After a short break from posting about AiF, the madness continues..
My AiF posts have covered only half of the Book of Adventure so far. This post will cover the remaining chapters of the book.
Underworld Encounters "Beyond the Dragon's Lair"
The title refers to the Dragon's Lair in the Setting up the Campaign chapter covered in my last post. The Dragon's Lair is used as an example of how to set up an adventure. This chapter explains how the GM designs additional underground areas for the players to explore after the Dragon's Lair. There is a chart that will aid the GM by listing some of the more common underground creatures and the chance of the characters encountering them depending on the level of the underground they are typically located on.
Outdoor Encounters
This chapter is basically the outdoor equivalent to the previous chapter. There are also various charts included in this chapter for the GM to reference. Some of the charts included are outdoor encounter chance, outdoor evasion, terrain effects of types of soldiers (mounted, foot, mixed), and also a creature by terrain type chart for easy reference. Some of the rules covered in this chapter include determining hostility of encountered groups, the procedure for asking for assistance or information, searching and foraging, and tactical or strategic movement in the game among others.
Bleakwood
This chapter shows a sample village with nearby possibilities for adventure. There is some good advice about the rationale of encounters for the GM. This is one area where I wish the player and GM information was separated into completely separate books but most people can separate player knowledge from character knowledge so it isn't a major deal.
The Combat Matrix in the Basic Game
This chapter explains the combat procedure used in AiF; there is a promise of further details in later supplements that will expand the combat options in the game. A few points of interest for the combat procedure include comparing body types of combatants (human, snake, lion, bird, reptile, scales), an absolute minimum chance to hit of 2% (regardless of bonuses or penalties), and an absolute maximum chance to hit of 98%. Optional rules in this section include hit locations, armor saving throw, and hit modifiers due to terrain areas.
How to Gain Experience
This final chapter of the Book of Adventure covers experience gain and how to improve your character. If it wasn't clear before, it becomes apparent when reading this chapter that there are only 2 character types or classes in AiF: Warrior and Magic-User. This is made clear when the method for experience is shown to be different for both of the classes. A warrior gains experience by defeating opponents in battle and a magic-user gains experience by using spells and defeating other magicians. Character Levels are part of the game but not in the traditional D&D sense. Other rules in this area include gaining a reputation, increasing social rank, and hirelings.
That completes my examination of the Book of Adventure and I will continue on my tour of AiF in my next post....
A blog featuring the game related ramblings and ideas of a role-playing gamer since 1980. My interests include many games and gaming related topics, but my main focus will be on Open Ended Original Edition Old School Fantasy Adventure Sandbox Role Playing Games (OEOEFASRPG™) The Open-Ended Sandbox Exploration of Dungeons, Wilderness and Cities. Occasionally, other topics outside of gaming will be discussed here as well.
Showing posts with label Book of Adventure. Show all posts
Showing posts with label Book of Adventure. Show all posts
Sunday, September 25, 2011
Wednesday, August 17, 2011
[Adventures in Fantasy] Book of Adventure Pt. 3
After a short detour, I am returning to posts covering AiF. Let's take a look at the remaining chapters of the Book of Adventure.
The first chapter is titled Setting up the Campaign and actually covers quite a bit of information for being only 6 pages long; 2 of those pages are a sample underground map of a dragon's lair and a list of the contents in each room. Obviously, the information contained in this chapter is not as comprehensive as the original AD&D DMG but it will help give structure and reason to the campaign.
The chapter begins with some introductory remarks about a few of the referee's responsibilities before the start of play. It is pointed out that "there must be a reason for the players to be undertaking the adventure upon which these same players are about to begin". Right off the bat, AiF is concerned with background, motivation, and reasons for adventuring. I've always heard that the games of this era were pretty weak in this aspect but I am satisfied with what I have read. The advice is practical and still applies today.
The next part of the chapter deals with the sample fantasy campaign of Bleakwood. It serves as an example of how to generate some details of the adventuring world. The example includes a calendar with months named, season, corresponding dates to Julian calendar, weeks, day, and also the names of the years. With names such as "Valkyrie", "Week of Fire", and "Year of the Dragon" it helps to set the mood and tone.
The next section of the chapter is Setting up an Adventure. I am happy to say that the information continues to be very clear and practical. Instead of just giving instructions on how to draw a map this section details the Dragon's Lair by covering such topics as the eating habits of creatures (how and when), number of creatures, how these creatures avoid disturbing the Dragon, the lairs of the creatures, and the dangers facing the player characters. The referee is then shown how to lay out the underground and how to list the details of the matching descriptions with contents, function, treasure, and guards or creatures. The example is wrapped up by covering tricks and traps such as trap doors, sliding walls, sloping passages, stairways, and chances of getting lost or disoriented. The next two pages show the map of the Dragon's Lair and the Location list.
That's the details of the Setting up the Campaign chapter and I already have a much better impression of this section of the rulebook in contrast to the player's portion. I have always heard that Arneson "wasn't a rules guy but was one hell of a referee". If this chapter is any indication then I would say that's a very fair statement. The rules are serviceable but lack clarity while the GM advice is clear, practical, and makes me want to grab my graph paper and get to mapping!
Next: I continue to look at the Book of Adventure.
The first chapter is titled Setting up the Campaign and actually covers quite a bit of information for being only 6 pages long; 2 of those pages are a sample underground map of a dragon's lair and a list of the contents in each room. Obviously, the information contained in this chapter is not as comprehensive as the original AD&D DMG but it will help give structure and reason to the campaign.
The chapter begins with some introductory remarks about a few of the referee's responsibilities before the start of play. It is pointed out that "there must be a reason for the players to be undertaking the adventure upon which these same players are about to begin". Right off the bat, AiF is concerned with background, motivation, and reasons for adventuring. I've always heard that the games of this era were pretty weak in this aspect but I am satisfied with what I have read. The advice is practical and still applies today.
The next part of the chapter deals with the sample fantasy campaign of Bleakwood. It serves as an example of how to generate some details of the adventuring world. The example includes a calendar with months named, season, corresponding dates to Julian calendar, weeks, day, and also the names of the years. With names such as "Valkyrie", "Week of Fire", and "Year of the Dragon" it helps to set the mood and tone.
The next section of the chapter is Setting up an Adventure. I am happy to say that the information continues to be very clear and practical. Instead of just giving instructions on how to draw a map this section details the Dragon's Lair by covering such topics as the eating habits of creatures (how and when), number of creatures, how these creatures avoid disturbing the Dragon, the lairs of the creatures, and the dangers facing the player characters. The referee is then shown how to lay out the underground and how to list the details of the matching descriptions with contents, function, treasure, and guards or creatures. The example is wrapped up by covering tricks and traps such as trap doors, sliding walls, sloping passages, stairways, and chances of getting lost or disoriented. The next two pages show the map of the Dragon's Lair and the Location list.
That's the details of the Setting up the Campaign chapter and I already have a much better impression of this section of the rulebook in contrast to the player's portion. I have always heard that Arneson "wasn't a rules guy but was one hell of a referee". If this chapter is any indication then I would say that's a very fair statement. The rules are serviceable but lack clarity while the GM advice is clear, practical, and makes me want to grab my graph paper and get to mapping!
Next: I continue to look at the Book of Adventure.
Friday, August 5, 2011
[Adventures in Fantasy] Book of Adventure Pt. 2
Quick Recap
I began exploring the Book of Adventure in my last post. I didn't make it past the generation of the basic characteristic scores and was already confused. Here's what I know for sure:
Hit Points
Hit Points are determined by a simple math formula involving all 3 physical characteristics. Oddly, Stamina is included in this formula even though it is an optional characteristic. That seems counter intuitive and just bad rules design since an optional characteristic is used in a standard formula. Adding to the confusion is the fact that Hit Points are not defined. Sure, anybody with a little role-playing experience will know their purpose but this is supposed to be a beginners set of rules.
Social Status
Social Status is generated by two simple D100 rolls cross-referenced on a result table that determines the yearly income, rank, and position; characters can range from serf and on up to King! There are a few basic guidelines concerning social structure but not much detail. It is interesting that these rules enable play from the lowest to highest social positions in society.
Starting Age
A chart is rolled against to determine a character's starting age and the effect on the basic characteristics. The effects of aging, sicknes, and the chances of natural death are also covered in this section.
Funds & Equipment
At this point, the starting funds are generated for the character. Each character basically given one year's income according to their social rank plus a little extra. The rules also state on page 7 that the price list of items is "below" but does not actually start until page 16.
Education
There are 26 skills available for player characters. The list seems pretty standard and includes language, horsemanship, weapons, crafts, and some trades. If I recall correctly, most games of this time did not include a skill section so this part of the rules would prove valuable for players that like to "borrow" from other rules for their D&D games. Something that really sticks out to me in this section is learning the skills. A character can learn them earlier than the required time needed, right at the time needed, or take longer than the time needed. A nice little touch of realism and variety that does not use a cumbersome set of additional mechanics to simulate.
Impression So Far...
My only previous experience with AiF was just flipping through the rules occasionally. It seemed like simply "D&D with a D100". I thought it would be pretty close to D&D. It is in some respects but it also follows the (O)D&D example of being unclear and disorganized. AiF could use a good edit and reorganization of some of the sections to help clear up confusion. I still think there is a "good game" lurking in these rules.
Next: The GM section of the Book of Adventure....
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edit 1 - spelling nazi.
I began exploring the Book of Adventure in my last post. I didn't make it past the generation of the basic characteristic scores and was already confused. Here's what I know for sure:
- AiF characters have 7 basic characteristics; 5 standard and 2 optional.
- The standard characteristics are Strength, Dexterity, Intelligence, Charisma, and Health.
- Characteristic scores are generated on a 01-100 scale.
Hit Points
Hit Points are determined by a simple math formula involving all 3 physical characteristics. Oddly, Stamina is included in this formula even though it is an optional characteristic. That seems counter intuitive and just bad rules design since an optional characteristic is used in a standard formula. Adding to the confusion is the fact that Hit Points are not defined. Sure, anybody with a little role-playing experience will know their purpose but this is supposed to be a beginners set of rules.
Social Status
Social Status is generated by two simple D100 rolls cross-referenced on a result table that determines the yearly income, rank, and position; characters can range from serf and on up to King! There are a few basic guidelines concerning social structure but not much detail. It is interesting that these rules enable play from the lowest to highest social positions in society.
Starting Age
A chart is rolled against to determine a character's starting age and the effect on the basic characteristics. The effects of aging, sicknes, and the chances of natural death are also covered in this section.
Funds & Equipment
At this point, the starting funds are generated for the character. Each character basically given one year's income according to their social rank plus a little extra. The rules also state on page 7 that the price list of items is "below" but does not actually start until page 16.
Education
There are 26 skills available for player characters. The list seems pretty standard and includes language, horsemanship, weapons, crafts, and some trades. If I recall correctly, most games of this time did not include a skill section so this part of the rules would prove valuable for players that like to "borrow" from other rules for their D&D games. Something that really sticks out to me in this section is learning the skills. A character can learn them earlier than the required time needed, right at the time needed, or take longer than the time needed. A nice little touch of realism and variety that does not use a cumbersome set of additional mechanics to simulate.
Impression So Far...
My only previous experience with AiF was just flipping through the rules occasionally. It seemed like simply "D&D with a D100". I thought it would be pretty close to D&D. It is in some respects but it also follows the (O)D&D example of being unclear and disorganized. AiF could use a good edit and reorganization of some of the sections to help clear up confusion. I still think there is a "good game" lurking in these rules.
Next: The GM section of the Book of Adventure....
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edit 1 - spelling nazi.
Monday, August 1, 2011
[Adventures in Fantasy] Book of Adventure Pt. 1
Before doing any serious reading on a gaming product I usually flip through the pages to see what stands out and catches my eye. Three things stood out in the Book of Adventure. First, there is no character sheet included in the book. Second, the ink on the pages is BLUE and can get somewhat irritating to your eyes. Third, this book has the player and game master rules together.
The Cover & Introduction
Both are fairly typical of similar products. The cover art depicts a dragon resting on a treasure hoard with a spellbook under paw. The creature's attention is focused on four adventurers standing in the cave entrance in the background. It's not quite up to the Holmes Basic D&D cover in quality but it conveys the same type of imagery. The introduction has no groundbreaking thoughts included within.
Table of Contents
A glance at the table of contents makes it clear that this book contains information for the player as well as the game master. It appears that the essential player information is contained on pages 1 to 19 while the remaining 38 pages are probably best suited for the game master.
Forward
The forward contains 3 interesting bits of information. First, the date is listed as "April, 1978"; neat information because it establishes historical context. Second, Arneson (I assume) shows his displeasure with further complexity in D&D by stating that after the release of the original system there was "added dozens of additional rules in a chaoticc jumble that buried the original structure under a garbage heap of contradictions and confusion". Third, it is made clear that AiF was intended as a introductory set because there is mention of additional rules volumes such as Dragon Lore & Legend, Ritual Magic, The Races of the Faerry, World of Fantasy, and "more". As far as I know, none of these titles ever saw print. It would be interesting to find out any concrete information about these titles.
The Player Character
The first chapter of the book stands at a sparse 7 pages and covers character generation. The definition and generation of the basic characteristics are the first two subjects covered. Generation of the characteristic scores is pretty straightforward. The rules state to roll 2 twenty-sided dice and generate a number from 01-100. If I remember correctly, the twenty-sided dice available at the time were numbered 0-9 twice instead of 1 - 20. Of course, one could just roll two d10's and do the same thing today. My point is generation of the characteristics is pretty simple and easy to follow. What isn't so clear to me is the list of characteristics.
Basic Game Player Characteristics
It would seem like a simple thing to list the characteristics that represent the physical and mental attributes of the player character. It should be and a character sheet would actually solve this issue. I can say after several readings that I am still not sure of the characteristics. The introductory paragraph in this section mentions "Strength, Intelligence, Charisma, Knowledge, Dexterity, Stamina..." while the list and explanations of the characteristics include Strength, Dexterity, Intelligence, Charisma, Stamina, and Health. Both lists are very similar but the second list omits Knowledge and adds Health. No problem, knowledge might just be a reference to the skills a character knows, right? Maybe, but then there is little bit that adds to the confusion. After the generation method of the characteristics is described the next sentence reads "Do this for each of the five basic player characteristics and for the two optional characteristics if they are used". That makes the total number of characteristics seven. Neither list has seven characteristics. Plus, the only characteristic I can see that is listed as "optional" is Stamina so what is the other optional one?
Is Knowledge a characteristic?
Was it an editing mistake?
Does Knowledge just refer to a characters skills?
Anybody with any experience with AiF that can answer these questions?
It seems like an odd spot to get confused. I hope the rest of the rules are clearer than this. I'm stopping for the night so I can try to make some sense of this.
Next: character creation continued.
The Cover & Introduction
Both are fairly typical of similar products. The cover art depicts a dragon resting on a treasure hoard with a spellbook under paw. The creature's attention is focused on four adventurers standing in the cave entrance in the background. It's not quite up to the Holmes Basic D&D cover in quality but it conveys the same type of imagery. The introduction has no groundbreaking thoughts included within.
Table of Contents
A glance at the table of contents makes it clear that this book contains information for the player as well as the game master. It appears that the essential player information is contained on pages 1 to 19 while the remaining 38 pages are probably best suited for the game master.
Forward
The forward contains 3 interesting bits of information. First, the date is listed as "April, 1978"; neat information because it establishes historical context. Second, Arneson (I assume) shows his displeasure with further complexity in D&D by stating that after the release of the original system there was "added dozens of additional rules in a chaoticc jumble that buried the original structure under a garbage heap of contradictions and confusion". Third, it is made clear that AiF was intended as a introductory set because there is mention of additional rules volumes such as Dragon Lore & Legend, Ritual Magic, The Races of the Faerry, World of Fantasy, and "more". As far as I know, none of these titles ever saw print. It would be interesting to find out any concrete information about these titles.
The Player Character
The first chapter of the book stands at a sparse 7 pages and covers character generation. The definition and generation of the basic characteristics are the first two subjects covered. Generation of the characteristic scores is pretty straightforward. The rules state to roll 2 twenty-sided dice and generate a number from 01-100. If I remember correctly, the twenty-sided dice available at the time were numbered 0-9 twice instead of 1 - 20. Of course, one could just roll two d10's and do the same thing today. My point is generation of the characteristics is pretty simple and easy to follow. What isn't so clear to me is the list of characteristics.
Basic Game Player Characteristics
It would seem like a simple thing to list the characteristics that represent the physical and mental attributes of the player character. It should be and a character sheet would actually solve this issue. I can say after several readings that I am still not sure of the characteristics. The introductory paragraph in this section mentions "Strength, Intelligence, Charisma, Knowledge, Dexterity, Stamina..." while the list and explanations of the characteristics include Strength, Dexterity, Intelligence, Charisma, Stamina, and Health. Both lists are very similar but the second list omits Knowledge and adds Health. No problem, knowledge might just be a reference to the skills a character knows, right? Maybe, but then there is little bit that adds to the confusion. After the generation method of the characteristics is described the next sentence reads "Do this for each of the five basic player characteristics and for the two optional characteristics if they are used". That makes the total number of characteristics seven. Neither list has seven characteristics. Plus, the only characteristic I can see that is listed as "optional" is Stamina so what is the other optional one?
Is Knowledge a characteristic?
Was it an editing mistake?
Does Knowledge just refer to a characters skills?
Anybody with any experience with AiF that can answer these questions?
It seems like an odd spot to get confused. I hope the rest of the rules are clearer than this. I'm stopping for the night so I can try to make some sense of this.
Next: character creation continued.
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