Thursday, May 30, 2013

Labyrinth Lord Character Sheet

A quick update, I have created a completely derivative Labyrinth Lord character record sheet, which can be found here. Many thanks to Mike from Fear No Darkness for the original design (which merges the Advanced Dungeons & Dragons Colouring Album with the original Basic D&D character sheet). My sole contribution to this excellent sheet is to replace the low-resolution images with vectors (years in the printing industry has made me a pixel snob), as well as to remove some extra information on the reverse of the sheet and to add another doodle from the colouring book. I've slapped the Labyrinth Lord moniker on top of the first page in preparation for an upcoming campaign, but this could be easily modified if you are playing the original game.

Tuesday, May 28, 2013

Weighing Wealth, Weighing Words

At my table, I have preferred a simple encumbrance system based on the ancient stone weight measurement, where one stone is equivalent to 14lbs. Recently I noticed that the Adventurer Conqueror King System also prefers measuring by stone (albeit at a slightly different conversion—the historical stone changed in value over time), which inspired me to flesh out my encumbrance system in more detail.

Like others before me, I prefer to keep a ratio of 1,000 coins to one stone, so that there are 72 coins per pound (incidentally, I do not use pounds for any measurements in the game). This is closer to ancient treasure caches like the Frome Hoard and steers clear of the implied chunky coins of Dungeons & Dragons. From this basis, I permit each character to lift up to their Strength characteristic in stones, which comports closely in effect to later editions of the game (so that an average Strength 11 allows one to carry 154 lbs). However, moving at any more than a shuffle requires that the carried weight also not exceed the character's Constitution (representing their stamina). Furthermore, acting carefully (such as climbing, walking along an edge or fighting) requires that the load also does not exceed the character's Dexterity. To maintain balance, the hero has the option to drop everything in hand or risk falling otherwise. Thus, a character with Strength 12, Constitution 9 and Dexterity 14 could carry 12 stones, but could only move normally if this burden was reduced to 9 stones (the lowest of Strength and Constitution). Likewise, the hero could only fight if the burden was 9 stones (as acting carefully takes the lowest of all three scores).

Within this system, I tend to handwave equipment weights. I generally rule that light adventuring gear (clothes, a bedroll, backpack, candle and so on) only weighs two stones, while more extensive gear (torches, iron spikes, rope and so on) would increase this to three stones. Each weapon and all of its ammunition (beyond a dagger) is one stone each, as is a shield. Armour is typically one (AC 8 to 7), two (AC 6 to 5) or three stones in weight (AC 4 to 3). As mentioned earlier, each bag of 1,000 coins is another stone of weight. Everything else is made up on the spot, perhaps using Vornheim's syllable-counting system for heavy items (i.e., a "chest of trea-sure" could be four stones).

Addendum: While developing the system I had informally used at my table, I noticed that these same rules might be used to cover something entirely different as well: the tense diplomacy and maneuvering of social interactions. Here, a player will make a reaction roll of 2d6, modified by any Charisma adjustment. The referee then listens to the player's attempt to roleplay the encounter and secretly rolls a polyhedral die based on the roleplaying and the hidden disposition of the other party (normally a d6, but this could be a d4 for an accommodating stranger or a d8 or worse for a hostile group). Adding this disposition die to the adjusted reaction roll, the referee compares the sum to the speaker's Charisma score: if the result does not exceed the score, the party is not immediately hostile. Then, if the player attempts to maneuver or trick the non-player characters, this same value is similarly compared to the Intelligence of the spokesperson to see if he or she gives away the ruse. Finally, if this sum also does not exceed the Wisdom of the speaker, the player can pick up some subtle hint in the opponent's speech that gives clues to something they did not intend to reveal (but only if the Charisma eased the first contact and the player did not fail an attempt to trick or deceive the opponents). In this way, such a tense encounter would be based on both the roleplaying attempt and the scores of the character, so that each party would have a spokesperson. At the same time, such encounters would always be a gamble because the players only had half of the information and the disposition die result that completed the negotiation score would be hidden.

Tuesday, May 21, 2013

The Thieves' Guilds of Minaria

The poor thief has been the subject of many debates and contentions since his incipient introduction in Supplement I: Greyhawk. The most common complaint falls upon the low starting ability of the thief class. It is true, with most special abilities starting at 10% to 15% chance of success, the thief can hardly feel "special," but is instead discouraged from risking his neck on his dubious skill set. In fact, these scores only improve to an even 50% somewhere around 7th level in most editions of Dungeons & Dragons, when the thief's fighter and magic-user compatriots are well on their way to obtaining the defining features of those classes. The other common grievance is that the thief class is either unnecessary or even inimical to a proper Dungeons & Dragons play experience. When the thief was introduced to Original Dungeons & Dragons, he largely co-opted and made exclusive certain adventuring abilities that all dungeon-delvers had previously shared. Common skills such as climbing, trap-finding and lock-picking were suddenly the sole prerogative of the doughty thief, who seemingly had no other function in the game than to encompass all of the competencies once enjoyed by the original adventurers. Instead of stealing treasure, thieves had stolen adventuring proficiency from the other characters.

Feeling the acute loss of fundamental dungeoneering capabilities, some referees qualified these "new" thief skills with the superlative: as Robert Fisher suggests, perhaps all classes can move quietly, but only thieves can move utterly silently. Yet, this approach does not address basic skills like lock-picking or trap-finding—talents that adventurers previously benefited from but were now bereft of. It also did not confront the relatively low chances of success of novice thieves, which rendered their skills prohibitively futile. Other house rules diminished the great difficulty of these dice rolls by granting significant bonuses for easier challenges—a rusted lock or a crude trap door, perhaps. This latter method only solved the clumsy low-level thief by effectively ignoring the rulebook, creating a balanced skill progression where a thief always faced challenges relative to his skill and therefore had comparable chances of success regardless of level (perhaps the very antithesis of early Dungeons & Dragons).

So what is to be done about these dual problems—the loss of common adventuring abilities from other characters and the relatively ineffective ability of the low-level thief? In Minaria, thieves are a vital part of the party, and any party that enters the dungeon without at least one or two in tow is in severe danger. Of course, any character has the same ability to explore the tricks and traps of the mythic underworld—I listen to their descriptions, look at their character sheet and then let them try their luck on a single polyhedral die (perhaps 3 in 8, or 5 in 12, or 2 in 6 and so on). I will even let the player pick her favorite lucky die and then adjudicate the odds for that die type. This approach demands that the referee give a clear description of the terrain and the player gives a clear description of her action, but this action is open to any and all characters (thieves included). However, if the players cannot figure out the trap by asking questions, or if they get a close guess but botch the roll, only the thief has a second layer of defense. Here, the thief's training and skill competency kicks in, and after failing the earlier attempt the thief can make a free, back-up saving roll on the Thieves' Abilities table. These bonus odds are on top of the regular effort, and are a second chance that can rescue the party regardless of whether they have figured out the trap. Played a different way, the party can skip the initial roleplaying and just have the thief roll the ability check. If this is successful, the trap is automatically described and bypassed and the adventure continues without pause. If this fails, the party must take a closer look at the trap and roleplay their attempt to manually disarm it.

At later levels, when thief skills become very high, it is likely the party will increasingly rely on the latter method—making initial recourse to the thief skill to see if the roleplay element can be dispensed with and more exciting parts of the dungeon can be accessed more quickly. At earlier levels, however, the party will enjoy the grittiness of dealing with traps and tricks more directly. Still, all characters should have a chance to open locks, remove traps, pick pockets, move silently, climb sheer surfaces and hide in shadows, at least when they describe a reasonable strategy and have character scores to support it. When the dice turn against such dungeon-delvers, however, thieves have a second chance to catch their fall. Sometimes, the narrated attempt will be unreasonable, and the referee will simply have to say No. Even when such practical constraints limit normal classes, though, thieves should still get their chance to snatch victory from defeat. By allowing thief skills to operate like an extra safety net for dashing heroics, thief characters are encouraged, not discouraged, from using their abilities.

Thursday, May 16, 2013

The Money-Changers of Minaria

Dealing with coin has always been one of the most utilitarian exercises in any Dungeons & Dragons campaign. It is a necessary evil that all referees and players engage in to translate conquest into capital. It is also one of the facets of the game that most stretches the imagination and suspension of disbelief, raising thorny questions like "why should all coins have a constant universal value across the entire expanse of the Known World?", "why are coins always evenly divisible into lesser or greater coinages?" or "why should these ancient coins from the dungeon still have currency back in the town?" The implication is that the fantasy setting has achieved what took Europe to the last years of the 20th century to figure out—a stable, universal currency system.

Of course, there are many different ways that game designers have tried to complicate the picture. Medieval fantasy markets might be tempered by inflation tables, availability charts or conversion rates. A referee might declare that each kingdom has its own coin mint and may not accept coinage from opposing lands. Applying any of these methods in an actual campaign quickly proves both highly complex and ultimately ineffective. It misses the point, after all. We are still dealing with the unholy triumvirate: Copper, Silver and Gold pieces. (Or is it the gruesome five: Copper, Silver, Electrum, Gold and Platinum?) No matter what additional layer of complexity you add to your campaign economy, you are still dealing with the universal basic building blocks of wealth, which convert dungeon triumphs to points of abstracted "cash" or "wealth."

In Minaria, everything works a little differently. You don't delve into the earth to plumb it for copper pieces and gold coins. Instead, you emerge (battered and shaken) with 1,350 coins from the lost Cisterian empire. Or perhaps you return from the Bugbear lair with the Duke's own personal treasure—some 560 shiny pieces of lucre. Here we find no generic points of wealth, but coinage with a story attached to it. As the greater part of Minarian society operates on barter, the heroes will need to find a buyer for their precious take, which is to say that the coins themselves do not necessarily hold inherent value as currency. Inn-keepers and armourers can do little with such moneys as they rarely take payments in specie, and flashing strange coinage around would likely raise the immediate and unwanted attention of the local Duke or Baron. Rather, the protagonists are well-advised to seek a local money-changer; someone who will buy the storied cache in exchange for credit in the local town, city or region. Once the heroes have successfully laundered their fortune, they will have full financing for their extravagant lifestyle and material acquisitions. For example, the players return with 800 tarnished silver coins of southern Kushite origin. After some negotiating, the major money-lender in the city agrees to purchase half of them for 220gp in credit, good throughout the province. This credit advance is probably in the form of some local currency (or perhaps a standing tab, or even an endorsed cheque)—a detail that is given a considerable amount of handwavium to gloss over the trivialities. Importantly, however, this credit does not carry over into different regions, meaning the protagonists would be wise to only sell what they need to of their hard-won treasure.

What does this actually do differently than the traditional copper piece, silver piece and gold piece system? Firstly, it introduces a level of mystery when the treasure chest is opened and the gleaming treasure trove is seen for the first time. Secondly, it further requires a little haggling when it comes time to pawn the riches off (which allows more referee control and even future adventures, if the party decides to sell the coins at a neighboring kingdom instead of locally). Thirdly, it gives each treasure a story of how it got there (and certainly the Baron will demand his coins back after the party recovers them from the sunken wreck). Finally, it ties wealth to the locale, without requiring the referee to adumbrate an entire global economy to explain why.

Wednesday, May 15, 2013

Return to Castle Frobozz, Part I

Perusing the archives of Erelhei Cinlu today, I have discovered that the reports on the death of one of my online campaigns have been greatly exaggerated! So as to share these broken fragments with the wider readership, I have elected to publish them here. They will not always make perfect sense, mind you—there are certainly pieces missing from the puzzle. But with a bit of imagination, one should be able to trace the tale of these doomed underground intruders. So begins...

RETURN TO CASTLE FROBOZZ, CHAPTER I
PROLOGUE
And so our story begins with the two dusty pilgrims, Pavel and Winfred, huddled in the dark corner of the Outs Inn of Greyhawk, early one autumn morning. Faces beset with dark looks, the wayfarers glower down into their cold, greasy gruel. They are alone in the tavern this morning - a silent ceasefire exists between them which has even scared off the normally jovial Hrothgar from his perennial post at the bar.

Oh what cruel fate! Only a couple days ago, the travelers were finishing the last leg of what had been a lovely pilgrimage. Certainly the ancient ruins had their distinctive allure, and all had looked forward keenly to seeing the fabled walls of Greyhawk - rumored to be the oldest settlement in the Known World, and once the high seat of the famed Emperor Ygg Son-of-Arne. But it was the company these two grim wanderers now mourned; had it only been two days since seeing that bright gem, Princess Velouria?

Certainly the motley group of pilgrims found it unconventional to be accompanied by such royalty at first, but soon the young and beautiful princess had won each and every traveller's heart with her peerless melodious singing and other winsome affections. By the end of the journey, the troupe had already begun to set upon each other with challenges and dares to prove themselves before her lashful eyes.

But tragedy struck that final night, just shy of the gates of Greyhawk, when a mysterious figure attacked the caravan. Clad all in black, the transgressor knight, who went only by the moniker "The Dark Lord", defeated the tourists one by one, until only he remained standing. Sweeping up the princess from the bed of daffodils she had daintily feinted into, the Dark Lord gave the woe smitten party one more severe reproach before vanishing in a puff of smoke.

Two days later, all that remained of the band now sat mutely in this bar; the hours of quarreling and lamenting long since passed. Of the other companions, some had gone mad with distress and dispersed in random directions, while still others had vowed to rescue the fair maiden and headed up the thick forested mountain towards the mysterious fog-decked Castle Frobozz, which the Dark Lord had indicated was his home. Of this last group, none had returned and, by all legends of the Castle, no return should be expected either.

Perhaps all is lost, and there is nothing left but to return home in shame. Surely, the chance for adventure, reward and glory is behind you now, and even worse - a chance at the fair damsel's hand! But what is this note here, stamped in a strange seal, that flutters lightly on the table? Was that here when you came down this morning? Has it always been here?


THE OUTS INN
Of all the establishments in Greyhawk, the Outs Inn is notable for achieving the most impressive amount of grim and dreck. Normally deserted, this dilapidated watering hole would be considered abandoned if not for the stalwart presence of its owner, Hrothgar the Dwarf. Despite the bleak setting, the curious creature is surprisingly friendly and outgoing, and happily welcomes you to "the finest" (and, indeed, only) "tavern outside the city walls!"

Exits are UP or OUT.

There is a NOTE here, there is a HROTHGAR here.

PAVEL stops a moment from eating his slop. He notices the note. He notices WINFRED noticing the note. He tries to grab it first.

WINFRED groggily rubs his eyes, trying to shake the effects of the previous night's ales. He notices a note on the table and wonders if perhaps it was misplaced and there would be a reward for its delivery. He looks to his coin purse, noting he has only four gold remaining. In the moment of distraction PAVEL grabs the note.

Admiring the strange seal once more, PAVEL notices the stylistic "A", embossed in the shape of a warped star with a flaming pillar in the middle. Breaking open the parchment causes the seal to crumble into several pieces. Within is a short poem followed by a crudely drawn map:

"The fog recedes,
the true treasure of the dungeon,
it is yet to be won,
to it a winding path leads…"

The map roughly shows an ascent up the eastern side of the mountain, upon which sits the gloomy Castle Frobozz from which none return. The path stops halfway up the mountain at a circular symbol.


WINFRED looks up at the sound of the seal on the note being broken. “Friend Pavel,” he begins, craning his neck to get a look at the note, “ the unfortunate events that have transpired on this pilgrimage have clearly worn on us both. Let us start our friendship anew with the search for... whatever it is that note you have here is about. Two honorable men such as ourselves traveling together shall surely overcome challenges that one alone could not.”

PAVEL gazes across the horizon of the letter at his friend. It's a cold stare. He glances down at the letter, "You better take a look at this then," he says tossing the letter across the table. Scowling, he heaves some slop into his mouth and continues with his breakfast.

WINFRED looks the note over. "Strange," he mutters. "Hrothgar, did you by chance see who left this note here?"

Having failed at being inconspicuous, the wrinkly dwarf looks up from his work of wiping down a single swath of the otherwise grimy bar.

"Nae, boppins!" he replies, before hopping down from his stool. You trace the peak of his bent felt cap bobbing behind the bar until the puppet finally appears around the side. He pads up to the table, bells clinking on his soft shoes, draws close and palms the note in his stubby fingers. You can't help but notice that the foul homunculi stinks worse than the docks on Yob's Day, a festival dedicated to the rotten fish-god worshipped by the inbred peasants of this area.

Pulling out a pair of (likely pilfered) spectacles, HROTHGAR pretends to read meaningfully for a moment, before his beady eyes settle on the crudely drawn map and grow wide with fear.

"Well ta first part is a recipe, methinks. Yep, butter'd chicken." it says, licking its slimy lips. "But ta second part, that'd be a map of the Castle Frobz. No'uns ever come back from that fog I tell you! It eats men alive! If only for a chance at the castle gates, the treasures indwelled are said to be beyond imagination!"

The scurrilous tramp goes on to do what dwarves perhaps do best, and tells a mesmerizing tale of spectacular riches and wealth that would make a sultan swoon; seas of golden coin, ruby encrusted pillars, the finest jewelry and ornaments and priceless works of art abound. Half the morning must have passed before you snap out of the charm (coins still dancing in your mind); the drizzly weather outside gives no indication, but you can judge the lapse by your gruel, which has separated into thin tinny water with fatty solids that float near the top. Your stomach grumbles in protest, as the loathsome wretch concludes "But this I've never seen, a passage up the eastern slope? B'ware young boppins, those hills are rumored to be full of nasty warrens."

Recalling your childhood lessons that dwarves indeed live under mounds of dirt, you decide to take such a warning with some thoughtfulness.


With the conclusion of the dwarf's tale WINFRED collects his things. "Perhaps it is time we moved on Pavel," he whispers in a hushed voice, "I doubt this dwarf will be of any help."

WINFRED goes OUT and takes a look around.

PAVEL nods, "I will be needing some supplies I suppose. We may also want to recruit a peasant to carry our goods and absorb any arrows destined for our chests." He gets up from his table, leaving a few coppers on the table and follows WINFRED OUT.

As the PAVEL exits, HROTHGAR pads up to him and stuffs a small, leather bag into his hands. "If ye are thinkin' of going to Frobz, take this, I beg ye! Me mutter told me to use it if I ever came across a deep creature; but dun'nae use it on anything else! Only the deep ones!" Opening the pouch reveals a handful of granola.

PAVEL appreciates the gesture and nods to HROTHGAR on his way out.

Waiting until PAVEL and WINFRED have left, SCUNTHORPE approaches HROTHGAR, and says "A couple more pints for me and my friend," pointing to SWALKHI in the corner. "You've got a fine establishment here."

SWALKHI walks up to HROTHGAR and SCUNTHORPE. "Aye, sir -- good to see a brother dwarf with his own establishment in such a far flung land. Are there more of our folk hereab

MUDDY LANE
The road here is well worked by wagon wheel and foot traffic alike, so that deep ruts have formed in the slop and filled with the morning's rain. This is western road that leads from Greyhawk out to the lands of Westmark. Before you stands the shabby Outs Inn, run down from years of neglect. To your EAST lies the Western Gate of Greyhawk. To the NORTHWEST, the road climbs up into the thick pine forests and disappears around bends in the brambles.

Exits are IN, EAST or NORTHWEST.

There is a SIGN here, there is a GROUP of MERCENARIES here, there is a CONDOTTIERE here.

PAVEL nods to the MERCENARIES, tipping his hat to them as he approaches.

"Allo guv'nah!" the broad mustachioed CONDOTTIERE says, stepping forward and pumping PAVEL's hand mercilessly. "My Landsers are the best in the business! We've just come arrived with the caravans from Westmark. The pikes of the Black Band are the sharpest in the Known World, and for a modest fee they can shore up your battle lines!"

WINFRED reads the sign.

The sign reads: "EAST - CITY of GREYHAWK, NORTHWEST - WESTMARK ROAD and OLD CASTLE TRACK"

WINFRED turns from the sign and approaches the MERCENARIES as well. "So my good man, how much is it to hire one of your pikes?"

"Merely 5 coin a delve or per week, whichever comes first! Payable in full ahead of time to my persons, of course," replies the CONDOTTIERE.

"Are they hardy men for that price?" asks PAVEL. "We're going to the castle Frobozz. We don't want no turn-coats adventuring with us."

"These lads are Westmarks finest!" cries the CONDOTTIERE, "I haven't heard of this Castle Frobozz, but I can attest no member of the Black Band has ever turned heel while their charismatic captain still stands. Treat them well, pay me promptly, and you can be assured of their service."

WINFRED turns to talk to PAVEL out of earshot of the mercenaries. "I am willing to hire one of them, or rather I would be if I weren't so short on gold at the moment," he says looking slightly embarrassed. "I you could lend me a gold coin I will gladly repay it at the first opportunity. If there's even a fraction of the treasure HROTHGAR claims we'll need help to carry it all."

PAVEL waves off WINFRED's concerns. "It is of no consequence, friend. I was planning on hiring two or three. Three would leave me tight to purchase rations for the journey."

"Hire however many you feel would work best, PAVEL. You will be reimbursed for your trouble from the treasure." WINFRED purchases 4 days rations.

PAVEL returns to the CONDOTTIERE and requests the services of three mercenaries, and is granted the service of young AUGUST, ZOTT and EVANDER. PAVEL purchases 10 days worth of dried trail rations for the road. "I believe we have what we need. Unless there is anything else that you require, WINFRED, I suggest we make haste."

WINFRED finishes his purchases. "I'm ready when you are."

PAVEL nods and leaves NORTHWEST with WINFRED.

FOREST ROAD
The thick pine trees converge on the Westmark Road here, veiling the way in an eery silence and gloom. Down the hill to the EAST, the rotting patched roof of the Outs Inn is visible; a thin silvery line of smoke drifting lazily from its badly leaning brick chimney. Beyond that, the grand City of Greyhawk unfolds on the narrow escarpment overlooking the wind licked Great Sea.

To the WEST, the road continues deeper through the forested hills to the sundry counties of Westmark. To the NORTH, the crumbling remnants of a decrepit bridgehead over a small stream mark the beginnings of the Old Castle Track which leads to the haunted Castle Frobozz. A menacing fog looms that way. To the NORTHEAST, a barely noticeable deer path leeds across the stream and around the eastern face of the mountainside.


Exits are NORTH, NORTHEAST, EAST and WEST.

PAVEL remembers the map and points out the deer path. "I believe that is the direction we want to go."

WINFRED also remembers the map. "Yes, I do believe you are correct, PAVEL."

PAVEL heads towards the deer path, leaving NORTHEAST.

WINDSWEPT BLUFF
The forested mountainside tumbles down into a sheer precipice here, dropping hundreds of feet into a distant estuary below. An old deer trail clings tenuously to the fringe of the rocky crag, leading SOUTHWEST down the face of the mountain or ascending WEST directly up the heavily forested slope. From this vantage point, the eastern ends of the Known World open up before you, revealing distant squalls out at sea and the wooded wilderness of the mountainous Eastmark seaboard.

Exits are SOUTHWEST or WEST.

PAVEL goes WEST.

UNKNOWN GROTTO
A small grotto cuts into the mountainside here; a low entrance leading down into the darkness of the earth. Before the portal, a small dragon is curled up on a pile of dirt, leaves and bones. The glint of tarnished golden treasures gleam dimly from the refuse. There is an air of melancholy here. An old deer path leads EAST down the mountainside. To all sides, the menacing fog looms, yet strangely does not reach the trail or cavern opening.

Exits are IN or EAST.

There is a DRAGON here, there is a TREASURE HOARD here, there is a DONIVAN here.

PAVEL halts and raises his fist above his head, signaling everyone to be silent. He waves over WINFRED and points to the DRAGON. Carefully, PAVEL whispers into WINFRED's ear, "Know ye much about dragons, friend? This looks to be the route by which the map wishes us to enter the castle."

WINFRED nods. "Lets try to get by as silently as possible."

Approaching the dragon reveals that the wyrm is apparently midst forty winks, and slumbers peacefully on its precious take. It is a lissome creature, with slender features covered in brilliant emerald scales, perhaps the weight of a horse and some half dozen paces long from nose to tail's tip.

DONIVAN peers out from the underbrush at the two adventurers he has been following since he overheard them talking of treasure while hiring mercenaries near the city gates.

[Assuming Pavel and Winfred continue past the dragon down into the earth, follow below. Otherwise, continue here as normal.]

LOW CAVERN
It is pitch black. You are likely to be eaten by a grue.

There is a PAVEL and a WINFRED here.

PAVEL takes out a torch and his flint and steel from his back-back. He lights the torch, being mindful to keep an eye over his shoulder towards the direction of the dragon.

To Be Continued...

Tuesday, May 7, 2013

The Border Fortress

After a grueling finals and end to a long semester, I am slowly reemerging in a Boston reformed by summer leaves and flowers. The transformation seemed to happen over night, with flowering trees blooming to fill the parks and pathways. As a reward to treat myself for a difficult year of study, I decided to conspicuously indulge in this:

Outer packaging of the 1988 Mighty Fortress set.

Now, I have heard everything from accolades praising the 1988 edition of Warhammer Siege to bitter complains about complexity. Certainly, no one claims it is a simple game—it is designed as a full expansion of the original Warhammer Fantasy Battle rules and features both the complete freedom of game mechanics for every imaginable situation as well as the extensive book keeping that this would require. With all of the detail, even though most of it is optional and modular, one can be forgiven for missing things, and I suspect that Warhammer Siege is a game you learn as you play: an experience that gets better with time.

To be fair to Warhammer Siege, it is worth addressing seemingly the most common complaint: that artillery appears to quickly demolish the stronghold walls with little hope for the stalwart defenders. Many first time players have lamented their one and only experience with the game resulting in these catastrophic results. The underlying problem here seems to be the imprudent deployment of massive doomsday devices in the arsenal of the besiegers, particularly the 10-man siege weapons. These apocalypse weapons would have been equivalent to the historical Tsar Cannon or other medieval and Renaissance "super guns."

Complete contents.

The main problem here is that the default wall described in Warhammer Siege is for the lowly "border fortress"—a common, lesser castle often found in the Border Princes. These meager strongholds are cobbled together between the first few harsh winters on the frontier, when a would-be robber baron struggles to establish a foothold in the wilderness. With sparse resources and only unskilled labourers, those bandit kings who do not freeze to death in a half-completed castle before the frost subsides are only able to manage provisional, precarious fortifications to stake their claim. To the desperate outposts and colonies in the barrens, even these ramshackle fortresses are formidable symbols of frontier authority and power—at least until a new warlord arrives. Yet, in relation to these backwoods bulwarks, the most massive cannons in the history of the Old World are incomparable adversaries. The calibre of such ordnance would likely be as thick as the very walls of the border fortress. While such improbable batteries are designed to break down the mightiest citadels and bastions in the world, the lowly border fort hardly stands a chance against such awesome power.

The different plastic pieces—gate and two types of doors, trapdoors and ladders.

It is notable that the two previous siege games that reported disastrous results both explicitly lacked a critical component to any Warhammer Fantasy Battle game—the gamemaster. A decent referee would have readily spotted this incongruous matchup and adjusted the scenario to account for it. For example, a good competitor to a standard "border fortress" (which has a default 10 wounds or "defence points") would be the 5-man cannon (cannons are rated from the smallest 3-man culverin to the largest 10-man bombard). Such an artillery piece would chip away at a battlement and would cause a breach after 12 direct hits (several cannons working in conjunction would make even shorter work). A scenario featuring heavier ordnance would demand thicker walls, however. After all, as the Warhammer Siege rules suggest, the normal Toughness and defence point values "are standard for a typical Border Fortress," but "you may wish to vary this slightly" for mightier castles (Warhammer Siege, 35). Against a 10-man cannon, a gamemaster may increase the defence value of the walls to as high as 45 points, requiring an average of 4 successful hits to cause a breach.

All in all, Warhammer Siege has a lot to offer players who are looking for new kinds of scenarios to add depth to a campaign. It is worth exploring the true gems in this rules expansion, but I will leave that task to a later date. For now, I leave you with these photos to give you a sense of the scale and contents of the Mighty Fortress set. I found this item to be a great purchase—made from dense styrofoam sections that do not chip and can be rearranged into many different castle plans. Along with my recent find of a mint condition Warhammer Townscapes, I will have my hands full this summer building a complete Warhammer world for our local games.




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