Monday 6 February 2012

A to Z of UK RPG in the 80s: K is for Knightmare

A player dons the helmet of Justice as Treguard looks on
In the late eighties Tim Child, a Journalist/Reporter/Producer for Anglia TV, came up with an idea for a kids TV show having been inspired by the popular 8 bit dungeon questing games such as Atic Atac and Dragontorc.

The concept was simple, a team of four children would embark on a quest to retrieve an artifact from the dungeon.  One child played as the "dungeoneer" and wore the "helmet of justice" effectively blinding them (to the primitive TV technology available at the time) whilst the remaining three acted as guides watching the action through a "magic mirror" and telling the dungeoneer where to move and what to do.

L: Treguard (Hugo Myatt) and R: Pickle (David Learner)
The guardian of the dungeon was a character called Treguard (played by Hugo Myatt) who would act as Dungeon Master, giving the players clues as they progressed through the dungeon rooms.  Other characters would appear in rooms to offer clues to the completion of puzzle or give the players a riddle which might help in the next room.  In later series some of these characters like Pickle (played by David Learner, who also wore the Marvin suit in the BBCs Hitchikers Guide to The Galaxy) became permanent fixtures.  

Spells Yes, Combat and Roleplay No

Often players would be required to cast spells in order to defeat a puzzle, these consisted of the dungeoneer spelling out a word.  I was never sure whether this mechanism was deployed due to the limitations of the technology or as an educational content element to pass the TV commissioners scrutiny.  The technology was definitely a limiting factor with regards combat and the producers eschewed the opportunity to add a roleplaying element with the dungeoneers always being known by their real names.  In essence the show was essentially a puzzle solving exercise and although there was some inspiration to be got from viewing in hindsight it was pretty limited, but nevertheless a fun show to watch. 

The Technology

The show used the chromakey tecchnology to superimose the "real" world onto the digitised matte paintings of the "virtual" dungeon, the work of airbrush artist David Rowe who had painted a few of the more popular 8bit game covers of the early 80s.

Dungeoneer Martin gets fried by Sorceress Morghanna
Behind the scenes view of a typical room which 
demonstrates the "blue screen" (chromakey)
technique that the show used extensively

Knightmare: The Boardgame and the Adventure Gamebooks


It wasn't long after the show's debut that the first of six gamebooks were released, between 1998 and 1993, in an interesting part novella part gamebook format.

Knightmare - Book 1
The Labyrinths of Fear - Book 2
Fortress of Assassins - Book 3
The Sorceror's Isle - Book 4
The Forbidden Gate - Book 5
The Dragon's Lair - Book 6

The obligatory TV boardgame was released by MB in 1991 and seems lack lustre and pedestrian by comparison to other earlier MB adventure games such as Heroquest both incidentally designed by Stephen Baker. 

The Knightmare Boardgame
 All the above are quite rare but can still be found if you search for Knightmare game on eBay.


Groundbreaking For It's Time

Although I look back at this early attempt at an immersive TV show through rose tinted nostalgia glasses, it's hard not to be impressed with what they achieved.  An attempt at a CGI reboot (known as Knightmare VR) was attempted with a pilot in the early 00s, but to date no channel has attempted this level of immersion in a mixed media environment. 

The BBC have come close with the creditable shows Trapped!, Raven and Mission 2110 which are essentially reworkings of the Crystal Maze physical challenge format with expensive sets.

Want To Know More?

Friday 3 February 2012

Quadrotor Swarm: Evil? or am I just being paranoid

Don't you just hate it when someone invents something with the best of intentions and all you can think about are it's potential evil uses.

Wednesday 1 February 2012

A to Z of UK RPG in the 80s: J is for Judge Dredd

2000AD hit the newstands in 1977 and its most popular and longest running character, Judge Dredd debuted in Prog 2.  The vision of writer John Wagner and artist Carlos Ezquerra, Dredd is a product of late 1970s pop culture, economic stagflation, and social and industrial upheaval.   

Judge Dredd: Comic Book Hero (1977 - Present)

22nd Century North America is largely a blasted radioactive wasteland known as The Cursed Earth, humanity has retreated to the safety of a handful of megatropolis known as Mega Cities.  The traditional policing structures techniques have been replaced by a system of hardline law enforcers known as Judges who are a combination of policeman, judge, jury and executioner.

Judge Joseph Dredd is the epitomy of a Judge, a single minded human machine entirely dedicated to the task of upholding THE LAW.  He is feared and respected in equal measure by his peers and the citizens of Mega-City One and is an example of the Anti-Hero character concept.  A peculiar aspect of the character of Judge Dredd is that in an almost unbroken 35 year long run of comic book appearances, his face has never been shown.  This gifts him an almost mythical "Everyman" aspect, which coupled with his status as a clone (via a policy of state sponsored genetic experimentation), reinforces the man/machine idea and that he is more a product of his environment rather than humanity.


Judge Dredd: The Games Workshop Boardgame (1982)
JUDGE DREDD Boardgame (GW)

In the 80s Ian Livingstone designed the Judge Dredd boardgame to fit in with its expanding range of bookshelf boardgames.  Essentially, a cluedo style race around Mega-City One to find and arrest a random collection of perps who were busy commiting random crimes in random locations.  Each of the perps were famous faces from the comic escapades of Judge Dredd and had a "Perp Rating" which coupled with the severity or "Crime Rating" of the crime they were committing gave a target number you had to roll against with a pair of d6.


The artwork came straight out of the pages of 2000AD and the board (by Ian Gibson) was a glorious piece of artwork in its own right.  Brian Bolland's cover pretty much sums up this very simplistic game, but lots of fun could be had trying to arrest the The Dark Judges for littering or The Angel Gang for Umpty Bagging even though these perp/crime combinations could be a bit bizarre.

This wasn't the last we'd hear from Games Workshop with 2000AD inspired games and they followed up with Block Mania (and its expansion Mega Mania) and Rogue Trooper.  I never got round to buying these with my meagre schoolboy resources but they are on my ebay/thrift store wish list.

Judge Dredd: The Games Workshop RPG (1985)

Judge Dredd RPG GW Boxed Set
JUDGE DREDD RPG (GW) Boxed Set
In 1985 Games Workshop released Judge Dredd RPG written by Rick Priestley (Warhammer, WH40K, Warmaster) and Marc Gascoigne (Blood Bowl, Chainsaw Warrior). As a fan of 2000AD it was almost inevitable that It would become one of my favourite systems and it holds the rare distinction that it's only system which I've bought twice! and still own both copies.

Opening the box reveals 2 books; The Judges Manual (a Players Guide), the self explanatory Game Masters Book, a double sided map to the scenario contained in the gm guide (one side is a meg-way underpass the other a shaggy hall) and a sheet of cardstock counters and standees with a good mix of judges, perps and bystanders.

The game system is very simple being based on two stats STRENGTH (2-4) and INITIATIVE (Percentile) and 6 percentile skills; COMBAT SKILL (CS), DRIVE SKILL (DS), TECHNICAL SKILL (TS), STREET SKILL (SS), MEDICAL SKILL (MS) and PSI SKILL (PS).  The majority of roll playing is resolved through a simple percentile skill check (with modifiers dictated by the GM).  A Combat Round consists of 10 Phases (or Frames) and a character's INITIATIVE dictates how many actions they may make and in which phases, fans of Steve Jackson's CAR WARS will immediately feel at home.  Combat damage results in either STUNS (which temporarily reduce INITIATIVE) or WOUNDS (which temporarily reduce STRENGTH).

JUDGE DREDD Miniatures by Citadel
The full range of Justice Department specialisms can be replicated through this 6 skill system but the majority of PCs will most likely be Street Judges.
  • TECH Judges have a TS of 40+
  • MED Judges have an MS of 40+
  • Psi Judges have a PS of 40+
Once a PC has a score of 40+ in any skill (and for every full 10 points thereafter) they may choose a Special Ability offering bonuses to completing actions or for us in certain situations in much the same way as D&D Feats.

The rules light nature means that a session of Judge Dredd is fast paced with the focus on action (just like the comic books), although there is plenty of opportunity through the skills system to have a more detective style game.  A healthy mix of rounding up perps and then trying to decipher the clues left behind in their aftermath is usually the best way to go.

Games Workshop supported the system with the hardback Judge Dredd Companion, a compilation of White Dwarf articles, two campaigns Judgement Day and Slaughter Margin, the excellent Citi-Block floorplans and a 200 figure strong range of miniatures.




Judge Dredd: The Hollywood Movie (1995)

Sylvester Stallone as Judge Dredd
Sylvester Stallone as Judge Dredd
It was only a matter of time before Hollywood would turn it's attention to the Dredd franchise and in 1995 the Judge Dredd movie was released starring Sylvester Stallone.  Although the film has been derided by many for it's poor plot and acting, the production, costume design, CGI and miniatures work met with wide spread approval, in fact Stallone looked great as Dredd (until he spoke and took his helmet off!!).  In a recent LA Times interview John Wagner was quoted as saying:

"perhaps that was one of the failings of the first film; they tried to do too much and ended up with not a lot." 

Judge Dredd: The Mongoose RPG (2002 - Present)

In 2002 Judge Dredd was acquired by Mongoose who rebooted the RPG system using the D20 system.  Although I have never GM'd or played this version, I do own some of the scenarios and supplements, which are eminently useable and are the usual high quality Mongoose products.

Mongoose were acquired by Rebellion Developments (who had bought 2000AD from IPC Magazines in 2000, coincdence???) and in 2009 they replaced the D20 System with its own Traveller System and also produced a set of free rules for mass combat in support of its excellent range of 28mm Judge Dredd Miniatures. 

Judge Dredd: The Future

March 2012 sees the 35th Anniversary of Judge Dredd and a new movie starring Keith Urban is released in September.  I hope to mark this resurgence of interest in my favourite comic book character by running a game with my Friday gaming group, writing more Judge Dredd blog posts and possibly releasing a PDF or two.

Tuesday 31 January 2012

3 abreast in a 10' Corridor: Photographic Evidence from J E Holmes

Jeff Rients recent post jogged my memories of playing with old school 25mm minis and this plate from Dr Holmes' book "Fantasy Role Playing Games" seems to support it.  Citadel and their 1 inch plastic bases have a lot to answer for.

From "Fantasy Role Playing Games" by J Eric Holmes MD (p177)

A tense moment.  The cloaked figure of the thief (Ral Partha) crouches listening at the door as
the rest of the party (Ral Partha) led by the Elf mage (Dragon Tooth) guard the corridor intersection.
  




Monday 30 January 2012

Spellbooks as Physical Accessories

books
Over at The Tower of The Archmage, Tim posted some inspirational images of spellbooks.  In my campaign world, The Lands of Dual, I've always insisted that players whose PCs are spellcasters, create their own spell books (or in the case of Clerics, prayerbooks) as a physical accessory. 

This fits in well with my preference for the "Spell Slots" form of spellcasting, where as long as the spell is in a PC's spellbook (ie: they have indepth knowledge of the spell) and they have an unused spell slot (ie: they have sufficient energy) then they can cast it.  I also insist that the player come up with their own cantrip or rhyme which they recite when casting the spell.

Although some will undoubtedly think that this isn't very fair on the poor player who has to go to the extra effort of creating their own spell book, hang on a minute, there are a few paybacks.

PAYBACK FOR EFFORT

Mary Queen of Scot's Prayerbook and Rosary
How many times, as a spell casting player, have you had to dive into the rulebook to remind yourself of the spells exact effect or range?  Using this system you can copy out the pertinent stats on a specific spell so you always have your own reference manual.

As DM I can give XP rewards to spellcasters for "roleplaying" their casting attempts.  It's far too easy for spellcasters to get ignored (or just become non combat time specialists) when you're not upfront slaughtering the bad guys and getting XP for combat.

I've always struggled with the notion that if spellcasting characters "level up" in a wilderness, they essentially forfeit any advantage until they can get to a major urban location or meet another wizard to learn new spells and go through the whole "non-game time research" rigmarole which is not always possible to do in a fluid campaign. 

Using the spellbook system, "levelling up" just means that you have had a breakthrough and that you have unlocked another level of mastery.  If you already have, or subsequently find, a spellbook containing spells of your new level, you will now be able to "understand" them enough to add them to your own spell book.  To my mind it is only right that mages should covet each others spellbooks, as a font of thaumaturgical knowledge.  Cue a campaign where mages are being rounded up and slaughtered for their books.

PLAYING DOWN POWER

"But this might make spellcasters too powerful!" I hear you exclaim.  Not so, there are ways in which you can temper their ability, whilst still making it interesting and challenging for them as players.

Environmental factors can make for interesting play.  One of my players wizards had to cast all his spells from the safety of a trapped airpocket inside a submerged boat during an underwater encounter as he didn't want to get his book wet.

More powerful spells require longer incantations (the length of recital should be in line with the spells casting time) and therefore there is a greater chance that they will stutter or fluff their recital.  This gives you the opportunity as DM to be a little bit creative with the resultant spell effect.  Perhaps that level 5 Magic Missile wasn't quite on target or lacked a little concentration?

CRAFTING SPELLBOOKS

There are plenty of ready made notebooks, such as moleskines or the plethora of hand made notebooks, which you can buy off the shelf or from ebay.  Personal organisers (medieval monks used miscellanies which were a kind of proto filofax) also make good spellbooks and have the advantage that you can add pages as you go.  If you're a dab hand with word, photoshop or GIMP  you could create your own page templates and paste in the important data in a fantasy font.