Monday, September 26, 2016

RPG Design: Alignment (Part I)

This week, I wanted to take a look at another venerable RPG can of worms: Alignment.



While the definition of "Alignment" in role-playing games is by no means settled, it usually boils down to some flavor of "personal belief system" for the PCs.  As one might expect, attempting to inject morality into role-playing has been and continues to be controversial and hotly debated!  Furthermore, it can lead to confusion and divisive behavior and/or results at the game table.

Like many topics in role-playing games, the story of Alignment begins with Original Dungeons & Dragons (1974), which states:

"Character Alignment, Including Various Monsters and Creatures: Before the game begins it is not only necessary to select a role, but it is also necessary to determine what stance the character will take - Law, Netrality[sic], or Chaos."


Unsurprisingly, the creatures in the Fantasy Supplement to Chainmail (1971), the miniatures war-game that provided much inspiration to OD&D, were similarly divided into "Law," "Neutral," and "Chaos."  OD&D's chart of creatures' Alignments that mostly follows Chainmail's chart.  Thus, given OD&D's wargaming roots (as well as the first adventures being dungeon crawls), it's easy to see why the designers thought in terms of competing teams or sides.

However, by 1974, OD&D went beyond a simple "shirts v. skins" approach and co-opted ideas from Poul Anderson and Michael Moorcock about cosmic scale "teams" of  primeval forces of Law and Chaos in a perpetual struggle.  This shows up most concretely in those wacky Alignment Languages:

"Law, Chaos and Neutrality also have common languages spoken by each respectively."

Alignment Languages were meant to be secret languages for these "cosmic" teams.  So, all Lawful dudes everywhere speak the same secret language because Reasons.

Even Gygax later acknowledged that this was a bridge too far:

"As D&D was being quantified and qualified by the publication of the supplemental rules booklets. I decided that Thieves' cant should not be the only secret language. Thus alignment languages come into play, the rational [sic] being they were akin to Hebrew for Jewish and Latin for Roman Catholic persons.
I have since regretted the addition, as the non-cleric user would have only a limited vocabulary, and little cound [sic] be conveyed or understoon [sic] by the use of an alignment language between non-clerical users."

In any event, if you like the literary foundations, the OD&D version of Alignment is fine, but I suspect many people simply ignored this forced narrative conceit.  Moreover, while  morality is not expressly set forth in Chainmail's proto-Alignment system, a moral element is more strongly implied in OD&D than in Chainmail, since creatures like unicorns are Lawful and creatures like vampires are Chaotic and after elves were moved to Lawful.


When Gygax starts explicitly interjecting "objective morality" a couple years later and making Alignment more central to a D&D-esque fantasy setting, the concept really starts going off the rails.  In the February 1976 issue of Strategic Review, Gygax writes:

"Many questions continue to arise regarding what constitutes a “lawful” act, what sort of behavior is “chaotic”, what constituted an “evil” deed, and how certain behavior is “good”. There is considerable confusion in that most dungeon- masters construe the terms “chaotic” and “evil” to mean the same thing, just as they define “lawful” and “good” to mean the same. This is scarcely surprising considering the wording of the three original volumes of DUNGEONS & DRAGONS...In fact, had I the opportunity to do D&D over I would have made the whole business very much clearer by differentiating the four categories, and many chaotic creatures would be good, while many lawful creatures would be evil."

Eventually in the same article, Gygax sets forth a new five-fold alignment system:



This five-fold alignment system is adopted the next year in Holmes Basic D&D (1977):



Alignment is far more baked into the game system in Holmes Basic than OD&D.  For example, and here we find the first instance of the first instance of Know Alignment spells.

In addition, the stakes regarding Alignment are notably higher, since here we find the first instance of XP penalties for out of alignment gameplay in Holmes Basic.  Even in cases of honest misunderstanding or disagreement, the chance of problems, if you are playing the Rules As Written, have just increased notably.

So, for better or worse, Alignment is now a thing in D&D.  Are things about to get wonkier?  Stay tuned!

Monday, September 19, 2016

TV Review: "Berserk" (1997)

This week, I wanted to give a shout out to arguably the greatest Swords & Sorcery TV series of all time, "Berserk" (1997):


In this world, is the destiny of mankind controlled by some transcendental entity or law? Is it like the hand of God hovering above? At least it is true that man has no control; even over his own will.

And so begins this ripping yarn that masterfully combines an epic dark fantasy narrative, ridiculously awesome action and philosophical musings!  An adaptation of the best-selling manga with the same name, "Berserk" follows a young mercenary named Guts as he (literally) carves his way through a low fantasy world reminiscent of late medieval/early renaissance Europe.  This unfortunate place is plagued with constant warfare and endures a level of everyday violence and brutality that makes Westeros seem like Disneyland!

Confusingly, this anime starts with an episode in the manga's Black Swordsman arc then quickly shifts back to the manga's Golden Age arc, where Guts is recruited by the brilliant and charismatic leader of the Band of the Hawk mercenary group, Griffith.  The viewer follows the Band of the Hawk's rise to glory among various blood-soaked battlefields, while Griffith plays a devious and equally deadly game of political machinations.



In addition to enough blood and violence to trigger a moral panic, Beserk features an amazing soundtrack that, fittingly, highlights or underscores the narrative.  Furthermore, the narrative is filled with excellent character beats, such that even minor characters get some surprising depth.  This more than makes up for animation quality that is average, at best, for the time.

In the Golden Age arc, Guts and the Band of the Hawk face danger, betrayal and demonic shenangians at every turn.  Fortunately, Guts possesses effectively unlimited willpower, a zero [expletives] given attitude, and arguably the coolest sword of all time!  This sucker is so huge it makes a daiklave from Exalted look like a kid's toy!



Really, the only major flaw to "Berserk" (1997) is that it ends on an epic cliffhanger... which was addressed by the new series "Berserk" (2016) currently airing in Japan, that picks up immediately afterward!

Monday, September 12, 2016

RPG Design: The Cleric Class

Today, I wanted to give a shout out to perhaps the most poorly loved of the Core Four Classes of tabletop role-playing, the Cleric:



Although published along with the Fighting-Man and the Magic-User in Original Dungeons & Dragons (1974), the Cleric, unlike those two classes, did not have a clear antecedent in the Fantasy Supplement to the Chainmail miniatures wargame (1971).  And, unsurprisingly, there are no clear antecedents for the Cleric in Fantasy literature either.  Rather, this class began in Dave Arneson's Blackmoor campaign, where they filled several key roles in the party, most notably as a healer and as a counter to undead.

Despite being probably the most powerful class at lower and middle levels in older editions of Dungeons & Dragons, being something of a hybrid of the Fighting-Man and the Magic-User (reasonable melee combatant, decent caster plus the most generous XP table), there's often a reluctance by players to be "stuck" playing the party healer, since, in my experience, most players prefer to focus on their own character's exploits rather than being at the service of others (e.g., healbot).

Not helping the situation are the weapon restrictions that Gary Gygax added to the Cleric.  Since all weapons do the same damage in OD&D, these weapon restrictions are primarily in place to prevent Clerics from utilizing magic swords.  However, in later editions, it becomes a serious blow to the Cleric's general appeal.   These gamist restrictions are justified by some wildly inaccurate "history".



The Cleric's weapon restrictions in D&D are also defended in-game with some equally dubious "facts", namely that blunt weapons do not draw blood.  Now, if you whack someone with a baseball bat, chances are pretty good you'll start to see blood before too long.  Perhaps one might argue that "drawing blood" means cutting or piercing flesh, but that seems to me like a distinction without practical difference.

In any event, given the lack of clear antecedents, it is unsurprising that other rule sets take the general idea but focus on only part of the OD&D Cleric's remit, such as healing (e.g., White Mages from Final Fantasy) or religion (e.g., Runequest's deity specific approach).  Moreover, even D&D itself has moved away from the tropes it established, with newer editions shifting the Cleric's remit more toward leadership and by giving healing surges to everyone.

Another source of confusion is the Paladin (sub)class:



Like the Cleric, the Paladin is a heavily armed and armored holy warrior.  Unsurprisingly, the conceptual difference between the two is fuzzy.  Moreover, by having more in the asskicking department, it's hard not to argue that the Paladin stole a good bit of the Cleric's thunder.

So, for my rules set, Sorcery & Steel, I bring the Cleric back toward its Arnesonian roots and also blend in the best parts of the Paladin a single archetype: a soldier of faith who smites creatures of darkness and wields potent divine magic.


Monday, September 5, 2016

Gamebook Review: "The Cave of Time" (1979)

This week, I wanted to give a shout out to the seminal "The Cave of Time" by Edward Packard, as well as the entire Choose Your Own Adventure (CYOA) gamebook series:



The above book cover should be familiar to a generation of readers who were children and young adults in the 1980s, when CYOA reached the peak of its popularity.  Much like Original Dungeons & Dragons popularized tabletop role-playing, CYOA popularized interactive fiction a few years later, where the reader took on the role of the protagonist and made choices that determined the direction and outcome of the story.  For example:

You are hiking in Snake Canyon when you find yourself lost in the strange, dimly lit Cave of Time. Gradually you can make out two passageways. One curves downward to the right; the other leads upward to the left. It occurs to you that the one leading down may go to the past and the one leading up may go to the future. Which way will you choose?
If you take the left branch, turn to page 20. If you take the right branch, turn to page 61. If you walk outside the cave, turn to page 21. Be careful! In the Cave of Time you might meet up with a hungry Tyrannosaurus Rex, or be lured aboard an alien spaceship!

Not only are *YOU* the protagonist, but *YOU* direct the narrative!  This was mind-blowing stuff for kids!

"The Cave of Time" was among the first CYOA that I read and it's a still classic, evoking both mystery and a sense of adventure.  Although listed as #1, "The Cave of Time" was preceded by Messr Packard's "Sugarcane Island," published by Vermont Crossroads Press as the "Adventures of You" series in 1976, but it *IS* the first work of interactive fiction for wide release.  


Consequently, CYOA spawned a wave of imitators, most of which were not nearly as well written or as engaging to read.

I would also be quite remiss if I didn't mention the wonderful and evocative illustrations by Paul Granger:



Messr Granger's pictures lend the story, by turns, whimsy, gravity and terror.  Great stuff!

Related to the last, CYOA is, of course, notorious for instadeaths and "The Cave of Time" is no exception:




"The Cave of Time" can be quite harsh with its instadeaths, as they can come with no hint of your impeding doom.  While that may be true to life, this is an instance where I think the gamebook is better served by verisimilitude instead.