Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Thursday, July 2, 2015

Europe and the Japanese Role Playing Game

In the United States, role playing games were very popular on computers and fairly popular on consoles. There were several games for the systems of most of the third and fourth generation of home video game consoles.  However, if you lived in a PAL country, your choices could be substantially more limited.

Nintendo Entertainment System

In the NES era, the US had several ports of popular computer role playing games like Ultima III and Wizardry.  Almost half the games released were direct ports, and a few like Swords and Serpents and Dungeon Magic could have been computer role playing games.  Other games had a unique JRPG feel, like Dragon Warrior and Final Fantasy, two of the first examples of JRPGs.  There were many other great JRPGs that were never ported stateside like Final Fantasy III, Just Breed and Lagrange Point, and a couple of unusual ones which were.  Destiny of an Emperor has something of a tactical RPG element where hit points equal army strength.  The Magic of Scheherazade is a hybrid of Zelda-like top down fighting and traditional RPG battles.  Ghost Lion is a fairly obscure NES game from the red label years that has your character summon spirits to help her fight, not too dissimilar to Wizardry IV.

Of course, if you were playing a NES in a PAL country, your options were almost non-existent.  The major RPG companies like Enix, Square and FCI/Pony Canon had no substantial European presence at this time, so most of these games had no possibility of a European publisher.  Nintendo's own fragmented approach to the market made the NES something close to a niche console.  Of traditional RPGs, only Swords and Serpents by Interplay was sold in Europe.

US NES RPGs
Advanced Dungeons & Dragons: Pool of Radiance
Bard's Tale, The
Destiny of an Emperor
Dragon Warrior
Dragon Warrior II
Dragon Warrior III
Dragon Warrior IV
Dungeon Magic - Sword of the Elements
Final Fantasy
Ghost Lion
Magic of Scheherazade, The
Might & Magic: Secret of the Inner Sanctum
Swords and Serpents
Ultima: Exodus
Ultima: Quest of the Avatar
Ultima: Warriors of Destiny
Wizardry Master Series: Proving Grounds of the Mad Overlord
Wizardry Master Series II: Knight of Diamonds

Europe NES RPGs
Swords & Serpents

Sega Master System

The NES's competitor, the Sega Master System, had a paltry three traditional RPGs : Miracle Warriors: Seal of the Dark Lord, Phantasy Star and Ultima IV: Quest of the Avatar.  Because the SMS was not a great success, Ultima IV did not get a release in the United States, which was a shame because it was quite a good port of the computer version.  All three were released in Europe and Brazil where the Master System was more popular than the NES.

Sega Master System/Mega Drive

In the 16-bit era, things started to change somewhat.  Sega gave the US and European markets almost equal support and had great success in both.  Thus both geographic areas received most games.  By contrast, in Japan they never had the sales to challenge Nintendo and later Sony for the crown.  Of all the traditional RPGs released for the system, all but two were released in Europe.  With series like Phantasy Star and Shining Force, European gamers began to be introduced to the character and story driven Japanese-style RPG.  However, because Warsong and Traysia were not released in PAL countries, the introduction to JRPGs is limited to the six Phantasy Star and Shining Force games and Sorcerer's Kingdom.

US/Europe Genesis RPGs
Buck Rogers: Countdown to Doomsday
Dungeons & Dragons: Warriors of the Eternal Sun
Faery Tale Adventure: Book I, The
Fatal Labyrinth
Might and Magic II: Gates to Another World
Phantasy Star II
Phantasy Star III: Generations of Doom
Phantasy Star IV: The End of the Millennium
Rings of Power
Shining Force
Shining Force II
Shining in the Darkness
Sorcerer's Kingdom
Traysia*
Warsong*

Super Nintendo Entertainment System

The SNES is widely regarded as the console where JRPGs truly matured into a distinct play-style of RPG. This console is where Square built its reputation as the premier RPG company outside of Japan.  There are many classics on this list, Final Fantasy II & III, Chrono Trigger, Earthbound and Super Mario RPG among them. In fact, the only games on this list I could not recommend are certain poor ports of otherwise classic CRPGs.

Unfortunately, Europe did not share in the wealth of RPG goodness the US enjoyed.  Companies like Square had begun to establish a presence, but they were wary of releasing their largest and most expensive games.  Cartridges were expensive to make and RPGs required large ROMs and battery backed RAM. A failed game could mean financial disaster.  Europe does have one exclusive tradtional RPG, Might and Magic II, but the rest really do not give a comprehensive overview of what the system was capable.

US SNES RPGs
7th Saga, The
Advanced Dungeons & Dragons: Eye of the Beholder
Arcana
Breath of Fire
Breath of Fire II
Chrono Trigger
Drakkhen
Dungeon Master
Earthbound
Final Fantasy II
Final Fantasy III
Final Fantasy: Mystic Quest
Inindo: Way of the Ninja
Lagoon
Lufia & The Fortress of Doom
Lufia 2: Rise of the Sinistrals
Might & Magic III: Isles of Terra
Ogre Battle: The March of the Black Queen
Paladin's Quest
Robotrek
Secret of the Stars
Super Mario RPG: Legend of the Seven Stars
Ultima VI: The False Prophet
Ultima VII: The Black Gate
Wizardry V: Heart of the Maelstrom

Europe SNES RPGs
Breath of Fire II
Drakkhen
Lufia
Might and Magic II*
Mystic Quest Legend (Final Fantasy: Mystic Quest)

Sega CD

The Sega CD add-on had quite a few RPGs, more than you might expect.  Unfortunately, the situation was almost completely reversed from the Genesis/Mega Drive for the PAL countries.  Only three RPGs were released in Europe on CD, and two of them are CRPG ports.  The Sega CD was no huge success, and the emphasis on FMV style gaming and PC game ports really doomed the library to a lack of standout titles.

US/Europe Sega CD RPGs
Dark Wizard*
Dungeon Master II: Skullkeep
Eye of the Beholder
Heimdall*
Lunar: Eternal Blue*
Lunar: The Silver Star*
Shining Force CD
Vay*

Nintendo Game Boy

The situation with the Game Boy is similar to the NES and SNES, slim pickins' for the Euopean folk.  However Pokemon came along and was a worldwide success, so Europeans could finally play a great RPG on the go.  They did get one exclusive RPG in Castle Quest.  Importers had no difficulty because the Game Boy had no region lock.

US/Europe Game Boy RPGs
Castle Quest#
Final Fantasy Legend, The*
Final Fantasy Legend II*
Final Fantasy Legend III*
Great Greed*
Pokémon Blue Version
Pokémon Red Version
Pokémon Yellow Version: Special Pikachu Edition
Sword of Hope
Sword of Hope II*

Sega Game Gear

RPGs were pretty rare on the Game Gear, and the US got four and Europe two.

Ax Battler: A Legend of Golden Axe
Crystal Warriors*
Defenders of Oasis
Shining Force: The Sword of Hajya*

Key :
* - US Only
# - Europe Only

Conclusion

Role playing games would seem to be a natural fit for Europe.  From Europe came legends of dragons, fairies, dwarves and goblins.  Wagner's Ring Cycle, Tolkien's Lord of the Rings and Dumas' swashbuckling sagas all had a huge influence the development of RPGs, which originated in the United States.  D&D was imported into Europe and had a strong following in the U.K.

Still, European gamers acquired an identity of their own and different tastes.  European gamers were more inclined to buy a home computer and buy cheaper games on cassette and floppy disks.  Their most popular genres included side scrollers, football (soccer) games and shumps.  RPGs did not fit on cassettes and C64, Atari ST Amiga users would usually buy the pricey US RPG imports.  That may have been a factor in Japanese companies decisions not to release their titles in Europe.  European gamers only had exposure to the more open-ended , non-linear and mechanics-driven US developed CRPGs, so it was something of a chicken and egg situation.

When the Playstation proved to be the first console to dominate in all three major markets, things loosened up considerably for European RPG fans.  CD manufacturing was far cheaper than comparative cartridge manufacting, so there was a lot less for companies to loose.  Square released its lauded RPGs like Final Fantasy VII-IX and Vagrant Story, Capcom released Breath of Fire III-IV, Azure Dreams from Konami and The Legend of Dragoon from Sony, but European fans of the Dragon Warrior/Dragon Quest series had to wait until VIII on the Playstation 2 for an official release.


Sunday, March 22, 2015

The Forgotten Switch : The Atari 2600's B&W/Color Switch

The original Atari 2600 VCS had six switches to control the various game functions, Power On/Off, B&W/Color, Left Difficulty, Right Difficulty, Game Select and Game Reset.   In the early models of the console, there were six aluminum switches, symmetrically spaced on either side of the cartridge slot, three on the left, three on the right.  Later, Atari redesigned the console to reduce costs and put the left and right difficulty switches on the back of the console and used standard plastic switches instead of aluminum.  Even with this change, there were still two switches to the left of the cartridge slot and two to the right.  This continued into the Atari 2600jr, except that all the chrome switches had been replaced with plastic.  Nonetheless, the symmetry of the Atari 2600 is an aesthetic that has been seldom been so rigorously pursued in a console's design throughout its lifespan.

Atari 2600 Light Six Switch
The standard Atari joystick only had one button and the cartridges were too small at first for title screens, menus and logos.  Changing settings were done by these switches and the program reading the appropriate port.  Only the Power On/Off switch had a fixed function, it was connected directly to the electrical path that powered the console.  The other five switches were each connected to a bit on an I/O port.  The game could do whatever it wanted with them, but by convention the Game Select and Game Reset switches usually did just as they indicated.  While Left and Right difficulty were originally intended to set a handicap for one or both players, human or computer, they could just as easily be used to adjust game characteristics.

Atari 2600 Woodgrain Four Switch
The Black and White switch is the focus on this blog entry.  It is just as important as the other switches, yet too frequently overlooked and left off modern products.  The original intent of this switch was to alter the game to switch its colors when the switch was set to the B&W position.  The player should set it if playing on a B&W TV to improve contrast between the player/missile/ball graphics and the playfield/background.  The Atari 2600 had sixteen choices of colors or hues and eight levels of brightness or luminances.  Typically, when the B&W side of the switch was activated, the program would switch to using the eight monochrome shades offered by the 2600.  Sometimes, it would use more muted colors.  On a Color TV, the B&W choices would come very close to simulating what the image would like on a true B&W TV.  Here are two examples to show when this would be useful :

Combat - Color Switch
Combat - Color Switch on Simulated B&W TV
Combat - B&W Switch
Air-Sea Battle - Color Switch
Air-Sea Battle - Color Switch on Simulated B&W TV
Air-Sea Battle - B&W Switch
However, it is very important to remember that a B&W TV was often the second TV in American households in the late 1970s and early 1980s.  If the parents did not want the kids to hog the main TV with video games, they would hook the system up to a second TV.  Few U.S. TVs had two color TVs during this time frame.  Many kids grew up playing video games on B&W TVs, it is a very important part of retro gaming that too often overlooked.

From 1977 until 1982, most Atari and then Activision (made up of ex-Atari programmers) games used the B&W/Color Switch as originally intended.  In fact, until Atari's silver label cartridges and Activision's special label cartridges, it is easier to compile a list of games that did not use the B&W/Color switch as originally intended.  They are as follows :

Atari/Activision Games that Do Not Support B&W

Atari
3-D Tic-Tac-Toe
Asteroids
Superman
Backgammon
Demons to Diamonds
Super Breakout
Yar's Revenge

Activision
Activision Decathlon
Crackpots
Dolphin
Enduro
Frostbite
Keystone Capers
Oink
Plaque Attack
Pressure Cooker
Robot Tank
Spider Fighter

When it comes to Atari Silver, Children's or Red labels or Activision's Special labels, unless the game was previously released as a text or picture label, it will almost certainly not use the B&W/Color switch as intended.  In addition, relatively few third party games released during the 2600's official lifespan use it.  There are some exceptions, and this is not intended to be a complete list but for illustrative purposes :

Other Companies that Support B&W as Originally Intended

Alien
Star Wars ESB
Bank Heist
Dragonstomper
Frogger
Music Machine
Star Voyager
Seamonster
Space Tunnel
Realsports Volleyball
M.A.S.H.
Malagai
Mega Force
Worm War I
Crash Dive
Revenge of the Beeksteak Tomatoes
Joust

Finally, there are several games that use the B&W switch for a special function unrelated to its original intent. Often it could be used to pause the game, but other games assigned a unique function to it.  Here is a list of games that I have verified :

B&W Switch used for Something Else

Space Shuttle (engine controls)
Cosmic Ark (turn on/off star field on some cartridges)
Fantastic Voyage (pause)
Solaris (inverts planet horizons)
Mouse Trap (removes playfield)
Starmaster (brings up Galactic Chart)
Beany Bopper (pause)
Flash Gordon (pause)
Spacemaster X-7 (pause)
Secret Quest (brings up Status Screen and password)

There are undoubtedly more games than on this list, but it serves as an illustrative example of why the B&W/Color switch should not be utterly ignored.  Devices like the Atari Flashbacks which do not include the B&W/Color switch will not function as originally intended with these games.  

Activision Logo

On a totally unrelated Atari 2600 subject, it is interesting to note how consistent Activision was with its in-game logo.  Activision always displayed its logo "Activision" on the game screen for every game.  In its early games like Fishing Derby, the logo would simply be present somewhere on the bottom of the screen.  For the later games, like Pitfall, the text Copyright 198x would appear, then the Copyright text would scroll up and Activision would appear. On games released near the crash, there would be a rainbow leading into the A in Activision.  The A itself was redesigned, otherwise the logo pixel pattern seems identical :

Scrolling Logo 1982-1983
Scrolling Rainbow Logo 1983-1984
Beamrider is the only game where the Activision logo is not always seen during gameplay from the pre-crash era.   Beamrider was the first game to use the (c) character instead of the word Copyright.  It is also the last time the rainbow version of the Activision logo would be used.  Ghostbusters is unique in that it does not have the word Activision is not using the standard appearance.   After Ghostbusters, the (c) and year would be instantly replaced with the non-rainbow Activision logo, no scrolling.  Also, if the game was licensed from another company, that company's name would appear after Activision's.  

Thursday, August 21, 2014

The D&D Basic Set - Epitome of Table Top Role Playing

In January of 1981, TSR released one of the best role playing products ever published, a concise new Edition of the Dungeons and Dragons Basic Set.  This Set came in a cardboard box with two booklets, the Basic Rules and Adventure Module B2 : The Keep on the Borderlands.  It also came with a set of polyhedral dice, a crayon to color in the numbers and usually a catalog.  D&D and AD&D were extremely popular at the time, and hundreds of thousands of new players bought this Basic Set and learned how to play a role playing game using it Basic Rules and module.  In this blog post, I would like to discuss the extraordinary rule book that came in that set (and sold separately), the Dungeons and Dragons Basic Rules.




From Holmes to Moldvay

This was not the first time TSR had released a Basic Set.  In 1977, the first edition of the Basic Set was edited from the original Dungeons and Dragons rules by Dr. J. Eric Holmes.  However, this 48-page rulebook was only intended as a stepping stone to AD&D.  The First Revision Basic Rules were fairly rudimentary, taken from the more intelligible portions of the original D&D and its supplements.  It was intended for players, once they mastered the basic game, to advance to the much more detailed but mostly incompatible ruleset of AD&D.  There were no provisions for taking characters beyond level 3, and although OD&D rules could serve for the higher levels, there were no instances in the text referring the player to OD&D, even though OD&D was still being sold.  It included some weirder rule variants such as dexterity to determine initiative and five alignments (Lawful Good, Lawful Evil, Neutral, Chaotic Good, Chaotic Evil) that would not be seen in later revisions of the Basic Rules.

However, by 1981, these OD&D derived rules really were too simplistic for the more sophisticated role-playing popularized by AD&D.  They were not working as well as an introduction to the advanced game, and players who wanted to play past the introductory levels and did not want to start a new campaign were also left in the lurch.  The powers-that-be at TSR made a decision to revise the Basic Set with more rigorous, but still simple, rules and allow it to be expanded with an Expert Set to levels 4-14 and eventually a Companion Set with rules for higher levels.  The task for the all-important revisions to the Basic Set was assigned to Tom Moldvay, hence this set is usually referred to as Moldvay Basic.

Moldvay Basic has been praised for its straightforward organization.  Using the Table of Contents and the Index (both printed on the inside of the cover), you can navigate to the Introduction, Creating Player Characters, Spells, Beginning Adventures, Combat, Monsters, Treasure and Magic Items, and How to Dungeon Master and a Sample Dungeon.  Finally, there is a list of books containing source material and a glossary.  In this it owes a substantial debt to Holmes Basic, which used mostly the same organization.  All this was contained within exactly 64 pages.

TSR let no space go to waste, the Table of Contents was printed on the inside of the front cover and the Index was printed on the inside of the back cover.  The organization of the Basic Rules was almost completely mirrored in the Expert Rules (also 64 pages), so you would for example find the sections on Monsters in the same place in each book.  Both books were 3-holed punch to fit inside a binder.  As there was no Dungeon Master Screen available, this was very useful when the DM needed to reference the rules.  Just the simple ability to find something quickly was well-appreciated, especially compared to AD&D with its rules spread out over three hardcover rulebooks or OD&D with its three little brown books and four supplements.

While Holmes's Basic, still remained the underlying material for the Moldvay Rules, several changes brought it into line with AD&D and similar systems of the time.  The two most obvious changes were that each ability score had its own set of modifiers and they on a uniform scale of -3 to +3 or -2 to +2.  This would become influential in the Third Edition of D&D in 2000.  The second change was the (optional) variable weapons damage rule.  More monsters suitable for low level parties to fight were included.  More text was used to give clearer explanations in Moldvay's Basic.

Observations on the Basic Rules

In virtually all versions of D&D prior to 3rd Edition, Magic-Users are exceptionally weak, almost useless, in the early levels.  They especially get the shaft in Moldvay Basic.  Not only do they only use a d4 for hit die, they can wear no armor, carry no shield and can only use daggers for a weapon.  At level one they can only cast one spell before resting, and by level three they can only cast three.  At the low levels, an elf is a much, much more defensible choice.

Clerics do not get spells until level 2, so their use as healers will be non-existent at first and very limited throughout the Basic Rules because they can cast a maximum of two spells per day.

Monsters are comparatively lethal in Moldvay D&D.  They use a d8 for hit die, just as Fighters do.  Clerics use a d6.  Clerics also get poorly served because they do not get spells, including the crucial cure light wounds spell, until level 2.  However, in AD&D, while monsters use a d8 for hit die, Fighters use a d10 for hit die, and Clerics use a d8.  AD&D clerics get access to spells immediately.  Many animal monsters have three attacks per round such as 2 claws/1 bite.  All PCs in the Basic game attack once per round.  However, they all share the same attack to-hit rolls for the first 3 levels.  In AD&D, Fighters will enjoy improved attack rolls by level 3.

The four basic character classes are present, the Cleric, the Fighter, the Magic-User and the Thief.  They are the basic types of characters for just about any Medieval RPG.  Thieves have a slight benefit because they can use any weapon over Thieves/Rogues in other systems.  Races and classes are combined in D&D.  A dwarf and a halfling are variants of fighters.  An elf is a Fighter/Magic-User, with exceptionally high experience required to advance to the next level.  Unlike the regular four character classes, they cannot be selected unless certain (modest) ability requirements are met.  Also, unlike the regular character classes, which may advance to any level, these classes are limited to the 12th, 10th and 8th level, respectively, for dwarves, elves and halflings.  While this allows dwarves and elves to advance comfortably alongside their human counterparts in the Expert Rules, halflings will be left behind.  By the Companion Rules, covering levels 15-25, they will not be able to keep pace, although "attack ranks" were included to lessen the gap.

Speaking of the Expert Rules, it is explicit that a crossbow takes one round to reload, so it can only be fired every other round.  (The Basic Rules did not mark bows as a two-handed weapon with the rest of the two-handed weapons, but if common sense does not convince everybody that it should be, in the Example of Combat it is explicitly stated.)  The Expert Rules, released simultaneously with the Basic Rules, also have better saving throws for Dwarves and Halflings, so they may be used in preference to the Basic Rules.

Combat was designed to be very streamlined.  It boiled down to initiative, morale, movement, missiles, magic and melee.  A round is ten seconds, and a character can move 10-40 feet, depending on encumbrance.  Everyone attacks once per round in the Basic and Expert Rules.  Except for spells, a combatant can move up to his round limit and attack.  Once in combat, he can only move with a fighting withdrawal or retreat.  Within 5' of an attacker, the attacker can only melee.  It is implied that things like changing weapons or quaffing a potion can take the place of movement.

Character Creation

In character creation, the most important random part of the process is to roll ability scores.  Officially this is done by rolling 3d6 for each attribute in the following order, Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma.  The first four are a prime requisite for the basic classes, Fighter, Magic-User, Cleric and Thief.  Then classes are selected and adjustments are made.  For a party of six adventurers, which is a good number, here are a sample of dice rolls for Str, Int, Wis, Dex, Con, Cha.

Player 1 - 8 ; 8 ; 11 ; 12 ; 11 ; 15
Player 2 - 13 ; 6 ; 10 ; 13 ; 12 ; 13
Player 3 - 10 ; 11 ; 7 ; 8 ; 12 ; 7
Player 4 - 7 ; 12 ; 8 ; 12 ; 14 ; 17
Player 5 - 9 ; 12 ; 12 ; 8 ; 8 ; 15
Player 6 - 4 ; 10 ; 15 ; 11 ; 13 ; 10

Note that while none of the human classes have ability score requirements, a Dwarf must have a Con of 9, an Elf an Int of 9 and a Halfling both a Con and Dex of 9.

Now when it comes to adjustments, you can reduce Strength, Wisdom and Intelligence by 2 to raise your Prime Requisite Score by 1, you can only raise Dexterity if it is a Prime Requisite and cannot lower it.  Additionally, you cannot raise or lower the two attributes that are not a Prime Requisite for any class, Constitution and Charisma.

For Player 1, his best PR score is a 12 in Dex, so that would tend to make him a Thief.  He could subtract 2 from Wis to bring his Dex score to 13, earning him a +1 bonus to his missile fire attack rolls and initiative adjustment and a -1 to his AC.  As his Str score is low, he would probably function best as an archer.  He is fairly dumb.  If he makes the adjustment, he will get a +5% bonus to Experience if he chooses the Thief class.  He can be a Dwarf or a Halfling, but not an Elf.

For Player 2, his Str score of 13 would suit him to be a Fighter, but his Dex score would equally suit him to be a Thief.  Unfortunately he cannot make any adjustments because his Int and Wis are too low.  He will enjoy a +1 on bonus to melee hit and damage and opening doors rolls and the same bonus from Dex as Player 1.  Even if he slashes his Str score down to 9, he will still enjoy the same bonus at Dex 15 as Dex 13.  He is dumberer, but gets the +5% XP bonus if he chooses the Fighter or Thief class.  He can be a Dwarf or a Halfling, but not an Elf.

For Player 3, he has no particular standout score and can make no adjustments.  He can be a Fighter or a Magic-User, but suffers from a Dex penalty of -1 and a Wis penalty of -1 to magic-based saving throws.  He can be an Elf or a Dwarf, but not a Halfling.

For Player 4, he has a great score for Charisma, the most useless stat in this game by far.  He gets a +1 HP for hit points every time he rolls for hit points, but Constitution is not otherwise useful.  Since he has equal scores in Int and Dex, he can choose to be a Magic-User or Thief.  However, because Int can be lowered while Dex cannot, the Thief class would be optimal for him.  He can improve his Dex to 13, earning him the bonuses described above.  His -1 penalty to melee attack rolls, damage and opening doors and -1 to magic based saving throws would keep him off the front lines.  He can be a Dwarf, an Elf or a Halfling.

For Player 5, his Int and Wis scores are identical, so he could choose to be a Magic-User or Cleric.  However, his Con score gives him a -1 to HP, which weighs against his being a Cleric because Clerics are expected to take a place on the front lines.  If he does decide to be a Cleric, then he can reduce his Int and raise his Wisdom to earn a +1 to save on magic-based saving throws and a +5% bonus to earned XP.  He can be an Elf, but not a Dwarf or Halfling.

For Player 6, his high Wis score would suggest that he should choose the Cleric class.  However, his pitiful Str score gives him a -2 on his attack and damage and opening door rolls, making that class choice quite possibly a lethal choice even with a Con bonus.  If he lowers his Wis score to 9, he has 3 points to distribute to either Int or Dex, making a better choice for a Magic-User or Thief.  He can be either a Dwarf, Elf or Halfling.

The probability curve for rolling 3d6 gives a bell curve with most scores being rolled in the 8-13 range.  The results obtained should be representative of what real people would actually roll their characters.  With the human character classes alone, these ability score rules can seem a bit too grim.  None of these characters are superheroes by any standard.  The demihuman classes make things a bit more interesting.  While they get underpowered by the higher levels of the Expert Rules, their better skills make them more likely to survive the early levels.

Conventional wisdom would require that a party have at least two front line Fighters, at least one Cleric.  Thieves are useful for cautious parties, and Magic-Users need to start somewhere.  Magic-Users do have several good first and second level spells.  Since the Players have to form an effective party to survive, they cannot all be Thieves and Magic-Users.

Player 1 will be a Thief.  Player 2 will be a Dwarf.  Player 3's scores are pretty pathetic, but he will be an Elf.  Player 4 will be a Magic-User.  Player 5 will also be an Elf.  Player 6 will be a sling-wielding Cleric.

Despite being a prime requisite for Magic-Users, Intelligence is not a particularly useful stat according to the Basic Rules.  Strictly interpreted, the only difference between a Magic-User with an Int of 18 and an Int of 3 is the bonus/penalty to XP and the number of languages spoken.  Languages spoken generally only affect Charm Person spells, since the caster must be able to speak the language of the charmed creature to issue it commands.  A bonus/penalty to Wisdom, by contrast, will have a far more practical effect for any character.

There are only two more dice rolls for character creation, money (3d6x10 gp) and hit points.  Each class gets to roll their own hit die for hit points, whether a d4 (Thieves and Magic-Users), a d6 (Clerics, Elves and Halflings) or a d8 (Dwarves and Fighters).  As an option, the Rules allow a DM to allow anyone who rolled a 1 or 2 for hit points at the first level only to roll again.   I would suggest this rule to be a necessity, because the 1HP character will die very quickly.

Player 1 rolled a 1 on a d4, so she can roll again.  She again rolls a 1, so according to the optional rule, she must roll until she achieves a 3 or a 4.  On her third roll, she rolls a 3, thus her Thief has 3 HP.  Player 2 gets lucky and rolls an 8 on a d8, giving his Dwarf 8HP.  Player 3 is also lucky and rolls a 6 on a d6, giving him 6HP.  Player 4 gets a 1 on her first roll, but a 4 on her second roll.  As she has a Con bonus of +1, her Magic User has 5HP.  Player 5 rolls 2s on a d6 on her first three rolls, but on her fourth attempt she gets a 5, but due to a -1 Con penalty, she only has 4HP.  Player 6 rolls a 2 then a 3, so with her Con +1 bonus, she has 4HP.  Thanks to the optional rule, each character has far better odds of survival than a strict rule requiring the acceptance of any result.  Player 5 could conceivably have ended up with 2HP even with the optional rule due to her.

Even with these relatively decent overall HP scores, characters can die with one good hit from a monster. Monsters will have similar HP and their attacks will do similar damage as the PC's attacks in the first levels.

Creating a character can be done in ten minutes or less, assuming the DM has reasonable familiarity with the process.  In fact, assuming each player has to create one character and has three six-sided die, they can be ready to go in an amount of time shorter than it would take to read this section of this blog entry.  Games can therefore start quickly.

The Keep on the Borderlands

The second module of the Basic Series, B2: The Keep on the Borderlands, was included in the last printings of the Holmes Basic Set and all printings of the Moldvay Basic Set.  The module was originally designed by one of the fathers of D&D himself, Gary Gygax.  This module was one of the few direct contributions he made to classic D&D.


Like Gygax's only other introductory module, the AD&D module T1: The Village of Hommlet, the module details a "friendly" area and "monster" areas.  In T1, the friendly area is the Village of Hommlet; in B2 it is the Keep.  Gygax gave a lot more detail to Hommlet than the Keep, primarily because Hommlet was intended as the base for a series of modules, whereas the Keep was only intended for a one-off adventure.  The player is invited to create some Keep NPCs and floor plans for the Keep's minor structures.  B2 has a larger page count than T1, and it is not just because there is a fair amount of redundant information from the Basic Rules in B2.  The dungeon in B2 is larger at 64 rooms than T1 at 35 rooms.

Gygax put a lot of effort into describing the "friendly", base areas in his modules.  People are given sufficient stats and equipment to allow them to fight, if necessary.  Since the human characters at the base are generally more powerful than the monster characters in the dungeons, it would be quite the challenge for an evil beginning party to try to use the friendly areas as their dungeons.  However, this is only out of bounds if the DM says so.  In B2 you could conceivably unite the monsters in an alliance and try to storm the Keep.

Its precessor, B1: In Search of the Unknown, did not have predefined encounters or treasure, but allowed the dungeon master the freedom to place monsters and treasures in rooms and provided him lists to choose from.  However, a DM could stock too many or few rooms with monsters or treasure, thereby making the module too difficult or too much monty-haul.  B2's set encounters should give a model of balance for a beginning game.  Additionally, the use of monster lairs (kobolds, orcs, goblins, hobgoblins, bugbears and gnolls) demonstrates that there was some thought given to monster ecology in writing this module.  Even though just about every low-level semi-human monster shows up here, there are still skeletons and zombies for a Cleric to turn undead later in the module.

Influence of the Set

The most important function of a beginner's game is to draw the new player in, keep him interested in the game and want play more of it.  That way the company can get him to want to buy more of its RPG products.  A beginner's game must strike the balance between being sufficiently interesting to keep the new player's interest without overwhelming him with options and rules and complicated procedures.  When there was no separate D&D for beginners in the 21st Century, this is something D&D struggled with.  Holmes was too Basic, Moldvay's gave a better representation of what a more rigorous system could accomplish.

With Moldvay's Basic Rules and the accompanying Expert Rules by David Cook with Steve Marsh, the Classic D&D edition of rules had pretty much been established.  From 1983-1985, Frank Metzner authored new five rulebook sets, and in addition to new books for the Basic and Expert Rules, he covered levels 15-25 in the Companion Set, 26-36 in the Master Set and even advanced the game to immortality in the Immortals Set.  However, outside a few minor tweaks, the Moldvay/Cook/Marsh rules had been adopted wholesale without changes.  With the exception of the Expert Set, Metzner required two rulebooks and substantially more pages to cover the same material.  His Basic Set focused more on teaching the game through lengthy individual role-playing scenarios, introducing concepts as they progressed.  His Basic Rules (in two volumes) are not nearly as easy to reference as Moldvay Basic.

The character record sheets for these editions of D&D, (available separately), are a model of simplicity.  Everything you need to know about your character can be contained on one page.  New sheets may need to be used as your characters progress in levels.

The next, final major issuance of the Classic D&D rules came with the 1991 Rules Cyclopedia, edited by Aaron Allston.  For the first time, the rules for all mortal levels, 1-36, were included in one hardcover, bound book.  The rules were tweaked some more, and more information from the various world supplements and a few AD&D 2nd Edition-inspired additions like skills.  A few sections from Metzner's rules like Artifacts and Jousting were not included.  A companion boxed set by Allston, called Wrath of the Immortals, replaced Metzner's Immortals Rules.  There was a further compilation of the Basic Rules, styled the New, Easy to Master Dungeons & Dragons Game and later, the Classic Dungeons & Dragons Game covering levels 1-5, to accompany the Rules Cyclopedia.

Classic D&D was the longest lasting complete edition of D&D that TSR ever published.  If you consider that the system was essentially laid down with Moldvay's Basic Rules, this edition was continually in print and remained relatively unchanged for at least fifteen years (1981-1996).  Further, with the Expert Rules of Cook & Marsh, the D&D game was essentially complete for most players.  From my experience, relatively few people continued campaigns until their characters reached the highest levels, whether they were D&D or AD&D.  At very high levels, (above 14), the game is much less challenging than at lower levels.  If the campaign started characters at the first level, by the time the characters were around the 14th level many players would prefer to go onto new campaigns.  D&D characters achieve a rough level of power equivalent to their AD&D counterparts just a few levels above 14, so much of the potential of the Companion and later Rules went unused.

One thing I definitely want to mention about Moldvay Basic and Cook/Marsh Expert is the truly striking cover design to the these Sets by Erol Otus.  My favorite TSR artwork was before the company hired professional, oil-on-canvas artists like Larry Elmore and Clyde Caldwell (although I do appreciate their artwork when it comes to the fairer sex).  Among the period prior 1983, Otus's work was undoubtedly the weirdest of the bunch, especially his color work.  Other great Otus' color illustrations around this time can be seen for the covers of Deities and Demigods, I1: Dwellers of the Forbidden City, A2: Secret of the Slaver's Stockade (rear only), A3: Assault on the Aerie of the Slave Lords (rear only), A4: In the Dungeons of the Slave Lords, B2: The Keep on the Borderlands, B3: Palace of the Silver Princess, C1: The Hidden Shrine of Tomoachan (monochrome and color versions both), D3: Vault of the Drow (later printing), L1: The Secret of Bone Hill (rear only), S1: Tomb of Horrors (rear only, later printings), S3: Expedition to the Barrier Peaks (including illustrations booklet), S4 : The Lost Caverns of Tsojcanth, X2: Castle Amber, the AD&D Monster Cards, AD&D Dungeon Master's Screen (after first printing), Vampire : Game for the Hunt for Dracula, Alma Mater, Gamma World Referee's Screen and Mini-Module, the High School Role-Playing Game,  and Dragon Magazine, including his only cover, issue #55.  His illustrations had an organic, even "slimy" feel not seen in other artist's D&D artwork.  His illustrations often seemed like something out a nightmare, specifically of the H.P. Lovecraft variety.  His style would fall out of favor and his work would not be seen again on a TSR or WotC product again after 1982.

There is a lot going on in the illustration for Moldvay's Basic Set.  You have a female magic-user and a male fighter fighting some kind of dragon which rose up from an underground lake.  The magic-user has a type of torch in one hand and a green ball of magic spell in the other, while the fighter is armed with a wooden sheild and a gold-tipped spear.  There is an open treasure chest between the human characters.  The characters are clearly in a cave-like dungeon with carved steps leading up to a constructed door flanked by columns.  That cover was parodied more than once, including by Otus himself.  It presents a more dynamic image than on the Holmes Box Set, and there is more going on than in later cover illustrations of later Basic Sets.

Saturday, March 27, 2010

Ninja Turtles Mania

You would be hard pressed to find a boy who grew up in the 1980's who was not a fan of the green quartet known as the Teenage Mutant Ninja Turtles.   Our interests at Nerdly Pleasures are very broad, and we certainly remain very fond of them today.  In this article, we will reflect on the major incarnations of the Turtles to-date.


My introduction to the Turtles was typical. I first saw them in the original cartoon series which was first broadcast at the end of 1987 and lasted until 1996. This series was so tremendously popular that it became cemented in pop-culture heritage.  As they did not aspire to the high artistic merits of series like Looney Tunes/Merrie Melodies, Silly Symphonies or even Tom & Jerry, they tend not to earn serious attention from animation critics.

In 1988 only the first mini-series had been broadcast, so it was the earliest stages of TMNT mania.
 Playmates toys just landed on the store shelves, video games were in the works, and the live-action films were not yet on the horizon.  

The cartoon series lived up to its intent to be goofy fun.  The good guys were fun and funny, the bad guys inept but never truly vicious, and there was plenty of ninja action to go around.  Real effort was put into making the turtles unique from each other beyond the color of their bandanas:  Leonardo the leader, Donatello the nerd, Raphael the wise-cracker and Michaelangelo the wild and crazy dude.  There was even a small extent of character development over the series.


Not too long after I started watching the cartoon regularly, I was introduced to the Turtles' original media, the comic books.  I was never really a comic book junkie, but I quickly became a fan of the Mirage Comics series.

These Turtles were a revelation to me having watched their juvenile versions on TV.  They lived in a rather gritty world, they fought and argued with each other and actually killed their enemies!

The cartoon always had problems with Leonardo's Katanas and to a lesser extent Raphael's sais, as the sharp and pointy implements would cut and piece flesh instead of merely brusing it. Censors overseas had more problems with Michaelangelo's nunchucks, frequently editing them out of the broadcasts. Nunchucks are quite lethal in their own right, but Europe and Australia were in the midst of a moral panic over the concept of ninja in entertainment, believing children would copy the ninja moves they saw on TV.  However, katanas and sais remained in the program.  In contrast, in the comic book, Leo and Raph would not hesitate to use the business end of their weapons on any enemy.


As I mostly acquired the colorized graphic novels, I had difficulty appreciating that TMNT was a black and white comic.  When TMNT was first being published in the mid-1980s, the creators were essentially self-publishing the comic.   Self-publishing in those days was often something one did part-time, a status which would continue until if and when your book really began to sell.  Printing in color was simply beyond the resources of the TMNT creators, Eastman and Laird.  Even the comic book's cover did not gain full-color until #5 (after 1-4 and Raphael 1).  Like Cerebus, what began as a necessity continued as an artistic choice.

I really enjoyed Volume 1 of TMNT through issue 21, which concluded the Return to New York storyline.  After that, even I could tell that its creators were no longer seemingly involved in the stories and the style varied so wildly from issue to issue that I quickly became turned off.  I never did manage to read Volumes 2 or 4, and what little I read of Volume 3 did not encourage me to want to read more.  Officially it is treated as a red-headed stepchild.

Having acquired a love for all things Turtles, naturally my attention was drawn to the reports that there would be a TMNT game for the NES.  The NES was a constant companion in those days, and I eagerly awaited the release of the game with great anticipation.  I remember calling every toy shop and electronics place around to see whether they had the game in stock on opening day.  None did.  A week later my mom and I confirmed the existence of the game at a distant store and we traveled in the early morning to get there to get my copy before they ran out.


The game itself had been widely commented and criticized, but I will give you my impressions.  First, although based off the cartoon, the TMNT theme did not seem to be well-integrated into the gameplay.   No Krang, Baxter, theme music, mousers and foot soldiers that barely looked the part and somewhat of a grim atmosphere.  Second, the game was cruelly unforgiving.  Limited continues, poor hit detection, large hit area for your characters, nearly constantly respawning enemies, tricky jumps, lots of pits, limited health items.  Michaelangelo and Raphael were nearly useless due to their short attack ranges.  Donatello's bo was the most powerful weapon, so he had to be saved for bosses at all costs.  The graphics, although flickery, and non-traditional sound were very well done, a testament to the skills of Konami (published under its Ultra Games label).  However, the game really felt like it originally was not intended to be a TMNT game but the imagery was later tacked on.  On the other hand, back in 1989 when the game was first released, TMNT was still pretty new and the TV show concepts still somewhat under-defined.

Still, the game sold millions and Konami made up for it in its other TMNT games.  The Arcade Game was awesome.  One of the best beat-em-ups ever, it allowed for four player simultaneous action, which may not have ever been done in the beat-em-up before.  It had very colorful graphics, upbeat and catchy tunes and followed the cartoon to a T.   It sucked many a quarter or two out of me back in the day.  Its NES port may not have been anywhere as graphically impressive, but it was a superb port.  Konami tightened the control scheme in the NES port and even added additional levels not found in the Arcade version.  Konami followed it up on the NES with The Manhattan Project and the Arcade with Turtles in Time.  Ports of the latter game to the SNES and (more loosely) to the Genesis were also top notch.  Most ports of hot media properties to video games tend to be (especially back then) to be crap.  Not so with the Turtles, thanks to the talented designers at Konami.


Following our rough chronology, I soon learned that the Turtles were coming to the big screen.  The first TMNT movie is pure corn, and the sequels even more juvenile.  The movies did not seem to take themselves any more seriously than the cartoon.  But this was live-action, and the silliness that the cartoon could get away with looked foolish at the multiplex.  The guys in green looked exactly like what they were, actors and stuntmen in costume.  The costumes were pretty good looking, and the face masks did a nice job of lip-syncing, but the facial expressions were rather limited.  At least the Shredder had an air of menace until he stupidly tried to run Splinter through with his spear.  And I know Splinter has always been depicted as old, but in this movie he seems positively arthritic and you could almost see his wires or motors being manipulated.  The Turtles were born in comics and found a home in cartoons, but just cannot fit within the confines of live action film.  I have yet to see the computer-animated film, but it is in my Netflix queue.

Like many childhood interests, my interest in TMNT faded as I grew older.  Lately, feeling the need to recapture some of my youth, I have reawakened my interest in the franchise.  I had known that there was a new cartoon series, closer to the darker, more mature (non-Archie) comics.  But being on the 4kids channel and often on Saturday mornings, I never got around to watching them.  However, when they did a countdown of the 10 greatest episodes recently, I used my DVR to examine this series.


Upon watching several episodes, I was struck how closely the series hewed to some of the old Mirage storylines.  Being a more maturer version than the '87, series, it is incredibly violent for a kids' show.  The Shredder is a vicious creature indeed.  A fair comparison between the old cartoon Shredder and the new would be Cesar Romero to Heath Ledger's respective Jokers in Batman.  Characters die and even get maimed in the show.  The foot soldiers, while still not much more than the Turtles' practice dummies, are human beings, not robots as in the original show.

There are many positive things about the new show.  It takes itself seriously and treats the Turtles with respect.  Raphael is his true bad-tempered self, Leonardo practically embodies the concepts of honor and fidelity.  Donatello is more sensitive and Michelangelo (preferred spelling), is good-natured without constantly spouting dated one-liners or looking for a pizza.  Having read the comics, it is fun to watch how the episodes deviate from the printed stories.  There is a strong sense of continuity throughout the series with returning allies and villains.  Eventually, the series started to progress to season-long storylines, which people tend to love or hate.  (My view tends to be closer to hate, unless the whole series is on DVD or demand.)


A digression before I conclude.  TMNT and Other Strangeness by Palladium Books was my first experience with a pencil and paper RPG.   This book was awesome, but it took me a while to really appreciate it. It had artwork from Eastman and Laird, even an original story or two.  It gave the stats for all the major characters that had appeared in the TMNT Mirage comic up to that point.  As the point was issue #4 (after Raphael #1).  It had pages of equipment, multiple adventure scenarios, and an excellent animal character creation system.  However, it was not the ideal game to bring a brand new player into RPGs.  Also, unless the RPG was AD&D, it was difficult to find other players.

This week I watched the TV movie TMNT Forever.  This is a movie-length episode of the new series where the current Turtles meet up with the Turtles from the old cartoon.   The modern Turtles and characters were the same as always, but the older cartoon characters seemed to suffer by comparion.  The modern characters always remark on how silly the behavior, ideas and technology of the old characters by comparison.  The movie shows that the old cartoon Turtles are seemingly unequipped to deal with the challenges faced by the modern Turtles.  Still, it was an entertaining hour-and-a-half and nice to see the old characters return to the screen after nearly fifteen years,  Shame they couldn't get the old voice talent.

To conclude this epic post, I would  point to the title.  I always used to hear non-fans refer to the franchise referred to as "Ninja Turtles".  No Teenage, Mutant and often not even a "the".  That pretty much summed it up for those who could not appreciate it.  Appreciation of the franchise requires a love of the ridiculous, which is appropriate for an idea that began as a parody of serious comic books like Daredevil and Ronin.  The franchise has been accused of being the epitome of banal commercialism.  Yet it appealed to a generation of young boys, for a while.  Not too long after it became popular, it seemed  you were a dork for admitting to liking the Turtles.  Each one of my elementary/middle school associates was quicker to distance himself than the last.