Posts Tagged ‘J.R.R. Tolkien’

Swords Against Systems


Dragonsword of Lankhmar. Image from Demian's Gamebook Webpage.

(This one’s for Ethan, Justin, and Srith.)

Fritz Leiber’s Fafhrd and Gray Mouser are the definitive fantasy heroes. I love Conan and Bilbo, but my heart will always belong to two half-mad rogues fighting their way across the roofs of abandoned temples, stumbling their way down Cheap Street, or sailing to the edge of the world with a Mingol crew.

Leiber’s heroes are one of the main reasons I got into Dungeons & Dragons in the first place. My first D&D product was James Ward’s Dragonsword of Lankhmar gamebook set.

One of my best campaigns ever — the Adventures of Hackan and Marek — was a steampunk buddy fantasy directly inspired by the twain. We used the D&D 3rd Edition rules. Or parts of them, anyway.

Yet, no edition of D&D has modeled them particularly well. The builds presented in places like The Dragon and the various Lankhmar campaign settings required hacking the system. You needed some levels of thief, some levels of fighter, a sprinkling of Wizard. In fact, it’s the Mouser who suffered the worst1.

Trying to fit his smattering of magical training into the Advanced Dungeons & Dragons magic system — much less the class system — appears to have vexed many TSR authors over the years. The Mouser used magic from time to time, but it was almost always under Sheelba’s instructions, as in “The Lords of Quarmall.” He accumulated magic books and trinkets in “Adept’s Gambit,” but for the most part couldn’t use them — if, in fact, they did anything at all.

Arguably his most important spell, when he chooses the path of black magic in “The Unholy Grail,” is a spontaneous ritual. And for the rest of his life, he never does it again — perhaps with good reason. Skinning AD&D or my beloved Rules Cyclopedia for got awkward fast.

Once you spliced sheets for Fafhrd and the Mouser together, it was difficult to actually play them. They had to start at advanced levels to capture their knack for survival and allow them those extra classes. High levels plus multiple classes meant they couldn’t level up at the expected rate of D&D heroes.2

3rd Edition fixed some of this. While the rogue class was diluted by thieving abilities becoming skills anyone could take, the twain became relatively easy to model as fighters. The Mouser got along well enough with Use Magic Device, or a level or two of sorcerer.

Still, D&D characters started a bit flimsy for our boys, and there was a new problem: magic items. In the d20 system, balance between heroes and monsters relied on, among other things, those heroes being equipped with enchanted gear.

Which brings us to 4th Edition. The ups and downs of the game have been widely debated, but in my estimation, it’s the first D&D that can build Leiber’s rogues right, and have them play like you’d expect, from first level. So, let’s do it.

Fafhrd

Fafhrd by David Petersen

Fafhrd by David Petersen

Fafhrd’s Character Sheet

Brash, red-haired, and secretly in love with civilization. Fafhrd is a fighter, drawing the attention and anger of his foes and then spilling their guts across the floor.

First things first: we’ll be using the Inherent Bonus option, so that both of our heroes gain bonuses as they level without magic weapons or gear. After all, they live by what steel they can steal.

I’m often annoyed by the “raging barbarian” archetype, since it doesn’t fit most of the great barbarians of fantasy literature very well. Even Thongor was fairly clever and cool-headed. When Fafhrd rages, though, as he does in in “Lean Times in Lankhmar” and Swords of Lankhmar, he absolutely cannot be ignored. GIVE ME THE JUG, indeed.

Thus, we choose the battlerager fighter build. Fafhrd’s sturdy, too — Death lends the Mouser some of his strength in “The Mouser Goes Below,” yet he’s still up for a romp with Frix and her airship’s entire crew. Battlerager Vigor, then, is appropriate, leveraging that tough Constitution into temporary hit points when up close to something that needs hitting.3 Battlerager Vigor also favors Fafhrd’s preference for light armor, rather than the heavy stuff used by more knightly PCs.

But wait, it gets better. Battlerager Vigor also gives Fafhrd a +2 damage bonus when using an axe… like that hand-axe he’s been known to throw into a fray. That mitigates 4th Edition‘s bias against fighters using thrown weapons, but it still doesn’t make it an ideal attack, just a good supplement. Perfect.

Leiber’s battles are swift-moving, swashbuckling affairs, and so too the heroes. Thus, we’ll pluck the Combat Agility class feature from Martial Power 2.

We’ll give him a background of Geography – Mountains, getting him the Athletics skill he demonstrates as a climber. He’s been known to talk big to his enemies, so he’ll train Intimidate. As discussed above, his favored abilities will be Strength, Constitution, and Dexterity. Even early in his career, he takes quickly to the streets of Lankhmar, adding the Streetwise skill. And if the Mouser should fall and start making death saves, Fafhrd will be there to back him up and haul him out of trouble — Heal.

Fortunately, we only have to worry about two feats. Improved Vigor makes battlerager powers more effective, and Don’t Count Me Out bumps up most of his saving throws — fairly important in a two-man party.

The power names speak for themselves: Brash Strike, Crushing Surge, Knee Breaker, and my favorite, Bell Ringer.4 Footwork Lure fits the swasbuckling, dirty-tricks fighting style we’re going after.

Equipment’s straightforward: Graywand’s a longsword, Heartseeker’s a dagger, and we add on that light axe to round things out.

The Gray Mouser

The Gray Mouser by David Petersen

The Gray Mouser by David Petersen

The Gray Mouser’s Character Sheet

Quick-witted, slippery, and not-so-secretly in love with himself… as well as any passing dark-haired girl. The Mouser is a rogue in name and class, as adept at slipping into palaces as at taunting and outmaneuvering his foemen.

The Mouser is a trickster rogue, and uses Cunning Sneak tactics, which let him stay hidden even while moving rapidly. His Rogue Weapon Talent makes Cat’s Claw deadlier than a dirk in the hands of a lesser man.

From his days as Mouse, the wizard’s apprentice, and his dark departure from that life in “The Unholy Grail,” the Mouser gains the Arcane Refugee background, and thus, the Arcana skill. That’ll give him good insight into magic and occult circumstances, as he demonstrates in “The Unholy Grail,” “Adept’s Gambit,” arguably Rime Isle and dubiously “Lean Times in Lankhmar.” Arcana will also help with those magical trinkets.

Abilities are simple: Dexterity to be nimble and Charisma for a tricky tongue. Skills are Thievery, Streetwise, Acrobatics, and Bluff — all staples of the Mouser’s adventures. He gets Perception, too — he’s sharp, even if he doesn’t act immediately on prickling suspicions.

Remember how I said Dungeons & Dragons doesn’t do the Mouser’s magic right? Well, 4th Edition has a ritual magic system, and the former apprentice can take the Ritual Caster feat in order to use them, using his Arcana skill. He also takes the Weapon Proficiency (Rapier) feat.

The Mouser’s Deft Strike lets him maneuver even as he lunges with Scalpel. We give him Sly Flourish for a core attack, and Riposte Strike for that fencing feel. Positioning Strike lets him move foes into position, and Trick Strike lets him maneuver an enemy around the battlefield for an entire encounter. Perfect for facing duelist rats in Lankhmar Below.

Now, we just need to add Scalpel (a rapier), Cat’s Claw (a dagger), and a few thieves’ tools.

Adventuring

Skill Challenges provide lots of opportunities for Fafhrd and the Mouser to work non-combat scenes together (as in the duel in “The Lords of Quarmall”). A liberal interpretation even allows them to combine their efforts unknowingly from different locations (Swords of Lankhmar, “The Lords of Quarmall,” “The Frost Monstreme” and more).

At level 1, Fafhrd and the Gray Mouser are ready to take on the challenges of “Ill Met in Lankhmar,” before traveling the breadth of Nehwon (and gaining some levels) in “The Circle Curse.”

Most of the twain’s foemen also model well in 4th Edition. Anyone interested in seeing me adapt “Ill Met in Lankhmar?” Or another of the twain’s adventures?

  1. As, I’m sure, he would be the first to point out.
  2. It’s become somewhat unpopular to use the term “hero” to describe sword and sorcery or old school D&D protagonists. Goodman Games’ otherwise very cool ad for Dungeon Crawl Classics is one example. But if Fafhrd and the Gray Mouser aren’t heroes — and Big Damn ones, as the kids say — then I have no use for the word at all.
  3. Yes, I’d let a player use it to woo.
  4. And isn’t that a nice coincidence — after all, Fafhrd famously rang a bell to wake the dread Gods of Lankhmar in Swords of Lankhmar.

What does a wizard look like?

When Dungeons & Dragons 3rd Edition came out, there was a great deal of argument over its “dungeonpunk” aesthetic and, particularly, the way wizards didn’t look like they were “supposed” to. The pointy-hatted old men familiar from Dragon magazine covers or Will McLean cartoons had been replaced by a confusingly-dressed elf lady and a bare-chested man in leather, buckles, and an underbust corset.1

All well and good, I suppose, but what do wizards really look like? The Gandalf by way of Merlin types we’d gotten used to didn’t seem quite right to my imagination, though they’ve graced some excellent vans in their time. What do the sources have to say about them?

Well, Fritz Leiber is always definitive, so let’s lead off with a few of his lesser wizards. The Gray Mouser begins:

“Hey, I think our creditors and other haters have hired a third S besides swords and staves against us.”

“Sorcery?”

The small man drew a coil of thin yellow wire from his pouch. He said,

“Well, if those two graybeards in the second story windows aren’t wizards, they shouldn’t scowl so ferociously. Besides, I can make out astrological symbols on the one’s robe and the glint on the other’s wand.2

A robe is not an uncommon piece of costume in Lankhmar, though the better-but-not-best class of people prefer the black toga. The astrological symbols, though, are a distinctly occult touch. More telling, however, are the ferocious scowls, as the Mouser flippantly points out. Presumably, one quick to anger is also quick to grump.

Well, that’s Leiber, but where would we be without that other chronicler of scoundrel heroes, Jack Vance? What of that mighty magician Pandelume, of Embelyon, the Land Who None Knows Where?

“Halt, Turjan,” spoke the voice. “None may gaze upon Pandelume. It is the law.”3

…oh. Well, then. I suppose Iucounu the Laughing Magician will have to do.

Fianosther pointed across the way to a man wearing garments of black. This man was small, yellow of skin, bald as a stone. His eyes resembled knots in a plank; his mouth was wide and curved in a grin of chronic mirth.4

These, however, are all wizards of a lesser sort. Surely, those who fling death-spells at Leiber’s twain are only just this side of charlatans like Cugel the Clever or the Mouser himself. And Iucounu seems somewhat over-reliant on and under-cautious of the charms he keeps in his mansion.

Perhaps for a wizard of a wiser sort, we might look to Lloyd Alexander’s Dallben:

Dallben, master of Caer Dallben, was three hundred and seventy-nine years old. His beard covered so much of his face that he seemed always to be staring over a gray cloud. On the little farm, while Taran and Coll saw to the plowing, sowing, weeding, reaping, and all the other tasks of husbandry, Dallben undertook the meditating, an occupation so exhausting he could only accomplish it by laying down and closing his eyes.5

Ah, a graybeard again. That seems to be a developing theme. And meditation! While Alexander may have treated the subject lightly, we Dungeons & Dragons players know all too well how critical it is! Let the fighters mock the wizard’s fifteen minute workday. Little do they know how mighty are his mental preparations.

Dallben is that rare sort, a humble wizard. Generally, they’re anything but. Consider Pelias, encountered by Conan beneath the archetypal dungeon of the Scarlet Citadel:

Conan stared, spellbound; then a sound brought him round, sword lifted. The freed man was on his feet, surveying him. Conan gaped in wonder. No longer were the eyes in the worn face expressionless. Dark and meditative, they were alive with intelligence, and the expression of imbecility had dropped from the face like a mask. The head was narrow and well-formed, with a high splendid forehead. The whole build of the man was aristocratic, evident no less in his tall slender frame than in his small trim feet and hands.

This man is intelligent, aware, and physically small while projecting no air of weakness. 6 Yet, he is still a man, and the greatest of wizards are more than that. What of Gandalf the Grey?

All that the unsuspecting Bilbo saw that morning was an old man with a staff. He had a tall pointed blue hat, a long grey cloak, a silver scarf over which his long white beard hung down below his waist, and immense black boots.7

Gandalf was quite scrupulous in his man-seeming, to the point that his human admirers in innumerable D&D illustrations seem to have considered a fit example of dress, even if they tend to leave off practical concerns like the scarf and boots.

But what of those wizards, no longer human and perhaps pre-human,8 who sponsored Leiber’s heroes? We must not forget them, lest we incite their anger, or that of their favored heroes.

Blue lightning glared, revealing with great clarity a hooded figure crouched inside the low doorway. Each fold and twist of the figure’s draperies stood out as precisely as in an iron engraving closely viewed.

But the lightning showed nothing whatsoever inside the hood, only inky blackness.9

Sheelba of the Eyeless Face needs no other, inevitably lesser, introduction.

Ningauble of the Seven Eyes, however, would insist upon it. The great gossiper of the gods dwells in his caves of endless, twisting passages10, and Leiber was perhaps too modest in giving this description:

A little later, having wasted no time in reconnoitering, they stood before the Great Gate, whose iron-studded upper reaches disdained the illumination of the tiny fire. It was not the gate, however, that interested them, but its keeper, a monstrously paunched creature sitting on the floor beside a vast heap of pot-sherds, and whose only movement was a rubbing of what seemed to be his hands. He kept them under the shabby but voluminous cloak which also completely hooded his head. A third of the way down the cloak, two large bats clung. Fafhrd cleared his throat. The movement ceased under the cloak.

Then out of the top of it sinuously writhed something that seemed to be a serpent, only in place of a head it bore an opalescent jewel with a dark central speck. Nevertheless, one might finally have judged it to be a serpent, were it not that it also resembled a thick-stalked exotic bloom. It restlessly turned this way and that until it pointed at the two strangers. Then it went rigid, and the bulbous extremity seemed to glow more brightly. There came a low purring, and five similar stalks twisted rapidly from under the hood and aligned themselves with their companion. Then the six black pupils dilated. 11

A portentious sight, to be sure, even if one can’t help thinking, as do the twain, that there’s more than a little Oz to this wizard. But I’m not sure I’d like to find out what’s behind the curtain.

These are the images conjured to mind when I think of wizards. I acknowledge some gaps, here: I haven’t treated the truly evil wizards, nor did I have a description of Elric at hand. Nonetheless, these are my wizards.

Who and what are yours?

_____

  1. Who was probably pretty confusing in his own way. Me, I just wanted the pants.
  2. Fritz Leiber, The Swords of Lankhmar
  3. Jack Vance, “Turjan of Miir,” The Dying Earth
  4. Jack Vance, The Eyes of the Overworld
  5. Lloyd Alexander, The Book of Three
  6. I’ve always envisioned him as looking something like a carving of a Babylonian king, but there’s no textual source for that. Perhaps it’s an adolescent confusion with the villain of “Black Colossus.”
  7. J. R. R. Tolkien, The Hobbit
  8. I am aware that Robin Wayne Bailey, who’s written the only Fafhrd and Mouser book after Leiber, laid out the origins and nature of Sheelba and Ningauble with slightly more specificity. I am, however, less than pleased with that and the rest of his interpretation of sorcery in Leiber’s universe. Personal preference.
  9. Fritz Leiber, “The Circle Curse,” Swords Against Death
  10. All alike, to the uninitiated.
  11. Fritz Leiber, Adept’s Gambit, Swords in the Mist

Class Construction in early Tunnels & Trolls

The early editions of Tunnels & Trolls are a good example of two class design schema:

  • Classes to fill holes
  • Classes on a spectrum

The two base classes are warrior and wizard. The warrior is a straightforward arms and armor type, noted in the game’s fifth-and-a-half edition as being based on Conan. Wizards have a mix of dungeon utility spells and combat spells.

T&T‘s mechanics are somewhat more regular than D&D‘s. “Take that you fiend!,” the equivalent of “Magic Missile,” simply allows the character to wield his intelligence as a weapon.

The spectrum element comes in when rogues are added to the basic mix. Like D&D‘s thieves, they appear to have been modeled on the Gray Mouser, but they are essentially fighters with who dabble in magic. They represent an in-between space between the warrior and wizard class, illustrating the spectrum principle.

Initially, rogues were required to choose to become either warriors or wizards as they leveled up… a choice the Mouser himself made at a young age. In practice, apparently, players tried to avoid making this choice, and thus T&T introduced a mirror-class: the warrior-wizard.

The warrior-wizard is interesting not only in that it completes the spectrum of character classes, but in that it requires the rolling of unusually high attributes at character creation. The combination of fighting, spellcasting, and attribute requirements is suggestive of D&D‘s paladin (though I doubt there’s a direct line of inspiration). As of T&T 5.5e, then, the classes form a sort of circle.

Unlike most fantasy games which followed, Tunnels & Trolls embraced Dungeons & Dragons‘ milieu of dungeon delving wholeheartedly, but casually rejected many of D&D‘s other additions to the fantasy genre, such as the thief-specialist and the fighting cleric. In other words, it absorbed D&D‘s gameplay innovations while ignoring its class design.

It’s particularly tantalizing to imagine a version of D&D with the more elegant class structure of T&T. Indeed, while the thief has only occasionally been imagined as a subclass of the fighter, reimagining the cleric as a variant wizard has a long heritage. The “White Mage” is a fixture of franchise like Final Fantasy, and is echoed in TSR’s mid-90s Lankhmar boxed set.

It’s almost criminal to go this far down into an article about Tunnels & Trolls without mentioning that the game’s far more lighthearted than D&D grew up to be. The spell names are, largely, cheap jokes. The tone of Liz Danforth’s 5.5e is tongue-in-cheek, and rather charming.

I was raised on two kinds of fantasy gaming. The first were the Sierra and Lucasarts adventure games, which were full of puns and jokes. Although the humor was  of a slightly different breed, they fit well with my readings of Fritz Leiber and Jack Vance, as well as Robert Aspirin, J. R. R. Tolkien1, and, dare I say it, Piers Anthony.

The second were the Dungeons & Dragons variants and The Lord of the Rings, plus the Elric books. Though all three have more humor than they’re generally given credit for, they are by comparison dreadfully serious. I think Aaron Allston makes it through the Rules Cyclopedia without so much as an ironic aside. The third edition of Dungeons & Dragons admonishes (though not absolutely) against the use of cheap gags in your characters or campaign.

At this stage of my life, I appreciate the humorous side of fantasy gaming more. I’m compelled by Conan’s rarely-detailed “gigantic mirths,” and the heroic laughter of Fafhrd and the Mouser in “Adept’s Gambit.”2 I’m attracted by the absurdity of creations like the rust monster and the beholder. That makes a review of Tunnels & Trolls rather a welcome evening chore.

  1. Yes, I mean The Hobbit.
  2. Which, it turns out, is of rather cosmic significance.

#godfail

Gary Gygax

Gary Gygax

So I talked about my disconnect with the cleric and fantasy religion in general yesterday. Apparently, Gygax had a few words on the issue:1

This capable and knowledgeable individual2 suggests that data on the deities is insufficient for usefulness in an AD&D™ campaign. That religion, being so much a part of our real history, must likewise play a part in your campaign.

J. R. R. Tolkien did not agree, for he wrote many pages without mention of religion. Most of the heroic fantasy and swords & sorcery books written do not feature any particular religious zeal on the part of their protagonists. Consider Conan, Fafhrd and Grey Mouser, Harold Shea, and the list goes on and on.

I do not agree that it needs be a significant part of the campaign. As AD&D™ games depend on participant input for their character, the detailing of deities and those who serve them is strictly a part of the role playing aspect of the game.

Must all evil characters sound sinister? Does an elf have to be flighty? Need a ranger be lugubrious? Actually, the game system tells you what is necessary for a campaign, but how the campaign is role-played is strictly up to the DM and players.

I’ll admit I don’t know what Gygax means in the last paragraph.3 Gods aren’t necessary. Cool. Got that, agree. Fiction need not match one reader’s view of history. Check. Play it your own damn way. Correctamundo.

But, ah, are elves flighty in conventional views of history? Did evil-aligned personages4 actually speak in a sinister fashion? I’m really not sure what the Father of Roleplaying5 means here, even though I suspect I agree.

I should probably mention that my current campaigns tend to have gods, but I don’t really mention them all that often. I more or less assume that you must believe in something, and that sometimes that something’s real. That sometimes she talks to angels, when she has her little fits, even.

I don’t, though, typically involve gods overmuch. They get little shrines and prayers and sometimes saints6. But my desire to rewrite Dune has dwindled over the years,7 and I’ve simultaneously become very frustrated with playing or playing with Religious Character Who is Crazy Because Religion is Crazy.8

One of the fastest ways, in fact, to turn me off your game9 is to start telling me how important religion is to your setting. I don’t object to it, but if you’re at the place in the creative process where that’s what you’re most passionate about, well, then, I’m in a different place.

And do keep in mind, as I say this, that I’m someone who writes about vampires from a very Catholic perspective for money and enjoys the hell out of it. It’s just that, again, I view religion these days as something of a given.

Nelson, The Simpsons

A game designer

Oh, and if your main original idea is that Christianity Was Wrong, well, then, you can show yourself the door. I’ve got my own opinions on Christianity by the loads, a fair few of them unfriendly, but I nonetheless don’t need another game designer going “ha ha, I wrote the end of the world just slightly different from Revelation, buy this big WoDalike to find out about it.”

Christopher Lee in The Wicker Man

The device I'm employing here is actually a "straw man," but I like this picture better.

Oh, and by the way, sorry, if the Celts were a world superpower I think I’d be awfully tired of them, too, so don’t think “ha ha Christopher Lee was right” is going to sell me on your latest “dark fantasy epic” either.10 And by the way, we all know that fairy tales are dark, that Santa is creepy, and that Lilith was Adam’s first wife.11

God save us.

_____

  1. Upon which I am committing the violence of adding paragraph breaks and footnotes. Just like a real Bible scholar!
  2. Read “noob.”
  3. Which is one of the reasons I gifted him with paragraphs, so that I don’t have to say “that bit where he goes all wibbly right at the end there.”
  4. Such as orcs and Hitler.
  5. Roleplaying has two dads. Deal with it now, and get over it, because one day you’re going to hear about the three-way it had with that goth couple back in the nineties and ALEENA WILL NEVER BE YOUR EMOTIONAL SAFE PLACE AGAIN.
  6. I like saints.
  7. Though, you know, give me a call if you get the RPG license.
  8. One of my many not-insurmountable frustrations with EVE and 40k.
  9. Faster, even, than being a famous goth band who starts your sales pitch by calling me a corporate sellout.
  10. Oh! This is ranting! I see why you do this, Internet!
  11. Well, according to some Roy Thomas of medieval theology, anyway.

Dangerous Archaeology

I often refer to Dungeons & Dragons as a game of dangerous archaeology. In their classic tomb-robbing mode, the party enters an underworld with its own history, meaning, and ecology.* The process of exploring a dungeon is much like the process of excavating a tomb… except eighty times faster and with more blood and looting. You’re like Heinrich Schliemann dosed to his eyeballs on haste.

The dungeon is the first and most important venue for environmental storytelling. (Yes, I said the “s” word, but stay with me a minute.) The classic dungeon isn’t full of helpful NPCs… for every Scarlet Citadel with a friendly-but-evil wizard in a holding cell, there’s a Moria or Howling Tower. The central question of those latter dungeons is this: what happened here?

Which brings me to a presentation from GDC: “What Happened Here?,” an examination of environmental storytelling by Harvey Smith and Matthias Worch. Smith and Worch are, of course, addressing video games, but their analysis has a lot to offer classic dungeoneering.

Construction

Let’s start with some very basics:

We’re saying that the game environment, which has been derived from a fictional premise, can communicate
the history of what has happened in a place
  • who inhabits it
  • their living conditions
  • what might happen next
  • the functional purpose of the place
  • and the mood.

In other words, say you’re exploring a mouldering tomb that’s now the home of a band of human bandits. Entering a room, you find a makeshift deck of cards, dirty bedrolls, and the smoldering remains of a fire.

Immediately, you can infer that this is a living space, that the inhabitants spend a lot of time idle, and that they might be back at any moment. The GM has scattered the elements, but you, as a player, have constructed the story behind the space.

As Smith and Worch say:

Environmental Storytelling is the act of “staging player-space with environmental properties that can be interpreted as a meaningful whole, furthering the narrative of the game.”

“Environmental storytelling relies on the player to associate disparate elements and interpret as a meaningful whole.”

The narrative layer they’re talking about isn’t flowcharted or railroaded, it’s a layer of story that the players assemble non-linearly using their PCs senses. Rather than a passive storytelling experience (like two bandits sitting there talking about how bored they are), we’ve created an active and interactive exploration.

[I]nterpretation is more compelling than exposition.

“Active” also means that the story isn’t shoved down the player‟s throat –quite the opposite, discovery is self-paced. The player is *pulling* the narrative.

This leads to a familiar world, which is self reinforced, more complete, and more immersive.

Now, what you’ve seen might create a feeling of subtle menace: the bandits could be back at any moment. Or it might create a feeling of sympathy for men living in filthy quarters and passing time without even a proper deck of cards. Or disgust at the moral decrepitude of gambling thieves. In other words:

Every player is going to bring his own views, experience and frame of reference to the scene, and come to different conclusions.So environmental storytelling “Invites interpretation of situations and meaning according to players’ views and experience.”

Telegraphing

Environmental cues can also be a powerful tool for informed decision making by players — a cornerstone of the old school and the classic dungeon experience.

This dead NPC sizzling in a fence points out real environmental dangers to the player. Just like the trail of red blood leading into a dark room helps the player prepare for what’s ahead.

Environmental storytelling “can help the player navigate an area by telegraphing.”

Let them imagine the hell out of it

“Meaningful narrative is inferred by players if you give them cues but leave them the space to imagine.”

– Steve Powers, Disney

At Grognardia, James often speaks of the pleasant lacunae in rules and settings that give referees room to imagine the hell out of their game. I posit that those lacunae are equally vital for players, and should be present in the content the referee creates.

Something should be wrong

Smith and Worch:

When dressing up the scene, think about how these elements connect. This is how we take the act of simple environmental jumbling to the next level:

  • Placing a cup of coffee in an odd place.
  • Offsetting a chair in front of that table a little bit.
  • Maybe it was hastily pushed over. Think about what happened there. A single prop can transform the scene.

Imagine another element in our cramped tomb chamber: a dark brown stain across one of the bedrolls. Blood, or shit? Is the owner ill? Wounded? More questions, more room for interpretation and imagination.

The Environmental Layer

All of this exists in a layer of “story” that’s not the railroaded narrative or epic history gamers have come to associate with the term. Environmental story isn’t just the communication of information, it’s another way in which the imaginations of the players and the GM interact.

The process is, fundamentally, archaeological: the players unearth the world piece by piece and invest it with meaning from their own speculations and experiences.

What are your experiences with weaving story into environments? How do your environments reflect the stories your players have created in them?

____

* See James Maliszewski’s excellent essay on Gygaxian Naturalism at Grognardia.

What makes a thief?

(In which, as a remedy for an unquiet mind, I begin designing a thief class for my Swords & Wizardry/Labyrinth Lord/Rules Cyclopedia game.)

The thief is my favorite fantasy character class. Fafhrd and the Gray Mouser are my favorite fantasy heroes. My definitive edition of Dungeons & Dragons is the Rules Cyclopedia, which prominently features the class, along with a really nice illustration. (Wearing all her clothes, too!)

I loved the thief in Hero’s Quest and Quest for Glory. I love Thief: The Dark Project and Assassin’s Creed, and I’ve been making sneaky bastards in The Elder Scrolls games the whole way through. I adore sneaking around ruins by night in real life.*

This is all by way of saying that I don’t care if the thief wasn’t in D&D until Greyhawk, there’s going to be one in my old-school D&D game. You know why the thief wasn’t there in 1974? Too busy looting shit, probably. Or selling ill-gotten booty to some slim, dark girl who wanted coffee afterwards. Or the thief was there the whole time, but so fucking stealthy even his saving throw matrix was invisible.

Mm. Unfortunately, that leaves me with a problem. I love the D&D thief, but I don’t actually like the D&D thief. The class’s skills are all calibrated to fail wildly if you roll them at low levels.**

This is fine if you’re running a long term game, where the thief will gradually grow into his role. (Particularly with some clever interpretations.) It will not do for the next D&D game I’m scheduled to run.

That game’s only going to be a couple of sessions long, and while I’m looking forward to low-level characters that can die easily in drunken*** accidents, they also need to be able to accomplish things right off the bat.

So let’s write a new thief, shall we?

Inspirations

First, we need inspirations, and that means first, the Gray Mouser.

(I’m skipping Quest for Glory, for the sake of brevity.)

The Gray Mouser

When asked to assemble a crew of junior heroes to save Rime Isle (Swords and Ice Magic), Fafhrd assembles a crew of “berserks” and the Mouser a crew of “fighter-thieves.” Fritz Leiber probably wasn’t talking in D&D terms, but he was certainly aware of the vocabulary.****

Our thief class, then, represents a “fighter-thief.” This is a guy who’s sneaky when he needs to be, and brash when there’s a hottie involved. The thief becomes a subclass or cousin class of the fighter, brother to the berserk.

Both Fafhrd and the Mouser were accomplished second-story men. In “Ill-Met in Lankhmar,” they do this badass Assassin’s Creed shit while trying to escape Thieves’ House with their precious hit points. In “Claws from the Night,” they again go climbing the roofs and shattered towers of Lankhmar.

So. Climbing, with a dash of parkour. Probably slightly more Daniel Craig than Altair, but that’s the general idea. Cool.

The Mouser’s a skilled swordsman, so this isn’t going to be the kind of thief who shies from a fight. He’s a swashbuckler, through and through.

The Mouser loves to collect magical paraphernalia, but this seems to be mostly a pose. (“Adept’s Gambit.”) He has some training in white magic, which he never uses. He performs some impressive black magic, but only once. (“The Unholy Grail.”) He casts a spell from a scroll Sheelba gives him, and the outcome is either that he’s a badass wizard and doesn’t know it, or that Sheelba’s safety instructions were accurate. (“The Lords of Quarmall.”)

As much as I adore this aspect of the Mouser, and as much as it’s an aspect of Greyhawk‘s thief, I think I’ll leave it aside.

Bilbo Baggins

The bravest little hobbit of them all posed as an “expert treasure hunter.” Bilbo’s main thing was being clever, and to a lesser extent, quick. His most thiefly actions were his various deceptions, against his party members and his enemies alike.

These, unfortunately, don’t translate well to a mechanic in a game without social mechanics. I might allow a Charisma check, but that’s for an individual character, not a class.

Bilbo did, however, have a knack for finding treasure. Sting, the arkenstone, the One Ring… pretty good, all told. So that’s what my thief inherits from him: a better chance of finding treasure.

Altair and Ezio

The aforementioned parkour and pickpocketing… plus, sneak attacks. My favorite thing in Assassin’s Creed is the stealth kill. This is an argument for keeping backstab. As if I needed one.

Mechanics

Alright. So we want our thief to sneak, climb, roof-run, find treasure, and sneak attack. All of these are abilities that we can implement without stealing the thunder from other classes, or from clever player description.

The cardinal rule of these abilities is that a thief can do them under conditions where no one else can. So, every character can climb some things, but the thief can climb sheer surfaces. Anybody can surprise an enemy, but the thief can surprise more often, and exploit the opening better. Anybody can find treasure, but the thief finds caches where no one else would think to look.

Climbing and Running

The thief can cross broken terrain, rooftops, or any kind of other obstacle course at full speed. With a saving throw, the thief can also pass an enemy or group of enemies who would otherwise block the character’s path.

(Inspiration in part from the obnoxiously capable Rules Cyclopedia mystic.)

Surprise Attack

Most characters surprise on a roll of 1 or 2 on a d6 (LL p. 50, RC p.92). If this fails, the thief may make a saving throw to surprise anyway. Further, any hit a thief scores in a surprise round is a critical.

(I thought about giving thieves the Advanced Edition Companion Assassinate ability, but it seems a little much.)

Find Treasure

The thief has very good instincts about where people and creatures keep their valuables. I’m keeping it simple, for now, and following Labyrinth Lord‘s version of the elf secret door mechanic:

On a roll of 1-2 on 1d6, the thief can find a hidden cache of treasure.

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* This is a horrible idea, I know.

** It’s my argument that the Greyhawk thief’s skills, as well as many other percentages in OD&D, aren’t meant to be rolled, but I have to do more research to back that up.

*** Likely both players and characters. Company retreat.

**** Leiber and gaming! A perfect subject for a future post.

This is an easy one

An ordinary suburban man is entangled in a revenge plot when a family friend persuades him to pass himself off as a career criminal. Thus begins a saga of lies, kidnapping and murder that will leave him rich… or dead.