A much higher standard of scenario is now the norm, and this selection contains a scenario which still consistently rates highly in "best modules of all time" lists, but also at the same time it contains one that set in motion a dangerous trend in scenario design.
Author: Brian "The Beast" Dolton
Publisher: Demonsblood #2
Notes on Date: Copy date for issue this was 28th April '75
Name: The Mind Maze
Date: 1979.5
Author: Colin Ingham
Publisher: Demonsblood #2
Type: Dungeon
Notes on date: See above
Notes: Andy Ravenscroft writes: "The Mind Maze features in another new fanzine to appear in 1979, Demonsblood. The scenario is a bit of a throwback to earlier dungeon styles, and although it seems at the beginning as though it’s going to have a theme, it isn’t carried through. The rooms contain a random assortment of monsters - a doppelganger, some mages, a shadow, some zombies, etc. - that have no thematic linkage. The dungeon map is moderately well drawn compared to the growing standards of the period, but not on a par with work that was appearing in Trollcrusher and the new Beholder."
Name: Dark Tower
Date: 1979.5
Author: Jennell Jaquays
Publisher: Judges Guild (JG88)
Type: Dungeon
Notes on date: “soon available” in JGJ W.
Note: This is Jaquays' first stand alone module, and it is far more mature. The map shown illustrates the complexity of the dungeon layouts, and a side-elevation is required to show how the various levels connect (there are teleports to further confuse the situation). This is a full-on module with new artefacts, monsters, wandering monster tables, a history and a village taking up the first third of the 70 pages. It warns you that you need to read it through several times before playing it. The module is well done, and deserves its lasting good reputation - it is also the first module to attempt to out-do last year's G/D series for sophistication. See also The Dungeoneer #12 and #17 for errata and rumours!
Name: Petrach’s Tower and the Vaults of Experimentation
Date: 1979.5
Author: Mike Stoner and Guy Duke
Publisher: The Beholder #2
Type: Competition Dungeon #2, Tower & Dungeon
Notes on date: See entry for Beholder #1
Notes: Andy wrties: "The Beholder continues as it began, with a competition dungeon. Again, there is a backstory. This one features a wizard who built the tower and stored his experimental creatures in the vaults below. The detailed descriptions of the rooms and vaults in the scenario are by now more the rule than the exception in fanzine scenarios. Noteworthy is that the scenario uses magical items from the first issue of the Beholder, and creatures from the Fiend Factory feature in White Dwarf magazine (the Nilbog being one example) as well as creatures of the designers’ own invention, another example of the growing trend for designers to cross-fertilize with creations from other magazines"
Name: Rahasia
Date: 1979.5
Author: Laura Hickman (Maps by Tracy Hickman)
Publisher: Daystar West Media
Type: Dungeon
Notes on date: Copyright May 1979
Notes: This is an extremely difficult module to review. Many other publications have as low a print run, but not only was Rahasia republished by TSR (twice, as RPGA1 and B7), the Hickman name ensures that originals of Rahasia are ludicrously expensive. The original module was written by Laura, and only illustrated by Tracy - making it the earliest scenario to be entirely written by a woman (Palace of the Vampyre Queen was co-written by Judy Kerestan) - but the revised versions are co-written by Tracy and massively changed (in the original, only the maps and the introductory manifesto are written by Tracy) - and because a revised version of Rahasia was published by TSR the original has never been republished.
Tracy starts Rahasia with this manifesto:
"Some time ago, I found, with mounting frustration, that my so-called 'epic-dungeon' was rapidly turning into an 'eternal dungeon': one which even I would never discover the bottom of, let alone any player characters. My evil wizard would never be routed from the tower - not because of the treacherousness of the way - but because of its tediousness. There had to be a better way."
A very odd start - the implication is that all adventures up to this point are tedious - but Tracy will lead us to a better way.
"My wife, (an avid dungeoneer who, unlike, most wives, had not thrown out my dice) noticed my frustrations and sparked the idea that was to become NIGHTVENTURE"
A very odd introduction to an adventure written by a woman!
"NIGHTVENTURE is a series of 'one-night' scenarios designed to be used in conjunction with existing fantasy role-playing systems. As such, none of the scenarios stand as a game alone, but as a single focussed definition ... as an application of the game theory set forth in those other works."
The final sentence stands, not so much as a sentence alone, but as a single focussed example ... as an application of pretentiousness previously unseen in the dozens of previous standalone scenarios we've seen.
"NIGHTVENTURE endeavors to meet four requirements: 1) a player objective more worthwhile than simply pillaging and killing, 2) an intriguing story that is intricately woven into the play itself, 3) dungeons with some sort of architectural sense and 4) an attainable and honorable end within one or two sessions playing time."
Points 1,3 and 4 are fairly common attributes of scenarios for the period - it is the second point that is going to prove highly problematic.
The scenario objective (find & rescue the missing villagers) is reinforced by points being awarded for achieving story goals - this is very similar to how scenarios in The Beholder have been awarding XP. Hence this version of Rahasia does not force people to play along, but instead rewards them for doing so.
The original is also much more atmospheric than the well-known rewrites - it is very "mystical east" with minarets and a long background referencing veils, dowrys, and Imams - no Elvish maidens here - but it has roughly the same content as the rewrite (the same maps, for example). There is one major change however: in the original, you can decide to help Rahasia or not - in the rewrite not helping her means you are captured (sleeping gas - no save). In the original you can find a teleport in the Roadside Temple that takes you inside the main temple - in the rewrite Rahasia (who now accompanies you) attempt to ensure you do not. This is the start of turning "Choose Your Own Adventure" into "I Choose Your Adventure".
There may be more - that's the most I can get out of the photos I have from ebay - the last section "Optional Game Endings" remains a mystery. In summary, apart from the pretentious introduction, it appears to be quite a standard scenario for the period.
Name: Survival of the Fittest
Date: 1979.6
Author: Michael Mayeau
Publisher: Judges Guild (JG95)
Type: Solitaire dungeon.
Notes on Date: Instalment X
Notes: Although this is a "solitaire" dungeon it can be played as a "DM-less" dungeon with up to 4 players. For monsters you just multiply the number, but there is innovation in the handling of choices - everyone writes down their choice and there's rules for how you resolve contradictory choices. I don't know how well this would work in practice, but I really doubt anyone ever used it. A map (and some comments) appear in Issue Y of the Judges Guild Journal, and that is included in reprints (no peeking!). I will play this at the end of the blog series along with the other solitaire adventures but I'm afraid I don't hold out much hope - Michael Mayeau wrote several modules for Judges Guild and they all have a poor reputation. Here's the one entry I spotted, and it bodes ill: "You enter a room full of House Cats. As you enter to look around, you casually reach down and pet one. It quickly bites you, and begins licking the blood off your hand. You quickly realise these cats are Vampyric, and rush for the door, you do not make it!".
Name: Caliban (Arduin Dungeon 1)
Date: 1979.6
Author: David A Hargreaves
Publisher: Grimoire Games
Type: Dungeon
Notes on date: Appears in "Quick Plugs" Different Worlds #3 June '79
Notes: The into states that "The dungeon maps are all hand drawn". It goes on - "This was done to preserve the authentic 'feel' of the maps and to add a personal touch so often lacking in slick, over processed games and game products." - I hadn't myself thought that many modules we've seen so far were particularly "slick" - this is presumably a dig at Gary Gygax, who was going to be amusingly rude in return about Arduin in the DMG later this year with "The Vacuous Grimoire". The map, like the sample map in Arduin, suffers from the secret-door-plague. All the room have a moderate amount of detail in the key, which at an initial glance is promising - but every single room I looked at has magic items (often several, usually over powered) and some OTT guardian, so it appears to be a Monty-Haul slug fest. The monsters and magic items are all unique however, and many of them appear on some cards with an illustration on one side, description on the other, which is quite good.
Name: The Villa of Menopolis
Date: 1979.6
Author: Michael Stoner & Guy Duke
Type: Villa and Dungeon
Publisher: The Beholder #3
Note on Date: See The Beholder #1
Notes: “By popular request” not a competition dungeon but a Mini-scenario. Andy writes: "A scenario aimed at adventurers of level 3 or below, the Villa of Menopolis consists of the titular villa “shrouded in legend” and the subterranean realm below. By now the quality of Beholder scenarios can be pretty much taken as read - high quality maps, a backstory, and detailed room descriptions - so let’s focus on what’s new or worthwhile about this scenario. It features a new creature - the Gremlodwarf - a cross between wait for it, Gremlins and Dwarves. The players are charged with a mission to eliminate the gremlodwarves and to do so effectively they need to act on rumors that the DM will share from a page at the back of the scenario. The villa above the dungeon is occupied by residents and guests who are provided with a good level of detail on their character and other useful background information."
Name: Chronicles of Keldorn V - part the Fifth - The Resting Place of the Skull
Date: 1979.6
Author: Paul Blackwell
Publisher: Trollcrusher #17
Type: Building with Dungeon, Temple
Notes on date: Forthcoming event 7th July will "probably have been and gone by the time you read this" so likely late June.
Notes: This is the concluding second half of The Quest for the Skull (1978.10). It is a Tomb of Horrors inspired scenario - a trapped dungeon which can only be navigated safely by interpreting a poem. Andy writes "There is a handwritten double-page ‘scroll’ with a sophisticated set of clues for the players to follow written as a nineteen stanza poem. The scroll is actually a roadmap to safely navigate the resting place of the skull - if the players understand the clues and follow them they will get to the skull safely. Thoughtfully the scenario also includes players maps (without a key or named landmarks) of the wilderness area and the two towns in the first part of the scenario. Blackwell pulls together some of the best elements of scenario design at this time and the Quest for the Skull represents a high point of fanzine published material." A play report appears in Trollcrusher #19
Name: P’Teth Tower Part II
Date: 1979.6
Author: Brian Asbury
Publisher: Trollcrusher #17
Type: Solitaire
Notes on date: See above
Notes: This is Brian's second solo adventure (the third, Kandroc Keep, is advertised in this issue). This is a second level of the P'teth Tower dungeon so has an alternate start to combine the two. Brian acknowledges Richard Bartle's "The Solo Dungeon" as having a major influence on this second effort - attributing the doubling in size of this installment to that.
Name: Lost Tamoachan: The Hidden Shrine of Lubaatum
Date: 1979.6 / 1980
Author: Harold Johnson & Jeff Leason
Publisher: TSR
Type: Tomb, Tournament (Origins V).
Notes on Date: See tournament attributions in the first blog post.
Notes: This was originally published for purchase at the tournament in a very professional publication as a "Collector's Edition" (like Ghost Tower of Inverness later the same year). It thus appears "C" originally stood for Collector (not Competition) as both C modules were collector's editions. It was republished a year later as "C1: The Hidden Shrine of Tamoachan" but the changes were very minor. For example, in the map extract shown, you can see how the side-elevation map was originally a 3D-view. The room numbers were changed slightly (so that 1A becomes 2) and the text slightly revised, but I haven't spotted any significant changes. This module has definately moved into the early-80s style with Boxed Text, lengthy room descriptions, and a theme. My group played through C1 recently and complained that it was a bit of a long slog with no real purpose - we didn't use the tournament begining however, and it was an exploration of the tomb, so perhaps it would work much better as a tournament with the aim being escape (but for a long-running campaign you'd have to start with a railroad to get them trapped). The treasure is very odd, being low amounts, and the magic items generally having a down-side to them (one has only 3 usages, another electrocutes the user if not insulated etc. etc.) which appears to be an attempt at having more "realistic" magical items.
Name: Escape from Astigar's Lair
Date: 1979.6 / 1980
Author: Allen Pruehs, Ree Moorhead Pruehs
Publisher: Judges Guild (JG124)
Type: Tournament (MichiCon VIII)
Notes on Date: Tournament is from inside the module. For date see advert Dragon #22 p3.
Notes: This tournament claims to test the players' ability to roleplay- if characters are played as they are described you will be more succesful. This is an interesting idea, though not making much in-game sense, but it makes it only really playable as a tournament adventure, so it was a disapointment to me when I bought it as a teenager, hoping to use it as a normal module. The module most clearly shows its age with the button marked "This button will lead to the most agonizing death in the world (no saving throw)" - the "no saving throw" bit is written on the button!
Name: The Tomb of the Waning Moon
Date: 1979.6
Author: Russ Stambaugh
Publisher: Metro Detroit Gamers
Type: Tournament (MichiCon VIII)
Notes on Date: See The Acaeum
Notes: This is an edge-case to be included in the list, as this is purely notes for the tournament - "If a player disputes an interpretation or point of information, refer him to me" - and doesn't appear to have been published. It was played at the same tournament as Astigar's Lair and is a "sequel" to Quest for the Fazzlewood (though by a different author). This time Athelfrog has gained a friend, Balthazar, and lost a 'g'. I haven't seen a key, but the scenario in general looks very similar to Fazzlewood - in particular it includes a number of overhead player maps. The great players intro is stylistically reminiscent of Fritz Lieber's Fafhrd and the Gray Mouser stories. The scoring from a note on the map appears to be +1 point for each room along the main route, -1 for each other room - but there appear to be multiple routes on the map.
A major theme of this blog series is cross-fertilisation of ideas/styles between scenarios - in this case there are very clear connections. Russ was one of the DMs for D3 at GenCon XI in '78, and also DM'ed Tomb of Horrors at a tournament for Gygax. The connection with Gary extends to Russ being co-author for "The Abduction of Good King Despot", published in 1988 by Gary Gygax's company New Infinities (co-author Will Niebling worked for TSR). The large time gap between Russ's only two publications is because Despot is actually an old tournament that Gary had played "at a game convention many years ago". It is highly likely that the original version of Despot predates Tomb of the Waning Moon, likely pre-dating Will's move to TSR. Like many other Russ left the worlds of tabletop RPGs to forge a succesful career elsewhere in fantasy games - but in this case as a sex therapist!
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