Showing posts with label Encounter Critical. Show all posts
Showing posts with label Encounter Critical. Show all posts

Sunday, November 8, 2015

Take a Troll to Lunch


Before engaging upon an exploration of The Arduin Adventure, it is necessary to understand the beginnings of Arduin.

In 1977, prior to the release of the Advanced D&D books, Archive Miniatures published Dave Hargrave's The Arduin Grimoire.  This work was followed by several other volumes and adventures, but those later books are not the subject of this post.  In the “Forward,” Hargrave presented the book as an amateur effort with no intention “to replace or denigrate any other fantasy role playing supplement or game, either professional or amateur.”  There was an unstated presumption that the Grimoire required the Dungeons & Dragons rules as a foundation.  In terms of appearance, the Grimoire was quite amateurish and doubtless was a seminal influence on the ambiance of Encounter Critical.  However, to its credit, the Grimoire featured the early artwork of Erol Otus.

As a supplement, The Arduin Grimoire included new classes, new spells, new magic items, new player character races, new monsters, and an assortment of other new rules.  The advertisement reproduced below appeared in issue #6 of The Dragon (April 1977).  Counting its covers, the Grimoire indeed spanned one hundred pages.  There was something on every page, even if only artwork, but we must indulge “jam-packed” as an article of hyperbole.  In your humble host's salad days, photocopies of the special abilities charts and the critical and fumble tables made the rounds and were accorded “official” status without quite knowing their provenance.  The special abilities charts had titles like “Special Abilities Chart for Thieves, Monks, Ninja, Highwaymen, Corsairs, Assassins, Traders, Slavers, and All of Those with a More or Less "Secret" Nature” and included results such as “+1 to all character attributes but –2 versus all magic (even clerical)” and “Woodsman, +1 dexterity, +3 with all missile weapons, hide like angels.”  The critical table included effects like “Forehead...Gashed, blood in eyes, can't see” and the fumble table had results like “twist ankle...lose first attack, and one half of agility/5 min.”

The Arduin oeuvre is unabashedly 'gonzo'.  One of Hargrave's goals was to provide options and inspiration beyond the standard “Tolkeinian” [sic] paradigm.  In a section of the Grimoire titled “Notes on Player Character Types,” Hargrave lectured readers about limiting themselves to “classical” character tropes:
Never will you hear the complaints of Brownie infantry squad as they whine about that stupid half-ogres cheshire cat that keeps looking at them and licking his chops.  And never is such a lonely word.  Don't be lonely, take a troll to lunch.  The world is a small place but is even smaller still in relationship to the myriad worlds of the entire Alternity (alternate eternities).  Do not be a small player from a small world, embrace the whole Alternity and give the different types a chance.  I think you will find that the world your game is in will become a lot more fun if you do.


Sunday, March 16, 2014

Some Notes on Experience


A Priest of Karakán and a Pé Chói speaking with officers of the Palace Guard
in the great outer hall of the Court of Emperors at Avanthár

Similar to the rules stated in Men & Magic, characters in Empire of the Petal Throne gain experience points by “acquiring treasure” or “slaying hostile beings.”  The rules go on to specify, “No points are gained for casting spells or other types of activity.”  I find it interesting that Barker found it necessary to include such an admonition.  The notion of getting experience points for anything other than killing and looting must have existed even in those early days of the hobby.

'Normal' games, of course, have winners and losers, but normal games have a definite endpoint.  Role-playing games lack such an endpoint.  Have you cleared out the dungeon?  There's always another dungeon.  Did your character die?  Roll up a new character.  Victory and loss are subjective because the game can continue indefinitely.  Also, the concepts of 'winning' and 'losing' imply competition; role-playing games are co-operative.  A Game Master challenges players but does not oppose them.  The goal is enjoyment, not the determination of a win/lose binary condition.

Part of a player's enjoyment of a role-playing game lies with the continuation of his or her character.  If the character accomplishes something, so does the player – albeit vicariously.  Accomplishment (even when vicarious) is a satisfying sensation.  Experience points offer a record of accomplishment and when accumulated sufficiently, they lead to the in-game benefit of character improvement.  To borrow a marketing term, experience points are, in essence, a continuity program.  By continually investing in the product (i.e., playing the game), the player reaps a reward in the form of an improved character.

Given its wargame origins, it's hardly surprising that 'accomplishment' in Dungeons & Dragons equates to killing things and taking their stuff.  This works out well for murderhoboes and Visigoths, but role-playing is not limited to such characters.  Much of the attraction of role-playing games is due to the freedom of action that characters have.  This very freedom complicates the establishment of a standardized system for measuring 'accomplishment' among player characters.  This is the difficulty that Dave Wesely encountered when he tried to determine 'victory point' awards in the first Braunstein game; different roles had different objectives, so quantifying 'accomplishment' was a difficult task.

In the real world, people improve themselves through training.  Gygax acknowledges this in the Dungeon Masters Guide but rightly states that role-playing a character's training would not be entertaining.  Nonetheless, Gygax established that characters must undergo training before gaining the benefits offered by a given level.  Prior to reaching 'name level', a character must train for one to four weeks at a certain monetary cost per week.  The exact length of time – and hence the exact cost – is based on the Dungeon Master's subjective interpretation of how well the character adhered to the precepts of his or her class and alignment.

Character progression is desirable, especially if the progression is based upon the participation of the player.  Admittedly, quantification of such participation is problematic.

Although not a role-playing game, James Ernest's Escape from Elba has a system where characters gain fighting ability by losing fights.  The logic is that people learn from their mistakes; if a person performs a task successfully, he or she hasn't really 'learned' anything.  Along this line of thinking, if a character quickly dispatches a powerful monster by virtue of a few lucky rolls, does he or she deserve the same amount of experience as an equivalent character who struggled to overcome an equivalent threat?  What about a character that suffers several critical hits from a kobold?  If the character manages to defeat the kobold, should it be worth the same amount of experience points as a kobold that was killed before it had a chance to attack?

Although Encounter Critical has 'traditional' experience points, a character cannot “go up a level” unless and until the character performs a task appropriate to his or her class.  For instance, “A warlock cannot go up a level until he writes a new spell for himself and expands his grimoire.”  Also, “A warrior cannot go up a level until he defeats an equal or more powerful foe using a new kind of weapon.”  There is a 'pioneer' class:
A pioneer cannot go up a level until he discovers a new locale or secret of the wild.  The player should provide a description of any such discoveries, to enrich the scope of the scenario world.  Selling a new travel route may qualify if it can be described with interest.
In D&D, characters earn fewer experience points based upon the challenge they face.  As described, “an 8th level Magic-User operating on the 5th dungeon level would be awarded 5/8 experience.”  'Overqualified' experience is handled differently in Empire of the Petal Throne.  Each of the three professions has the same experience requirements up to level VII; thereafter, the experience point requirements for Magic-Users is somewhat less than for the other professions.  For all professions beyond level VIII, a flat 10,000 experience points are required to advance in level.  However, as characters rise in level, they earn less experience, “since it is proportionately more difficult for powerful characters to deserve experience points than for more vulnerable lower level characters.”  Characters earn only 50% experience at levels IV and V; 25% experience at levels VI and VII; 10% experience at levels VIII and IX; and only 5% experience thereafter.  Oddly, even though “it is proportionately more difficult for powerful characters to deserve experience points...,” characters with high prime requisite scores earn 5% or 10% more experience (just like D&D).  Also, “Any character with a constitution of 96-100 adds 5 percent to acquired experience points.”  The rich get richer and the poor struggle along.