by the difficulty to score a true hit, allowing for the morale system to function, so it probably isn’t as bad as it sounds.



This game also used less dice, BATTLESYSTEM had required several buckets of d6’s so this improvement is seriously appreciated, and while this is a very good step in the right direction, it wasn’t perfect. It still did not remove the need for BATTLESYSTEM if you wanted to simulate large scale combat, however if you took the principals of Skirmishes Combat system and carry them over to the War scale it would make it easier to run, but it still doesn’t help us make fair armies, nor teach us advanced strategies.

Another problem with BATTLESYSTEM Skirmishes is the book itself is horribly over-written. I still don’t know if this was a replacement or not, all of the rules had been included in this book, but so many rules that comparing them to BATTLESYSTEM and the AD&D Core Rules is beyond what I am willing to do, so you are on your own in that department.

The text itself is so dry and boring that reading the back of a bottle of Tylenol is more exciting. There is just so much information here that  isn’t needed, and repetitive, especially if you’ve played AD&D for any length of time. Why they felt the need to completely re-write a book that had been out for less than 2 years is a mystery. While more complex, BATTLESYSTEM 2e was better written than this one. It would have been nice if Skirmishes did more updating and supporting than it did.

The sad thing is that this product was not utilized any more than the original BATTLESYSTEM, Dark Sun supported it for only a couple of months and then it disappeared. The greatest support that this product ever got was actually from Forgotten Realms, when the Horde attacked, unleashing a massive war that was kind of awesome, but still unneeded. Most users still ignored this product and just wrote around the war.

As far as Skirmishes legacy goes, this idea was allowed to go dormant until Wizards of the Coast took over. WotC provided an excellent update that made it even easier to use in Player’s Options: Combat & Tactics. Though I think that Skirmishes still has a place at our tables for the combat system alone; let’s face it, sometimes the players make some really dumb decisions that may require an impromptu and unplanned for miniature scenario, and we can get through it faster and easier by using Skirmishe’s faster combat system, but do you really need the book itself at the table? No. All the changes that you want can be summed up on a couple of sheets of paper, making this product more desirable in PDF form.

I give BATTLESYSTEM Skirmishes a C. It did improve the BATTLESYSTEM line, and it could of change the way that we game, but it was just so overwritten and didn’t go places that would had been more helpful to the users. It is a big shame that TSR didn’t have more faith in this product, if they would had kept at developing the line, it could had been very profitable for them, and offer us some really cool options, but it was dropped prematurely, I feel due more to lack of advertising and support than actual content issues. AD&D clubs could had used less Forgotten Realms dogma and more BATTLESYSTEM (God, I hate that name).  

2400 Dark Sun Campaign Setting Review




The original Dark Sun Campaign Setting was released in October, 1991. Its design team of Troy Denning and Timothy B. Brown, along with Mary Kirchoff and artist Gerald Brom took what was assumed to be the dull task of creating what was ultimately an elaborate ad campaign to boost sales of TSR's BATTLESYSTEM and The Complete Psionics Handbook, and transformed it into one of the deepest and artistic products that ever came out of the 90’s.

This product defies corporate ideas about what a RPG should be, and in doing so, became very important, not just to the users who love this setting, but it pushed RPG design into a new direction. Dark Sun breaks many of the traditional rules and ideas that governed RPG design at the time: it ignored the formula for achieving game balance, it perfected and applied the meta-game in a functional way that favored the user over the company, it . . . well, it broke a lot of new ground. This game is important on so many levels that it makes talking about it in a cohesive way very difficult.

The exact product that we’ll be looking at today is 2400. It is the original boxed set, and it contained so many rules changes, that it worried TSR Executives so much that they had to go back and increase the influence of AD&D; which they ended up doing, but twisting the traditional concepts in very creative ways that still made Dark Sun unique. 

Most of TSR's titles are full of things that, honestly, you can  do yourself. You are paying to have lots of work done for you, but the tropes and elements within the setting are all things that follow a default setting. If we create a map, and just apply the principles of the Core Rules, we still end up with Forgotten Realms. Dark Sun is not Forgotten Realms. The designers actually earned their money with this product, creating new design and achieving something that we folks at home couldn't really come up with by ourselves; not on this level anyway! They got paid for their efforts, and thought deeply about ways to take a dumb concept like “War World” and make into a professional quality game with its own identity and design. The concepts introduced are elegant and unique, they not only allow the game to function differently, but they push the users in a direction that, up to that point, TSR had been pushing them away from.

This is not a game for new users. Dark Sun was designed for very advanced tables that have almost become jaded with traditional fantasy tropes. It has been well documented on the Web that this is a very difficult game, but what hasn’t been discussed is what makes it so hard to play. It isn’t just the mechanics, it isn’t just the combat, nor that PCs will die, it isn’t even the imbalanced nature of the game; what makes Dark Sun so challenging is that it attacks you on a psychological level. Unlike most games where the players are limited in what they can do by their characters, in this game, the characters are limited and held back by us.

All that stuff that players are used to doing: saving little villages against bullies, defending lawful kingdoms from evil enemies. All of that clear cut Good vs. Evil stuff goes right out the window. By the time that you start playing Dark Sun, those wars and struggles had ended centuries ago, and the good guys lost.

Dark Sun isn’t a war game, it is a survival game. The players who are used to being in control of their own destinies, and like to feel important to the story, aren’t. The characters that they will be playing are strong enough to take over typical AD&D settings, but here, they aren’t worth the salt in their own tears. This world is brutal, and it affects the people playing in it. Many clubs who start playing Dark Sun quit, they make up excuses that the setting is too preachy, or complain because they don’t seem to be getting anywhere; these are cop-outs. Dark Sun is difficult because it forces us to think and play differently than we had to before. All of the weak and helpless are gone, going murder hoboing isn’t just a PC strategy that they share with the villain, this is a way of life. Characters in Dark Sun aren’t nice, there is a moral ambiguity to everything, and always a feeling of isolated repression that most players of RPGs just aren’t ready for.

The fact that whatever you think that you earned yesterday, you have to defend today; makes  any victory or a sense of gain far and in between. We are talking about a world where finding a weapon made out of copper is a huge deal! There just aren’t enough resources to go around, and that leads to some very very dark sessions. Even the DM is not exempt from the cruelty of Dark Sun, as we’ve got to enforce the rules and amp up our capacity to concoct evil acts that go way beyond the standards of the typical game. This isn’t a horror game (the ideas behind horror are almost romantic in nature and execution), Dark Sun is a metaphor for much darker lines of thinking that cause emotional and psychological discomfort because, unlike other settings, we really wouldn't want to go to this place, but we fear that one day we might just be forced to.

The Rules book within the box will be used by both Players and the Dungeon Master regularly. All of the classic races have been twisted to fit the setting, and new, more powerful playable races have been added. Players are able to exceed the standard ability scores, and are encouraged to create super characters, as they will be very hard to keep alive. At all times the players must have at least 3 characters ready to go, they can choose one of them to play for that session. Characters are also started at a higher level than normal; because of the conditions on Athas, there are no low level characters. The world is more dangerous than normal, but honestly, a really good player can keep a character alive, especially if you’ve been playing 2nd Edition for a long time, but it does let the DM be more aggressive then he typically would be. The level of risks that one must take to get by here are high. The enemy is typically desperate, so fights to the death are typically the rule, not the exception.


Classes have also been introduced which would normally only be associated with villains, if you want to play a Templar, for instance, and serve under a Sorcerer King, you can, and you’ll get the same benefits as the NPCs do. How this translates into a cooperative game is left to the party to figure out.

I’m sure that everyone who is reading this knows all of these changes already, so I won’t go into it to much. This is a basic introduction to a very large world which is supported by modules and novels, however since everything has been completed, the DM has even more options than he did at the time that this product was currently being circulated. If the DM wants to run this according to core, or just build upon the basic concepts Dark Sun supports either/or.

The second booklet is the Wanderer’s Journal, which presents the setting to the Dungeon Master. It helps the user understand the culture and gives adventure ideas. They also added a short story called “A Little Knowledge”, as this is meant to be a literary style game. The module included with the Setting is a bit odd, it included two flip books, one for the Dungeon Master, and one for the Player Characters. Art is very important to this setting, not just for the users, the dedicated artist of Dark Sun, Gerald Brom, was instrumental in the games overall design. He would draw characters, places,  and items, and the writers would come up with ways to introduce them into the game. Historically, this was the first TSR product that incorporated a dedicated professional artist which was responsible for capturing the unique look and feel of a setting. It is up to the DM if they want to use the flip books or not,there is enough potential material here to play the game without the published adventure.

A SUCCESSFUL META-GAME


Typically the meta-gaming concept always benefits the company as it allows a product to be re-marketed and repackaged again and again and again. It involves reworking the map, dramatically altering the setting, and enforcing DM PCs disguised as NPCs. Typically the DM’s first task of prepping a new setting is finding these elements, and minimizing or eliminating their impact upon the game itself. Forgotten Realms didn’t need the Spell Plague, it didn’t benefit the users at all. The Lords of Ravenloft are simplified and pointless characters that anybody could create themselves and a successful game is achieved by completely ignoring them during play. Dark Sun is a meta-game, but the meta-game has been properly incorporated into the system, and allowed to function where it belongs, in the background.

There are major NPCs; however they are actually functional, it is up to the players to identify them and decide if the character should be eliminated or not. How a character being removed from the board will impact the game according to the needs and the creative whims of the DM. What these major players are doing impacts the game, but it does so in a way which frees up the DM to run the game better. The challenge in running these scenarios comes in micromanaging the party; the primary and daily goals for the PCs is always satisfying basic needs first, gathering resources enough to risk practicing higher ideals is where the true heroics of this game come through. To have predictable characters in the background is a blessing for the DM, not a curse.

THE DARK SUN SOAPBOX

This game is very different than any other setting published by TSR, this rises above just a game where people sit around the table and play pretend: the design, the function, the story, all of it combined with the imaginations and development through individual play results in something that is art. Dark Sun is social commentary, it uses metaphors and deals with very adult and complex issues which are directly mirrored by real life. That results in something that, while uncomfortable to play, provides a fascinating experience that is unique to it.

All of the people who started playing Dark Sun and quit because it was disturbing never got to the true heart of the setting itself; it is easy to be blinded by the violence, the wickedness, the unfathomable odds stacked against you, but you also get to experience an element here that isn’t as pure in other settings: Hope.

This game is amazing and fun, but very different from anything that you will play. It will be a very trying and grueling experience, but a very rewarding one as well. It has the potential to take a great player and make them even better. If you want to escape from the Tolkien influence and discover brand new challenges this is the product for you.

I think that many of us want to play evil characters to exercise demons or just to cut loose. This game allows users to do that, and continue to learn from the experience. Evil consumes itself, and that is exactly what is going on in Dark Sun. While in the short term it feels like you aren’t getting anywhere; that there are no real rewards to what you are doing, in the long term game Dark Sun, unlike standard D&D, allows you to actually feel a huge sense of accomplishment, especially if you are able to answer the challenge of this miserable dying world in a meaningful way.

I give this product an A+. This is perhaps the greatest thing that TSR accidentally released. It wasn’t directed at their target audience of novice consumers, but at experienced users who desperately needed a challenge, and were hungry for new ways to play without sacrificing design. For a hard to hit demographic, it exceeded my expectations. As far as the relevance to modern gaming; the days of living under the threat of The Bomb have returned, so yes. The ideas and fears which inspired this game are not out of date.

Now, this specific product is the introduction to Dark Sun; it will get you started. Two other boxsets fleshed out the system, and in 1995 Dark Sun was revised, and while that set is more complete and better written than this one, I feel that in order to have the greatest potential at the table, it is this original box set that you should get. This is Athas in its purest form, warts and all, and not to sound like an elitist, but if the DM can’t tailor the original to fit his club’s needs, then they probably aren’t ready to run it yet.

In the last 10 years the desire for this product has increased the price. While I always prefer to have hard-copies, the PDF is definitely an option. The ideas behind Dark Sun is what matters, one can print off the material that is required to run the game, and leave the rest on your PC and do just fine.  

The legacy of Dark Sun was as epic as the game itself, users updated it to 3e, unfortunately it was softened in the process. 4e also took a crack at it, but the 2nd Edition Setting is the one that offers the greatest amount of potential and challenge. It is this specific timeline that will shape the game into a unique experience, and it really is a shame when people skip it.

9322 Viking Campaign Sourcebook Review



History has always been popular in intellectual circles; be it in the form of reenactments, board games, or never-ending debates taking place at the shops of old book dealers; we are infatuated with our past, and many of us seek to get as close as we can too it.

Dungeons & Dragons is a fantasy game, but that doesn’t stop people from trying to make things more accurate. As soon as it got into the hands of the consumers, we started to change things. We wanted to see if it could support a more realistic setting, and it could (as well as a historical game really can). While the masses were cool with imaginary worlds, those who had (or would have) sought out historical gaming began to tinker; their goal was to envision what it would be like to be soldiers in the age of Rome, or perhaps a knight in a French Court; not only could the system support it, but it actually provided an even greater challenge to play. Not only can you run an entire campaign in medieval worlds, but with enough know how and tinkering, anything was possible. From the prehistoric dawn of men, to the imagined dusk of our planet, our AD&D books allowed unlimited potential.

There have always been those guys who were experts of a time period, and could easily twist and shape the settings to fit a specific mold, but what about the rest of us? Those that don’t have the time to completely overhaul and customize the basic rules into something useful, or have the knowledge base to get a decent enough grasp on the world in question; can they still experience it? Well, one can always buy in. From the earliest days of the hobby other people started to publish their changes, to the irritation and chagrin of the games founders. I’m sure that you all know what resulted from that! So, I won’t go into it.

The first OFFICIAL book to support historical play was the title, Supplement IV: Gods, Demi-gods & Heroes, which would become Legends& Lore. It had just enough info to get the common man started, and considering the fact that this book, which wasn’t associated with any other product in the TSR arsenal, has always done so well, why not do some expanding?

The idea was to create an inexpensive gateway to historical ideas, and the first cultural entry into the 2e arena was a big one, Vikings! Of course this has been done before, Chaosism’s game, RuneQuest provided an excellent world; but that didn’t put any coins into TSR’s pockets, besides, since the Federal Government said that they couldn’t shut them down, clearly the only thing that they could do was undercut them, right?

In May of 1991, Product 9322, Viking Campaign Sourcebook kicked off the Historical Reference Series, it was written by none other than Dave Cook, the biggest name in TSR at the time, and it would had been really interesting to see what he could had come up with, however as much as people love this book, it has some serious issues. The point behind HR1 wasn’t to provide a new setting. By this time TSR had lots of them to choose from! The purpose of this book was to be a cheap digest which expanded upon the ideas found in Legends & Lore; that is it. TSR was making a ton of money not selling settings, or campaign ideas, but ADVENTURES! That was the primary focus, and we consumers at the time were totally enabling this behavior; I remember standing at the D&D shelf and debating if I should buy this book or a totally forgettable module that I would probably never end up running anyway . . . unfortunately, I, like many of my compatriots, bought the module instead, but I don’t think that that really would had mattered. The Green HR series wasn’t meant to be anything other than a small print run and move on to the next project as fast as you can. Unfortunately, the small print run has translated into the collectors market, and as a user of these games I’m not paying the collectors prices to get $15 of information. It was designed cheap and it sold for cheap. I never did own it, but I was able to borrow a copy of it to do this review, so let’s look at what this title has to offer, shall we?

CHAPTER 1: Introduction

Right off the bat a glaring problem is exposed. Cook wrote this introduction before the editor got done with making the cuts to create exactly 15 dollars of content. How do I know this? Well, it is simple: Cook tells us that he’ll show us how to incorporate this book into other commercial settings, but he never does; that chapter or paragraph was cut, and instead of correcting this error, it went right to the printer and nobody ever looked back.

One can say that it was just a simple typo, but I don’t think there should be any typos in this chapter. If the writer says that it provides something that it doesn’t, even something as pointless as how to incorporate it into Forgotten Realms, it is sloppy and disrespects the readers who forked over their money for this thing. I know that at the time that this book was published, it took me almost 3 hours of work at my crummy job to earn the $15 necessary to buy this book.

The chapter does start the process of telling you about the real Vikings by addressing misconceptions that many people have, and another oddity of this book is that it isn’t all that historically accurate; it says that it is, but what it really is is a chance to play in the fantasy world of Vikings, which is cool! But one is not going to get a very good grasp on the real world of the Vikings from a gaming digest, no matter what the author implies, but it is cheaper than RuneQuest and faster to read, right?
Moving on.

CHAPTER 2: A Mini-Course of Viking History

This is a very helpful chapter, it is full of specifics, and it gives laymen a very fast history lesson that is fun to read. It also points out that this is a game, not a historical reference, regardless of what was written on the cover (Sorry, I’m being grouchy, but it is irritating). The timeline takes you from 800-1100, and crams as much material in as they could possibly get. It at least allows you to have a fun game with a historic feel, and provides research points to expand on your knowledge base, which is cool! Starting something like this from the small entry found in the Legends & Lore book would be extremely difficult, so this chapter functions.

CHAPTER 3: Of Characters & Combat

I’m not totally on board with this chapter, but I understand it being included. I think that it is easier to allow the Viking age to provide its own very high level of challenge, but we can always do this by cutting back, if the user wants more information than he is just out of luck. I see this chapter as catering to power-gamers, but that is just me. I can always ignore things.

In this book, players can get their human characters gifts by rolling against a table that is full of weirdness, some of it providing good roleplaying opportunities, and others being either pointless, ruins the character, or gives the DM even more paperwork to do.

One of the oddities of the book is the race restrictions, they say you can’t play an elf (okay), nor a dwarf (huh?), but you can play something called a Trollborn, which is totally historically accurate and not aimed at power-gaming at all. I don’t get it, but then again I’m no fun.

There were many unnecessary cuts done to available classes, and the inclusion of a Berserker class which they say is exciting and totally unique to this book, makes me wonder how long this thing sat on the shelf. Well, I suppose that since the rules for this class allow the player to shapeshift into wolves and bears, and have followers that make no moral checks; this is somewhat different than the previous versions that had actually been play-tested.

There is some good stuff in this chapter too, I like the lists of names that it provides, this is something that I always do myself because I suck at coming up with names on the fly. I also like how they included a list of Languages that the player can know, or can be used during play. Little things like that impress me more than Trollborn Sorcerers. It also gives some suggestions for the DM on how to settle in on a specific location and time period which is helpful too.

CHAPTER 4: Rune Magic

This is an interesting chapter; it suggests ignoring the 2nd Edition spells and replacing the system with this one. I do like me some alternative magic systems! My concern is that this hasn’t been play-tested, but considering that we like to fiddle anyway, this probably isn’t that big of a deal. This is a really good idea for the original cover price! Not all that historically accurate, but considering that there are some really good books and webpages on the subject of runes, it forms a decent base for the DM to create his own system.

CHAPTER 5: . . . And Monsters

This chapter is actually pretty good, sure most of it is modified monsters from the MM, but sometimes this book goes the extra mile and gives you a good list of Giant Names, or points out how Dwarfs and Elves differ from those that we are used to running. Not a bad chapter! They even hid a nice map of the area in this section, not sure why, but thanks!

CHAPTER 6: Equipment & Treasure


This is cool, it gives us the ability to eliminate coin completely, and easily convert it over to the PHB gaming terms. There is something cool about changing the name of the coins, I’ll do it for a little bit, and then typically the novelty wears off and we are back to using GP again. I do like the novelty though!

As far as the equipment is concerned,   they copied most of the PHB equipment and just wrote N/A for the cost; which totally makes more sense than just offering its own equipment lists specifically written for this book. Many players enjoy having things dangled in front of their faces and being told that they can’t have it, it helps with the illusion by drawing attention to the weaknesses of this specific system which I’m sure that you will find very helpful when you are trying to convince your friends to play it.

Now, to be fair, it does give you brand new items which you can buy: 10 of them. And one of them is a comb. Excuse my French, but WHAT? Is the comb considered the greatest technological invention of the Viking era?


“Comb: Combs were valuable trade items
and gifts, simply because they were hard to
make. The teeth were carved from a thin piece
of wood, whalebone or other material. This
sheet was then mounted between two other
pieces of wood, ivory, amber, antler, or other
ornamental material to make the handle.
Combs were often elaborately decorated with
silver or gold fittims. These were treasures in
their own right.”


Right! Moving on: Not only do you get this fascinating piece of equipment, but there is a list of Art Objects, which must had been written later, or the writer of the book thought that perhaps that comb didn’t belonged here; after all, how can a Viking fight when he’s got hair in his eyes?

As far as magical treasure is concerned, once again it lists everything that the player CAN’T have, instead of focusing on what they can. It does add some decent magical items that are unique to this title, and are really cool. Why you can find a Ring of Money, but not a Helm of Underwater Action is beyond me.

CHAPTER 7: The Viking Culture

This is one of those classic 2e chapters that you either love or you hate. It follows a year in the life of a guy named Ivan, and through his eyes you learn something about the Culture, which probably was the real reason that you bought this book. Once you see how he lived, it goes into explaining the Social Ranking system, the way of the warrior, addressing female characters (a true bonus to playing a Viking type character), houses and farms, little maps of typical buildings, and much more: this chapter is the true workhorse! And was a tremendous value at the time that it was published! Ignore everything else, and just read this chapter and you’ll probably be happier.

CHAPTER 8: A Brief Gazetteer

Another good chapter, this one describes the world as the Viking knew it to be. This is the actual setting of the game, and is wonderfully done. It is easy to reference and allows a layman with no previous knowledge to run the illusion of an authentic campaign.

Also included were full color maps which increased the value of this title considerably, even by today’s standards this is nice.

OVERVIEW


The last two chapters, while valuable, still don’t justify the current market price for this title. As a product of its time it was very valuable, but you have to remember that it came out before the internet, owning this book saved you a trip to the library! It still provides something that is easy to reference. As a stand-alone item, this simple book did the work of an entire box set, it is just too bad that it was poorly designed, and terribly edited.

The biggest failure of this title, believe it or not, is one that I haven’t even gotten to yet, as it isn’t something that was put in, but something that was clearly left out. You see a boat on the cover; the boat was essential to life for these people, and you get a cute little drawing of some Viking ships, but guess what. You are still expected to use the horrible rules found in the DMG which do not function. Wouldn’t this have been a great place to put some easy to use mechanics which allows better ship travel? Clearly this was a lost opportunity which I feel that this book must be held accountable for.

At the time of its publishing, I would had given it a B, and I know that people still really love it, but today I give it a D+ . The mechanics that it does offer suck, as a gaming book this is terrible, as a setting book there is just so much wasted space. A lot of detail went into the maps, I enjoy them, but that doesn’t change the fact that much of this book is filler. If you want to play a game of Viking style adventure, I would recommend that you skip this title, and find a copy of RuneQuest.

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