Posts Tagged ‘Quest for Glory’

The First Estate

“Vatican II led to many changes in the Catholic Church, notable ones being the use of mother-tongues – instead of Latin – for parts of the mass, the empowerment of the laity, and allowing priests to use bladed weapons in combat.”

Critical Miss #8

I suppose I’d know who the cleric was, if I’d started with her. I understand girls you can’t save, no matter what god they work for.

Aleena, D&D Red Box

You couldn't save her. Just like all the others, a million little boys who couldn't. Forgive yourself.

As it happens, though, I didn’t. I started here.

Ultima 3: Exodus Character Creation

Ultima 3: Exodus Character Creation

Actually, let’s zoom in a bit…

Ultima 3: Exodus Cleric

Ultima 3: Exodus Cleric

There. See. Now, what I knew in… 1988… sounds right… was that a cleric was another word for priest, and a priest was someone who worked for God.

Just one problem. Fantasy didn’t have God. Oh, sure, there was a cross on Link’s shield, but there’d been one on He-Man’s armor, too, hadn’t there? Just a device, a heraldic symbol.

Now, in 1989, someone conveniently introduced me to the pagan gods1, and they found their way right into my world of magic and elves2. My carefully envisioned narrative-driven side-scroller had elves and Greek gods.

But those gods didn’t have priests, did they? I mean, you read the Bible, there are priests all over the place, and usually mucking things up. Got Jesus hanged, I’d been told, and that’s why we couldn’t let the Church have undue influence on the state.3 But the Greek myths, nooo… people prayed, maybe there were some burnt offerings, but pagan gods didn’t need priests. They did things themselves.4

Yet, Ultima had priests. Briefly. I was very glad when the next Ultima came around and got that fixed. Shrines, virtues, no gods. Very sensible, and I could continue being a bold maverick having Zeus meet the elves. I’d played Hero’s Quest by now, too, and read Lloyd Alexander, and while there were certainly hints of greater supernatural forces5, there was hardly a celestial hierarchy.

Even King Arthur, well, God occasionally popped up in his life, but no priests. I’m not sure what they were all doing at the time, but he had a proper wizard to cast his spells for him, just like Pharoah had had.6 Fafhrd and the Gray Mouser had gods, and Lankhmar had a whole street devoted to them, but both the priests and the gods were more than a little silly.

The holes filled, gradually — I was a weird kid, but hardly a dumb one, but my fantasy worlds never really had need of magic priests, even as they developed pantheons of their own. Even reading Moorcock and Lewis, the gods all took care of their own business.

The idea that a whole class of adventurer might need to be priestly never really occurred to me until I got my hands on the Rules Cyclopedia. Even since then, I’ve never been sure why clerics weren’t just a sort of mage, and seeing fantasy through the eyes of D&D hasn’t really helped that at all. In gaming, I came to understand, clerics were somewhere between fighters and wizards… but so were elves, and for that matter, there were paladins. And some paladins had gods, too.7

But in the better sort of fantasy video games, there never were priests. The Ultimas were neatly atheistic, and when they got around to coping with gods, in Pagan, it was in a very Star Trek way. Gods, fantasy said to me, better off without ‘em, and their priests are all liars and idiots and just occasionally Theleb Kaarna.

D&D Arcade Cleric

Badasses, like this guy.

Yet, for some reason, there was always someone who wanted to play one in my games. Sometimes, they weren’t very serious — I’d heard of Bob, the God of Donkeys out there in another campaign. But all too often, they were devout worshipers of gods who never seemed good for anything except a daily spell allotment. Sometimes they were badasses.

D&D Arcade Thief

And he hung out with this hottie. Just saying.

And there seemed to be roleplaying games that shared my indifference. Tunnels & Trolls had no clerics, and Stormbringer certainly didn’t go out of its way to suggest the idea.8

The first time I ever encountered a proper cleric adventurer was in college, as it turned out. Cabeza de Vaca, a Spanish officer who got lost in Florida, made his way to Mexico casting out demons and disease in the name of God, gaining and losing fellow soldiers and native adventurers along the way. And around that point, through that lens, the cleric started making sense to me.

The cleric? He’s Moses. He’s Samuel9. He’s Martin de Porres. She’s Joan of Arc.

And don’t worry. Someday Aleena will come back.10

_____

  1. The Greek ones, and boy did that set me up for some issues on down the line.
  2. Where’d the elves come from? Not sure. I’d only read The Hobbit at that point, so elves should have been assholes. I think I picked up from a friend that link and Zelda were elves on account of the ears, so elves were cool.
  3. Got that from my grandparents. Very good Catholics and fearlessly determined liberals. Did I mention my upbringing was weird.
  4. Well, apart from that Trojan War mess.
  5. Who was Baba Yaga? And Arawn, he was certainly a suspicious character.
  6. There’s that Bible again. Colored my whole view of the genre.
  7. Or, in dear old Paksenarrion’s case, a saint.
  8. Notably, it suggested priests got their magic powers by sorcery, same as everyone else.
  9. David was a rogue. Don’t let the instrument fool you, he was just playing at multi-classing while waiting for the next big score.
  10. Just don’t be surprised if she has two kids and is married to some 3rd level IT Expert AND DOESN’T LISTEN TO ANY MUSIC THAT’S COOL.

Little Hearts Like the One in Me

“Hello, my name is Jimmy Pop and I’m a dumb white guy,
I’m not old or new but middle school, fifth grade like junior high.”

– The Bloodhound Gang, “Fire Water Burn”

Fafhrd and the Gray Mouser

Jeff and I

1984. My uncle leaves a party. I ask my Mom where he went.

“To play Dungeons & Dragons,” she says. I ask her what that is.

“A game like Conan,” she tells me, barely, I think, understanding herself. “Your uncle’s the Dungeon Master. He decides what monsters the heroes fight.”

1985. On a trip to Barbarian Books and Comics, my father buys me a set of polyhedral dice, cast in translucent red plastic. To me, they look like magic gems.

1989. My friend Jeff and I are rapt in front of the secondhand EGA monitor. We are being asked to make the most important choice of our lives.

Hero's Quest character class selection, 1989

Jeff's upstairs room, 1989

We pick thief, and give him a little bit of magic. Just like that guy in the books I found in the back of Barbarian.

1994. Wheaton Plaza, the food court, half mall and half strip. We’re deep in the midst of planning our great fantasy novel, about a city at the center of time. We start to talk about how to make a roleplaying game out of Dune, and Jeff passes something amazing across the table to me.

D&D Rules Cyclopedia

D&D Rules Cyclopedia

I’ve seen it before, of course. Ads in the back of comic books. Maybe when I helped my uncle move, and he gave me his Uncanny X-Men comics. I open it, and there’s a girl, there, dark hair and a bandanna. The heading says “thief.”

Rules Cyclopedia Thief

Rules Cyclopedia Thief

1994. Barbarian Books has moved into an abandoned Photon Battlefield.1 The D&D books are in the back, now. But there’s something else. Different. Softcover, green marble, with a single red rose.

Vampire: The Masquerade

My Future

I open it, and fumble around. There are a lot of dark-haired girls. And then I’m reading, flipping, and there’s a kind of vampire for every book I’ve read. For Interview with Vampire. For The Dracula Tape. For Doctor Strange.

I spend the entire night trying to recreate the art in my precious hardcover sketchbook.

And when I sleep, I see the city. No longer Lankhmar of the shattered temples nor Imryrr in its opium dreams. I see wet asphalt and grainy reflections and the stain of blood.

Jeff doesn’t even recall that book the next day.

2000. Elkton Hall, the University of Maryland. In the underground garden of a mafia boss, Marek the thief-mage triggers a trapped door. The ornate pipework fountain behind him bellows steam and rises, revealing itself to be the apparatus on the back of a gigantic robot.

“You bastard,” Marek says, or maybe Jeff does. He and Mike put down tiny d6s to show where they’re standing on the map. I put down the red d20 my father gave me so many years ago.

“That’s where he is,” I smile.

2005. My apartment, after she left. After I made her leave. It’s dark, and we can hear the Georgia Avenue traffic. Jeff and Angela and I are crouched around a red-foil book, exploring rain-slick streets not so different from the one outside. Tori Amos is on the stereo.

Vampire: The Requiem

My Present

“Who was she?” Angela says, as Frankie the waitress, hungry young vampire and terrifying lost girl.

Her only friend, London, smokes his cigarette. Jeff shows us he’s doing that by sucking on the end of a Pepperidge Farm Pirouette.

“She played bass,” London says. Frankie’s eyes don’t leave London’s. Angela’s don’t leave Jeff’s. He coughs. “She had dark hair.”

2007. DC, anywhere. Pick a spot and I’m there, saying goodbye to someone, something. Those books, green marble and red foil and always with the roses, they’re leading me away. I kiss Jeff. I kiss Angela. I stare at Hope a long moment and I don’t kiss her. I pack two dark-haired cats in the back of a rented SUV and I drive away from everything I knew and towards everything I’ve been imagining.

Leaving DC

Leaving DC

2008. I don’t measure time in years anymore. I measured it in word counts, and now books.

Fafhrd and the Gray Mouser

My uncle and my father

My uncle’s just died. I’m stuck in an Atlanta suburb but I spend a lot of time on the phone. My Mom reminisces about how he and my Dad used to play in the woods, calling each other Fafhrd and the Gray Mouser.

2010. Books have given way to stories, features, something called “sprints.” Every day I walk through a dusty warehouse past the original proof for that old green book cover.

I go home, I mess with the necessities of life, and then with my partners. And we sit down side by side to work.

I’m writing my own little book about fantasy roleplaying, and the concept art’s coming in. Fighter, magic-user, combat scene… I leaf through it.

There’s a woman with a bandanna over one eye, dark hair flowing behind her shoulders. She’s got a reckless grin on her face and a knife with three eyeballs skewered on it.

I crop, it, clean it, and I do the only next thing. I send it to Jeff.

Thief.jpg

  1. A Lazer Tag arena by any other name.

The Construction of Character Classes

Premise: a character class provides players with an interface to the game world and a place for their characters within it. (See yesterday’s post on classes.)

There are a couple of major schema for constructing character classes. Most games use more than one.

Class by Combat Role

You separate characters by how they fight. This is the simplest distinction between Dungeons & Dragons‘ fighting men and magic users, and it goes back to Chainmail. The fighter/wizard divide (or lack thereof) is arguably the definitive problem in character class design.

Basically, in Chainmail, there were guys who fought other guys with swords and polearms. Then Gygax added wizards, who functioned as artillery. So, going into Dave Arneson’s original game, you had these two basic types of units.

In 1974 D&D, they were represented by two overlapping but distinct systems: combat and magic.

In tabletop games, D&D 4e is probably the most rigorous example of this approach. Not only is every class and monster defined by a combat role, but those roles are transparently explained to the players right there in the rulebook.

Virtually every Everquest-descended MMO is built like this. (The extent to which Everquest itself follows this model is a longer discussion.) The most transparent about it is probably City of Heroes, which marries Everquest combat roles to character concepts while staying fairly abstract about both.

This is a somewhat circular methodology, though. Since D&D, it’s become imperative to have certain classes if you’re going to do a class-based fantasy game. And if you’re going to have combat, there’s a strong push to give each class a unique place in combat.

(That last bit’s especially true of MMOs, where problem solving comes down to money or combat, no matter what style the game adopts otherwise. )

Classes by Concept

You have a fictional persona in mind, so you make a class for it. By volume, this is probably the biggest driver in class design.

D&D’s original classes (fighting man, magic user, cleric) were driven by combat role and need. The first supplementary class,* the thief, appears to be driven more by concept.

The thief appears to be loosely modeled on characters like Fafhrd, the Mouser, and maybe Bilbo Baggins. (Gygax didn’t like Tolkien all that much, but that didn’t stop him from using Middle Earth stuff where he liked it or thought it would be commercial.)

He has the skills one would guess a thief might need, as well as one which seems rather particularly borrowed from the Mouser: the ability to use magic scrolls.** In the process, he introduces a third system to D&D. Mechanics supporting fiction, we are go.

Classes to Fill Holes

Your system’s missing something, so you make a class to fix it. D&D’s cleric is the classic example of a class created to fill a hole in a game or campaign. Dave Arneson had one player playing a vampire. As Mike Mornard recounts:

Well, after a time, nobody could touch Sir Fang. Yes, that was his name.

To fix the threatened end of the game they came up with a character that was, at first, a ‘vampire hunter’. Peter Cushing in the same films.

As the rough specs were drawn up, comments about the need for healing and for curing disease came up.

This is pretty much always a supplement for another design scheme, and many games that start strictly adhering to another approach evolve in this direction over time.

Classes as a Template Layer

Your system operates on a point-buy or other system, but classes ease new users into creating a character.

D&D 3.5 almost works this way. One of my favorite video games of all time, Hero’s Quest/Quest for Glory I, works this way. Ultima Online‘s current character generation process works this way.

Vampire: The Masquerade‘s clans were intended to operate this way, but quickly became vital fictional concepts in and of themselves. By the end of the Revised Masquerade line, fictional concept drove class design completely. How that played into the approach taken to Vampire: The Requiem, and how the vision changed over the course of that line, is the subject for another article.

Classes on a Spectrum

You have certain “pure” mechanical concepts (melee, magic, stealth) with classes that represent them (fighter, mage, thief) and then a series of classes which exist between those.

This is the fighter-cleric-mage spectrum of the original D&D. The Mass Effect series is also built this way, and quite elegantly. Tunnels & Trolls primarily follows this method, though it’s also evolved quite a bit over the years.

Classes by Convergence

Your game has no formal classes, but character optimization favors a small number of builds. You probably lie awake at night worrying about tank mages. Later designs building on the same system end up centering around these builds more than the original open, underlying system (usually based on skills).

Ultima Online is the poster child for this. UO wasn’t designed for classes, but they perpetually emerged from each revision of the skill system.

GURPS is often played this way, though I’d be a little afraid to say so on a message board.

Exalted looks like it’s a class-by-concept scheme, with all of the D&D standards scaled up, but many people play it as a convergence scheme, and that’s the current approach to its mechanical design.

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* Class was a slippery concept in 1975, something I’ll treat in the future. But by the definitions later games would extrapolate from D&D, Greyhawk D&D has four classes.

** This seems to me to be directly from “The Lords of Quarmall“.