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Showing posts with label life. Show all posts
Showing posts with label life. Show all posts

Wednesday, October 20, 2010

Memories: The Atlantean Trilogy

In a recent post I helped explore the meme of 15 games in 15 minutes.  Now, as the mists of time part, one game rises to the fore.  One game that I used to be enthralled with:

The Atlantean Trilogy. 

I first discovered this in 1985 through a friend who was visiting from California at the time.  He had a copy of the Arcanum, the first edition, the cover in living greyscale.  I looked through it, and was enrapt with the game-related art inside.  While not technically fantastic, it was interesting enough, and as I skimmed it, I saw rules that were like D&D, yet were not D&D.  Gone were the nebulous Armor Class rules and attack matrices and saving throws.  Ability saves were used to resist spells.  Given that the hobby was still quite young at the time, it was still shackled to some of the more cumbersome engines, tables for things that would have better used a target number, variable percentages for skills, etc.  My friend told me that he thought that it was D&D, and therefore his campaigns were set there, and used those rules. 

The Arcanum
It had the standard D&D abilities, but swapped WIS for WILL and added Perception.  You didn't just have the choice of Thief, Fighter, Magic-User, or Cleric anymore.  You had Witch Hunters, Astrologers, Alchemists, Witch Doctors and more.  You didn't have the bog-standard choices for races -- you now had Druas (Dark Elves, before anyone else ever did), Aesir (giants), Zephyr (like ordinary people with huge eagle wings), and Andaman (half-human, half beast).  You didn't have the standard array of spells anymore.  Things like Fire Sign and Lesser Invocation of Mars gave the spells a much needed revision.  They separated the spells into nine schools of magic, such as Black Magic, Astrology, High Magic, et al.  All of this gave the game a definite flavor, a "feel" to it.

Skills were given to you based on race, class, level, and what climate you were raised in.  The skill list not only included Martial Arts, several different sub-types of Acrobatics, but also Knife Throwing, which gave you the ability to "call" your shot to any location, including throat, heart, etc.  This would cause the roll to be halved, but a hit to any vital area caused 2x damage and the  target would need to save vs. CON or be incapacitated by the wound.  If I had to quibble with the skills, it would be that some of was percentile, and others were based on attack rolls in combat.  One of my house rules was that each skill was tied to an ability and got a bonus if the ability was "exceptional."

Combat itself was almost rewritten from the ground up, and was a whopping four pages long.  Combat ability was defined by three different ratings: Highly Trained, Skilled, and Untrained.  Each determined to hit bonuses and hit points per level, and each of the classes had one of these ratings.  A straight 11+ on a d20 was a hit, and was modified by DEX, magic, and the bonus from class and combat rating.  Each opponent rolled a d20 -- the attacker and the defender.  Highest die roll + mods won.  The standard offensive tactics were in there -- melee, missile, hand-to-hand, dirty tricks, and called shot.  Defenses included parry, evasion, dodge, or counter (which you wait for your foe to strike first, then you strike him back while he's off-balance from his attack).  Damage was a bit more (such as 2d8 for a two-handed sword), given that hit points were higher (CON + set number from Combat rating).  AC was gone, so Armor actually subtracted 1-6 points from your damage, based on whether it was leather, ring, chain, plate, ad infinitum.  Also, chain, plate mail, and plate armor gave you -1, -2, and -3 on DEX saves respectively.      

Alignment was handled a bit differently, too.  It had only four Alignments: Lawful Good, Lawful Evil, Chaotic, and Neutral.  Lawful Good characters were committed to honor, truth, justice and mercy.  Lawful Evil characters despised honor, lied, had no sense of mercy or justice.  Devils were LE.  Neutrals uphold and maintain their own beliefs.  Chaotics analyzed a situation and then acted.  The best of these are loners.  The worst lack all conscience (demons).

The spell system was markedly different from the Vancian system.  At first level, all spellcasters get every first level spell from their school of magic.  Any higher level spells must be found, and they offer ways to do that, from private collections to libraries, to learned mages, and adventuring in ruins and tombs.  It is worth noting spellcasters may only cast two spells per day, plus 1 per level.  In combat, it is also impossible to cast anything other than a first level spell, due to the stress and frenzy of battle.  They also had extensive rules for the properties of various plants and metals, alchemical rules, signs and symbols, and spell research.  

I went home the next morning and dug up one of my dragon magazines that had that book in it.  I sent in a check to Bard Games.  They told me that it really cost a buck more, but they'd send it to me anyway.  I soon found the Bestiary and the Lexicon published in one book (I don't recall where -- the now-defuct Crown Books?), and thus began my love affair with the Atlantean Trilogy. 

Of course I houseruled it, I found the AD&D-inspired ability tables lacking (i.e., bonuses all over the place) and so tacked on the BECM ability bonuses, instead.  13-15: +1; 16-17: +2; 18: +3.  Easy to remember, easy to apply and easily consistent.

The Bestiary
This was an interesting book.  The colorful cover by PD Breeding draws the eye, almost reminding one of Don Maitz's work.  The interior illustrations were rendered by comic artist Bill Sinciewicz.  Though I despised his run on The New Mutants (they hadn't had a good artist since Bob McLeod), the illos in the Bestiary were perfection.  His crazy, somewhat manic-messy style fit the tone of the book.  They had an interesting way of handling the monsters.  Each monster was given a class and a level.  From there you could figure out the to hit bonuses.  They also had no orcs, they were lumped under the label "goblin," which would handle everything from the standard D&D goblins to the big nasty orcs.  The other thing is that they had mythical or quasi-mythical names for the monsters.  A mummy was a "sahu,"  a lich was a "yatu," and they had special undead monster types for those who have been slain by ghouls and vampires to rise from the dead once more. 

For those who wish to see a sample of the gonzo art, here's a peek:


The Lexicon
The Lexicon was the atlas of the antediluvean world.  This product was obviously a labor of love, and parts of it resembled nothing so much as Robert E. Howard's Hyborian Age (even going so far as to use some of the names, themselves taken from ancient history), but everything was ripped from myth and folklore and ancient cultures.  A giant mixing pot of Greek, Roman, Inca/Aztec/Mayan, Native American culture, and Medieval Europe.  The entire earth is described.    In a nutshell, the world suffered a massive Cataclysm, and Atlantis is a shadow of its former self.  Mu and Lemuria and similar mythic continents all share space in the Lexicon.  All in all, it's a fascinating read.         

This is one of those games I kinda wish had reached ascendancy, but it is a very different game than it started out as.  The first time some of this material saw print was in the "Compleat" series by Bard Games.  The Compleat Alchemist, The Compleat Beastmaster, etc.  Then, Bard Games put out these three books.  And later, Talislanta was born and would change publishers again and again.  If the Atlantean Trilogy is at the dawn of the world, Talislanta takes place at twilight, well after the Atlantean Cataclysms and the ice ages that followed.  A decade later, Death's Edge Games picked up and republished the Arcanum, the Lexicon, and the Bestiary, added some new material and changed the art.  A decade after that, Morrigan Press decides to update and revise the material, calling it Atlantis: The Second Age.  They changed the game to a series of suggested templates, spells that are created from different "elements" that combine to create specific effects, and a different system more based on the one found in Talislanta.  I'm not sure what Morrigan Press set out to achieve, but it has a very different flavor than the original Atlantean Trilogy.  I'm no less intrigued, but I miss the old game.

Tuesday, October 19, 2010

Something interesting about Blogger

I've noticed something interesting about Blogger.  Every time I try to post something, it tends to end up a little wonky.  Typos aside, the formatting tends to get all munged up.  And I don't think I ask too much -- large font, Verdana, single spaced. 

I've since remedied the situation by composing in Notepad, and then copy/pasting into the "Compose" field, and adding links and formatting as necessary. 

Sunday, September 5, 2010

I Write Like H.P. Lovecraft

Odd, I always thought of myself as more like Hunter S. Thompson, but there you have it. When I was younger, that would have sent me into an ecstatic state for months.


You can find the analyzer over at I Write Like

Saturday, September 4, 2010

Drakensang vs. Dragon Age

After my laptop died, I didn't hold much hope for computer gaming, but my wife kindly let me install some games, so I can while away some time here and there, having some good high-tech fun.


I installed Drakensang, in a wistful fit, revisiting the world and making different choices.  During combat, I had a few epiphanies that made me realize that another game I own, Dragon Age: Origins, was completely inspired by other things, and that it was so transparent it hadn't hit me until now.


Everyone who owns Dragon Age: Origins who is a fan of George R. R. Martin's A Song of Ice and Fire series knows that the computer game is highly derivative of that series, especially if you play a Human Noble.  The betrayal of the King by one house that has designs on the throne, the eradication of other houses loyal to the King, an organization dedicated to fighting back the forces of darkness, etc.  Almost slavishly derivative.  I didn't have a chance to replay before my laptop died, but I finished one game, so I got a chance to experience everything first hand.


What hit me playing Drakensang is that combat in Dragon Age is identical, and yet Drakensang was out for several months before Dragon Age went gold.  Here are the similarities:


1) The auto-pause option to issue orders.  Not unusual in and of itself, but taken with everything else it tends to look bad for EA...


2) Once you issue your orders and unpause the game and your orders are carried out in realtime.


3) Everyone has a few special abilities that can be brought to bear on the foe.  These options can be trained and new options are bought in a skill tree fashion, where once you have one combat ability new ones are automatically unlocked.


4)  Characters can fall unconscious during combat if they take enough damage, and if everyone falls unconscious the game is over.


5) When the characters who fell unconscious get back up, they have wounds that must be healed manually, usually by some manner of "Treat Wounds" skill or similar.  Unhealed wounds cause penalties to everything, particularly fighting. 


Both games have all 5 things there in common.  So, not only did one of Dragon Age's stories come straight out of fiction, its game play came straight from another video game!


True, there are some things about Dragon Age, the interactions among the characters, that were truly humorous and in many cases genuinely moving, and in a few cases outright disturbing.  I have to give it kudos there.  Few other games I've seen captivated me like Dragon Age.  Other games that gave me similar "must play" compulsions were Redguard, Arena, and Morrowind.


But this new revelation has challenged my belief in the creativity of the designers.  Was it intentional?  I dunno, I've come up with original mechanics and settings only to see them surface in published works weeks, months, or even years after the fact.  But, on the other hand, I'm not under a deadline, and I game for the love of it, not money or any other discernible reason.


I'm not saying that there is a clear case of plagiarism, but I'm merely musing about it.  It's a question I will probably never have an answer to.

Sunday, August 15, 2010

My version of D&D (but why?)

The purpose of my authoring this game was to write a fantasy game that gets back to the "feel" of Dungeons & Dragons. The Original Edition, while playable in its own right, had too little of what I wanted, so I wasn't too interested in playing something that limited my options. The Supplements added complications I wasn't keen on dealing with either.

I got more of a charge out of the Basic rulebook as authored by Moldvay. Erol Otus, David Sutherland, David Trampier, Jeff Easley, Bill Willingham, Jeff Dee, together with Elmore's early work really defined what I thought D&D looked like. Despite the art, I felt AD&D was rather a chaotic mess that the PHB and DMG did nothing to clear up, system-wise (though I loved adapting everything else under the AD&D banner).

AD&D 2nd edition and 3rd edition really did nothing for me. Whatever happened to the days when players were supposed to be clever instead of just relying on dice and character sheets? So gone are the the 3300 Feats, 187 Base Classes, and the 762 Prestige Classes from D&D3E. Overkill doesn't even begin to describe it.

When I was young, players described what they were doing. The best of them were precise (“I check the 3rd block from the right, five blocks up, to trigger the secret door”) or cool (“Ragnar leaps into battle, his axe drinking blood from foes left and right”). There were no rules for this, per se, just people's imaginations – and they were rewarded for it. Nowadays, the style of play appears to be min-maxing to squeeze every last “plus” out of the rules. Half a dozen bonuses from this and that and the other to give you this number which affects that number. Why use your imagination when you can just read what's on your character sheet and roll some dice? The author of this game prefers the first option, and wrote this game to help address it. Characters shouldn't take longer than 10 or 15 minutes to whip up, and should have a fair amount of leeway in what they're allowed to do.

What I'm trying to do here is to re-create the early feel of D&D, trying hard to give it the same “gee whiz” factor it had back in the day.  The editions by Moldvay and Holmes; the Judges Guild add-ons, the Arduin Grimoire booklets, and Role Aids supplements; all of these have tons of flavor.  I would love to give back to D&D what I got out of it, and more.   My hope is, as you read this, is that I succeed.


Choose from unique races, such as the Pa'arr (Tigermen), S'srath (Lizardmen), Pachyars (Elephant men), the Aerosi (winged humans), and Skrettle (mouse men).  Yes we have Elves, but we have other races as well!

No skills!  Your character is unique and does have abilities all his own, and the rules allow anything to be attempted easily!

Experience points reward actually doing things during the adventure.  Treasure allows for a wide variety to be collected, but in a plausible manner.  Hint: collecting spider venom sacs to sell in town is more realistic than collecting coins or gems from its lair.

New combat mechanics allow for any action to be taken, with instant effects rather than “+2 to Armor Class!” 

Almost infinite variety.  We have nearly 40 character classes with 15+ types of Spellcasters and Priest-types.  Unique mechanics allow selection to be a breeze!  Get a character up and running in 10 minutes!

New and different spells, contained in the same Vancian spell slot system, but now with full power over your spells and how they're cast!  Options for variants allow for a richer magic system!  You have 8 different schools of magic to choose from.  A 9th, "Prayer," works the same way as the others, we just refer to it differently. 


Rules on gadgets, potion creation, golems, homunculi, and more.  Easy, logical, and consistent rules.

All this together with a unique fantasy setting informed by the works of Robert E. Howard, Clark Ashton Smith, Fritz Leiber, H.P. Lovecraft, and more!  Make a name for yourself in the magical land of Andurantha!

Not Old School, not New School, but rather Alternative School.  Backwards compatible with most editions of D&D. 

Saturday, May 8, 2010

Pieces of My Childhood -- John Eric Holmes (1930-2010)

I received a sad bit of news this weekend.  Dr. John Eric Holmes, author of the popular "blue book" basic set of Dungeons & Dragons (pre-Moldvay, pre-Mentzner), died from a stroke March 20 of this year.  While my induction into the game was the monster AD&D 1e hardbacks that Gary Gygax put together, my group and I adopted the Holmes and Moldvay versions after we discovered them shortly thereafter.  

Pieces of my childhood are fading away -- Gygax, Arneson, Moldvay, Heinlein, Asimov, Findley, Parkinson...too many brave souls have left their mark on me before they left this world.


RIP, all of you.  


A further, more comprehensive obit may be found here: 
http://www.erbzine.com/gw/1004.html

Wednesday, February 3, 2010

Help out a fellow gamer in need

Over at retroroleplaying.com, Randall has a donation-system going to help alleviate his medical bills from his wife's cancer treatments. Not only does my heart go out to him and his wife, I'm sending along a link:

http://www.retroroleplaying.com/content/retroroleplaying-cancer-fund-special-downloads

Donate, and he'll send a password to some goodies. I donated, because I don't have insurance either, and I feel for him.

Instead of spending trillions to bail out the banking industry and send our troops abroad, we should be taking care of our own here at home.