Before Bendy Walls... before Dwarven Forge... before Hirst Arts... there was...
Dungeonworks(TM) Magnetic Dungeon!
Released in 1991, the set consisted of a 10" square felt backed metal board with 1" square stone tiles printed on it's face. The plastic walls and doors had a rectangular recess in the base to house a strip of magnetic plastic, a sort of thick version of that used in magnetic sign boards.
The corners of each wall section were mitred at 45 degrees so you could make convincing corners and but walls together to make corridors. Door archways were also included in the set, but there were no doors themselves. As you can see I added some resin cast doors to a few of the walls in my set.
There was one huge problem with the whole set which I found almost immediately during play. The walls are way too high and the board too small. In fact my experiences with this set were partly behind my reasons to go with a 1.5" square floorplan scale and 1" hinch walls in my foamcard 3D dungeon, a winning combination in my opinion.
The miniatures end up being crammed into a tiny area and the board can only handle a maximum room size of 50'x50'. I guess they were expecting you to buy more than one set, but it was too heavy to carry around compared with a box of cardstock floorplans, not to mention the price.
Tuesday, 11 October 2011
Monday, 10 October 2011
A to Z of UK RPG in the 80s - B is for Beast Enterprises
As some of you are aware I am based in the UK and I've blogged before about how the roleplaying scene differs in Blighty to that across the pond (and probably that over in the Eurozone to boot). Here's an attempt to pick out some of the highlights of what it was like to be a roleplayer back in the dark days of Thatcher's Britain of the 1980s (cue the V for Vendetta trailer)...
B is for Beast Enterprises
Publishers of Tortured Souls! magazine from 1983 to 1986 which was a scenarios only title in the same vein as Dungeon but pre-dating it by a whole 3 years!. It's primary focus was of course D&D / AD&D and specifically the Zhalindor campaign, but there was always an attempt to reach out to the Runequest DM so stat blocks also featured RQ conversions.
The genius idea (which was probably made out of necessity rather than anything else) was that they worked in close partnership with a few other companies, namely:
Integrated Games - Producers of the Complete Dungeon Master Series of boxed-set scenarios each containing everything you needed to run an entire game from the scenario itself (written by Simon Forest and Basil Barrett) to the floorplans (Brendan Hickling), A4 scenic illustrations (by Judith Hickling) and even a GM's screen. The boxed sets were:
Endless Games - Produced A range of very detailed architectural floor plans known as Endless Plans, drawn by Allen and Brendan Hickling which featured in all of the Integrated Games products and Tortured Souls! issues. This mutually beneficial arrangement (from a GMs perspective) is much like that of Ptolus where Monte Cook teamed up with Ed Bourelle (Skeleton Key Games) to produce high quality campaign material with equally high quality floorplans.
TM Games - Manufactured (in partnership with Endless Games) a range of accessories such as the A4 character record pad and the ever useful hex map pad.
Back to Tortured Souls
Looking back at Tortured Souls! I find it odd that the scenarios were never credited to anyone. They were always well constructed although they shared the same densely packed san-serif typography which was to be frank a little tireing on the eye.
The covers always stood out in a minimalist kind of way being almost exclusively black with a single illustration in the center. Interior art was supplied by Paul Ward and Jon Baker, who also supplied interior artwork for the CDM series and both had very distingtive styles.
My Collection Includes
These are pretty rare these days but you still find them when you search for Tortured Souls Magazine on eBay.
Next: C is for... Citadel Miniatures
B is for Beast Enterprises
Tortured Souls! - Issue 5 |
The genius idea (which was probably made out of necessity rather than anything else) was that they worked in close partnership with a few other companies, namely:
Integrated Games - Producers of the Complete Dungeon Master Series of boxed-set scenarios each containing everything you needed to run an entire game from the scenario itself (written by Simon Forest and Basil Barrett) to the floorplans (Brendan Hickling), A4 scenic illustrations (by Judith Hickling) and even a GM's screen. The boxed sets were:
- CDM1 - Halls of the Dwarven Kings - I appear to have 2 copies.
- CDM2 - The Lost Shrine of Kasar-Khan - own this but without the box
- CDM3 - The Watchers of the Sacred Flame - I own this
- CDM4 - The Feathered Priests
- CDM5 - Deep Water Shallow Graves (never released although 3 copies are allegeded to exist)
Endless Games - Produced A range of very detailed architectural floor plans known as Endless Plans, drawn by Allen and Brendan Hickling which featured in all of the Integrated Games products and Tortured Souls! issues. This mutually beneficial arrangement (from a GMs perspective) is much like that of Ptolus where Monte Cook teamed up with Ed Bourelle (Skeleton Key Games) to produce high quality campaign material with equally high quality floorplans.
TM Games - Manufactured (in partnership with Endless Games) a range of accessories such as the A4 character record pad and the ever useful hex map pad.
Back to Tortured Souls
Looking back at Tortured Souls! I find it odd that the scenarios were never credited to anyone. They were always well constructed although they shared the same densely packed san-serif typography which was to be frank a little tireing on the eye.
The covers always stood out in a minimalist kind of way being almost exclusively black with a single illustration in the center. Interior art was supplied by Paul Ward and Jon Baker, who also supplied interior artwork for the CDM series and both had very distingtive styles.
My Collection Includes
Tortured Souls #11 | Tortured Souls #12 |
These are pretty rare these days but you still find them when you search for Tortured Souls Magazine on eBay.
Next: C is for... Citadel Miniatures
Saturday, 8 October 2011
A to Z of UK RPG in the 80s - A is for Adventurer Magazine
As some of you are aware I am based in the UK and I've blogged before about how the roleplaying scene differs in Blighty to that across the pond (and probably that over in the Eurozone to boot). Here's an attempt to pick out some of the highlights of what it was like to be a roleplayer back in the dark days of Thatcher's Britain of the 1980s (cue the V for Vendetta trailer)...
A is for Adventurer (Superior Fantasy & Science Fiction Magazine)
Adventurer was the first of the "independent" roleplaying magazines that made it out of specialist stores (in the US read FLGs) and into the High Street newsagents like John Menzies and W H Smiths. Published by the liverpool based Mersey Leisure Publications, it ran for a total of 11 issues between April 1986 and July 1987 and appeared in the wake of TSR UK's IMAGINE magazine which had closed the previous year.
It was put together by a small team on a small budget and the quality of the interior artwork sometimes suffered as a result, but that was always made up for by the glossy full-colour front covers.
The first issue featured:
Editor: Stephen "Ste" Dillon - Is this the same Steve Dillon who has since gone on to be a celebrated comicbook writer? you decide (see inset pics).
Miniatures Reviews - Martyn Tetlow and Miniature Painting Tips - Will Hannah.
Artists: Robin Parry (who created the cover for issue 1) and George Jones.
When I could get hold of a copy I would pour through it avidly as it had a certain homebrew appeal and was pitched at a slightly maturer reader.
This was at a time when the other dominant force in the UK RPG (Games Workshop's White Dwarf) was still publishing RPG material for CoC, Golden Heroes and my favourite Judge Dredd and it had yet to morph into the Warhammer brochure that it is today.
I've since discovered that they're all available online via mediafire, if anyone else would like a slice of RPG nostalgia along with their cup of tea.
My Collection Includes:
A is for Adventurer (Superior Fantasy & Science Fiction Magazine)
Adventurer was the first of the "independent" roleplaying magazines that made it out of specialist stores (in the US read FLGs) and into the High Street newsagents like John Menzies and W H Smiths. Published by the liverpool based Mersey Leisure Publications, it ran for a total of 11 issues between April 1986 and July 1987 and appeared in the wake of TSR UK's IMAGINE magazine which had closed the previous year.
It was put together by a small team on a small budget and the quality of the interior artwork sometimes suffered as a result, but that was always made up for by the glossy full-colour front covers.
The first issue featured:
- The Black Tower (John S Davies) - A Rolemaster/AD&D scenario in two parts (Issue 2 containing the second part)
- White Fire (Uncredited) - A Call of Cthulhu scenario featuring an amazingly detailed cut-a-way illustration of the mansion which was the main location.
- How to become a Method Role-player (Steve Rawlinson) - An article discussing approaches to method acting in RPGs.
- Gumshoe (Peter England) - A preview of the detective RPG of the same name set in the "gangster-ridden" streets of 1930's Chicago. I've never played Gumshoe, but it was released by Sleuth Publications who were also responsible for the bookcase boardgame Sherlock Holmes Consulting Detective which is well worth picking up if you can get it as it is the closest you'll ever come to a Boardgame / RPG crossover.
- A review of the First British Play By Mail (PBM) Convention - The concept of PBM (ie: posting off your turn every week (including the small fee) to the GM for them to send you back a letter telling you how it went) seems so quaint looking back from this high-speed broadband always on mobile internet world that we live in, but it was the great granddaddy of the MMORPG, just done via snail mail.
- Psychology in Games (Stephen Dillon) - A Roleplaying Theory article explaining the basic concepts of Psychology (ie: Motivation and Personality) and how they manifests themselves during play in PC and NPC interaction. Padding anyone?
- Blood Loss (Paul Evans) - An article which offers an alternative way to describe damage to characters (particularly those high level characters with 50+ HP). Death by a thousand cuts anyone?
- Figures Front (Martyn Tetlow and Will Hannah) - doing a reasonable job at reviewing new miniatures and featuring a page of full colour painted miniatures although the photography and printing were pretty grim by todays standards.
- Live By The Sword - The defacto "letters page" including a letter requesting submission guidelines from Marcus L Rowland who was a contributor to White Dwarf and has since gone on to create supplements for GDW's Space 1889, Call of Cthulhu and his own RPGs Diana Warrior Princess, Flatland and Forgotten Futures.
- Shop Window - Reviews of new RPG releases including; A View to a Kill (007 RPG), Gods of Glorantha (Runequest), Send in the Clones (Paranoia), Alone against the Wendigo (CoC), Fluffy Quest (Generic Fantasy scenario), Super-Power the boardgame (Games Workshop) and Time & Time Again (A Timetravel RPG)
- Town Crier - A news section discussing products in development and new releases.
- Once Bitten - A regular comic strip with artwork clearly inspired by the work of underground comic artist Robert Crumb.
Editor: Stephen "Ste" Dillon - Is this the same Steve Dillon who has since gone on to be a celebrated comicbook writer? you decide (see inset pics).
Miniatures Reviews - Martyn Tetlow and Miniature Painting Tips - Will Hannah.
Artists: Robin Parry (who created the cover for issue 1) and George Jones.
When I could get hold of a copy I would pour through it avidly as it had a certain homebrew appeal and was pitched at a slightly maturer reader.
This was at a time when the other dominant force in the UK RPG (Games Workshop's White Dwarf) was still publishing RPG material for CoC, Golden Heroes and my favourite Judge Dredd and it had yet to morph into the Warhammer brochure that it is today.
I've since discovered that they're all available online via mediafire, if anyone else would like a slice of RPG nostalgia along with their cup of tea.
My Collection Includes:
image | image | image |
image | image | image |
image | image | image |
Labels:
80s,
Dragonmeet,
Fluff/Inspiration,
Internet,
iPad,
Magazine,
Nostalgia,
UK
Thursday, 6 October 2011
Scenario Writing: Non-Linear Plots and Node-Based Design
A fine post from Justin (The Alexandrian) about Advanced Node-Based Design with respect to scenarios made me realise that I'd been been doing this for years without realising that there was a formal theory surrounding it. In an earlier article I described some of the techniques I've used to write linear plots, which can also be described in this node-based design approach like this:
Although the example is deliberately simple it demonstrates how taking this approach can and does prepare you for almost any eventuality and may even reap rewards in the design stage by focusing your writing (in a similar way to a mind map) and offer other plot possibilities that you hadn't thought of initially. Why does the patron want the artifact? Can it be used to control the Evil? Was the patron behind the event which threatened the PCs life?
However, this node-based design approach works best with non-linear adventures, particularly those where investigation is required and the DM has left clues which send the PCs off in one direction or the other as in this example:
Again the deliberately simple diagram above only details Two Clues per node and I cannot reccomend enough the importance of following The Three Clue Rule lest your scenario grind to a halt in a choke point. However, as you can see, the PCs may take any route through the scenario they choose and you will have already done the hard work of designing each node in advance and be prepared for most eventualities.
As Justin quite rightly points out these do not have to necessarily be clues, they can be events, objects or rumours which PUSH players into moving to the the next node or equally their desires can PULL them in a particular direction. It's quite fun to watch your players sweat over equally enticing possibilities or for them to choose what they think is the easy option only for it to turn nasty.
Although the example is deliberately simple it demonstrates how taking this approach can and does prepare you for almost any eventuality and may even reap rewards in the design stage by focusing your writing (in a similar way to a mind map) and offer other plot possibilities that you hadn't thought of initially. Why does the patron want the artifact? Can it be used to control the Evil? Was the patron behind the event which threatened the PCs life?
However, this node-based design approach works best with non-linear adventures, particularly those where investigation is required and the DM has left clues which send the PCs off in one direction or the other as in this example:
Again the deliberately simple diagram above only details Two Clues per node and I cannot reccomend enough the importance of following The Three Clue Rule lest your scenario grind to a halt in a choke point. However, as you can see, the PCs may take any route through the scenario they choose and you will have already done the hard work of designing each node in advance and be prepared for most eventualities.
As Justin quite rightly points out these do not have to necessarily be clues, they can be events, objects or rumours which PUSH players into moving to the the next node or equally their desires can PULL them in a particular direction. It's quite fun to watch your players sweat over equally enticing possibilities or for them to choose what they think is the easy option only for it to turn nasty.
Tuesday, 4 October 2011
Passing on the Torch
One of the joys of parenthood is passing on your bad habits to your kids and I have been hopeing that I can pass on my love of Sci-Fi and Fantasy literature to my 12 year old step daughter. This has been a struggle (personally, I blame Jacqueline Wilson novels) but my heart skipped a beat when she brought home her Key Stage 3 reading list from school. Here are some of the titles:
Classic 20th Century Fiction:
Science Fiction and Fantasy
Pre 20th Century Fiction
Modern Fiction
Biography/Autobiography
The Hobbit |
Plague 99 |
The Mortal Engines |
The Wind Singer |
The Crysalids |
The Hunger Games |
- The Hobbit (JRR Tolkien) - Despite her reticence to read my dogeared and yellowed 1973 copy which was handed down from Father to Son many moons ago (the book is one year younger than I am). By the time you read this we will be over half way through and I think she's secretly enjoying it (but trying not to show it). Of course I couldn't help myself but to put on a good Andy Serkis voice whilst reading the part of Gollum.
Science Fiction and Fantasy
- Plague 99 (Jean Ure) - I know absolutely nothing about this book and am quite worried that other books by her have titles like "Girlfriends: Pink Knicker's aren't Cool" or "Frankie Foster Freaks Out!"
- The Mortal Engines Quartet (Phillip Reeve) - I've been waiting for a good excuse to read these. I've been lusting after the Dystopian Wars miniatures from Spartan Games which appear to be inspired by them.
- The Windsinger (William Nicholson) - From what I can glean from the internet this looks like a run of the mill fantasy trilogy. We may have to pass on this as I'd really like to get her opinion on Trudi Canavan's Black Magician Trilogy.
- The Chrysalids (John Wyndham) - Can't wait to read this with her. She really enjoyed the BBC2 version of The Day of the Triffids.
- Harry Potter (Series) - J K Rowling - She's expressed a strong dislike of Mr Potter, so we're going to have to skip these (which I'm rather glad about as I think they're purile derivative nonsense as well).
- The Hunger Games (Suzanne Collins) - I know nothing aboout this book other than that it is being made into a movie slated for a 2012 release starring Jennifer Lawrence (who played Mystique in X-Men First Class). It's IMDB summary is "A young girl volunteers to take her sister's place in a fight to the death in a dystopian future" so sounds promising then.
- I am Number Four (Pittacus Lore) - We really enjoyed the movie and I suspect that the book is a lot better.
Pre 20th Century Fiction
- What Katy Did (Susan Coolidge)
- Heidi (Johanna Spyri) - I used to love watching this on TV as a kid.
- Alice's Adventures in Wonderland (Lewis Caroll)
- Black Beauty (Anna Sewell)
- Little Women (Louisa May Alcott)
- Jane Eyre (Charlotte Bronte)
- Oliver Twist (Charles Dickens)
- Lord of the Flies (William Golding) - This is a must read.
- Ballet Shoes (Noel Streatfield)
- The Secret Garden (Frances Hodges Burnett)
- Peter Pan (JM Barrie)
- Anne of Green Gables (LM Montgomery)
- The Little House on the Prairie (Laura Ingalls Wilder)
- The Lion the Witch and the Wardrobe (CS Lewis)
- The Railway Children (E Nesbit)
Modern Fiction
- A Series of Unfortunate Events (Lemony Snicket)
- Girl Missing (Sophie Mckenzie)
- The Princess Diaries (Meg Cabot) - Got to read this.
- Noughts and Crosses (Malorie Blackman)
- Refugee Boy (Benjamin Zephaniah)
- Step by Wicked Step (Anne FIne)
- Saffy's Angel (Hilary McKay)
- Lola Rose (Jacqueline Wilson)
- Feeling Sorry for Celia (Jacyln Moriarty)
- The Exiles (Hilary McKay)
Biography/Autobiography
- Diary of Anne Frank (Anne Frank)
- When Hitler Stole Pink Rabbit (Judith Kerr)
- Chinese Cindarella (Adeline Yen Mah)
- My Family and Other Animals (Gerald Durrell)
- All Creatures Great and Small (James Herriot)
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