Showing posts with label AH's Wizards. Show all posts
Showing posts with label AH's Wizards. Show all posts

Tuesday, December 13, 2011

Magic in the Enchanted Isles, Part 1: Introductory Materials

In my initial post on Wizards, I may not have emphasized one of the key appeals to me.  Just like the name says on the box, the game is about playing a wizard.  It really doesn't take much more than that to interest me.  I see a number of posts on rpg.net from people who want "historical" games with no magic.  Not me; I want magic (in it's broadest sense, which includes psychic powers and super-powers and Jedi and whatnot) in every game I play.  Two of my favourite books of all time are A Wizard of Earthsea and The Dark is Rising, both of which are about boys who find themselves to be magical (my other favourite is A Princess of Mars, which would be only that much better if Burroughs hadn't lost interest in the telepathy part of the story early on). And more than just being a wizard, in Wizards you get to choose whether to be a Wizard, a Sorcerer, or a Druid.  That plenitude of magic was just irresistible to young me and remains so to old me (also part of why I loved Stephan Michael Secchi's The Compleat Enchanter and even more loved his Arcanum).

Thus, while I could approach this project in lots of ways, working on the magic is the natural place for me to start.  My jumping off point will be what we learn from the board-game on each Magical Order and then start extrapolating from there.  I'm also going to start playing around with some ideas for mechanics.  I should mention that I'm very undecided on the system I want to use, but two are calling to me at the moment:

  1. Some iteration of Ye Auld Game (probably Spellcraft & Swordplay) + the magic of my beloved Arcanum
  2. Runequest II/Legend
The appeal of No. 1 should be fairly obvious.  The appeal of No. 2 is two-fold: not only do Combat Maneuvers rock at providing a "warrior alternative" (to quote an old article about an entirely different game), but it has great, distinct magic systems that could really handle differentiating the Orders.  So, for now at least, my thoughts on mechanics will be for both systems.

My biggest goal is to figure out a way to distinguish the various magics from each other in both cause (which the game sort of does) and effect (which it barely does at all).  Regarding the former, the game gives us some information in the Introduction, a tiny bit more in the spell lists, and some implicit suggestions via the advancement mechanic.  Regarding that last one: Wizards uses a simple, level-based advancement, in which you accumulate three different types of experience points: Knowledge, Power, and Perception.  Each of the three Orders prioritizes one of these types of XP and requires that for advancement.  These points have no other effect in the board-game, as expected, but I want them to be more meaningful in this rpg-version.

Post-script: Yeah, I said that the next post was going to be about my previous experience rping in the Enchanted Isles.  I'll probably get back to that later, but it isn't, maybe, as interesting to anyone else as I had initially thought.



Thursday, December 8, 2011

A Little Lyonesse in the Enchanted Isles, or There Sure Are a lot of Funky Characters Wandering Around

I've begun work on compiling the information on the Wizard's setting as gleaned from the Task and Event Cards of the board-game.  As I mentioned before, these cards have a ridiculous amount of setting material which is all useless in the board-game, but nifty from a role-playing perspective.  I haven't gotten anywhere near to finishing yet, but I have already made one surprise observation: there are a bunch of funky characters wandering around the Enchanted Isles.  A couple of selections from the Event Cards, more-or-less at random:

  • Lewmiss of the Seven Tales (who gives you understanding of Tree Spirits)
  • Hesbodel the Waywarder (who gives you the speed of eagles when traveling overland)
  • Dignol, the Serpentheaded Sage (who, in jealousy, casts you into an undefined trap)
  • Higor and Brenna (who deceive your mind with foolish intent)
  • Feliman and Regerian, the Brothers of the Time Flow (who increase your pace)

In my memory of the game, most of the people who show up are Elflords or spirits, but reading these with a fresh eye, they sure sound an awful lot like a magical crew from a Jack Vance story. I'm beginning to think that Vance's Lyonesse may play a role in this setting, right alongside Tolkien's Middle-Earth and Le Guin's Earthsea.  Hmn, I just reread A Wizard of Earthsea for this project, maybe I need to reread some Lyonesse too?

Thursday, December 1, 2011

Gaming in the Enchanted Isles, or Part Two: Why Game There?

In our first thrilling installment, I discussed some of the reasons why a person - or, at least, a gamer - might want to explore the Enchanted Isles in some way beyond the route provided by the board-game.  Although I implied that rpging would be a interesting way to do that, that isn't quite the same thing as saying why you would actually want to use Wizards as the basis of an rpg campaign.  I'm not sure that there is anything like a full answer to that, but I can explain some of the reasons why I want to game in the setting.

The first is tone.  As I discussed previously, the game has a very strong tone that makes the Isles feel distinct.  I use distinct here very deliberately rather than unique, because they are not the latter.  The borrowings from Tolkien are many and, unlike OD&D, much more than just names on which to hang monsters.  The influence from Le Guin is a bit less strong, but potent nonetheless.  Indeed, the feel of the Isles is almost the point where Middle-earth meets Earthsea.  For example, the idea that violence is not a a solution to spiritual problems comes from both sources, even if they are represented rather differently in LOTR than the Earthsea books.  

All game settings, whatever their origin, have to find some place of balance between freshness and familiarity.  There is no right point of balance, of course; it's something each group works out in each game, but it does have to be worked out.  Go too far toward the familiar and you feel as if you are just rehashing tired cliches; too far toward the fresh, and you risk losing any sense of confidence.  The former point is pretty obvious, I think; for the latter, go check out the scores of threads at rpg.net in which people proclaim the brilliance of Nobilis or Transhuman Space and then say, "Now what the hell do I do with this game?"  Much like the topoi of oral-tradition poets, recognizable tropes are places for the players to hang their imaginative hats (if that metaphor isn't too wildly mixed to make sense).  

I think the tone of the Isles strikes an attractive balance point.  The spirituality of Tolkien without the concomitant baggage of both backstory and end-story is appealing i.e. it would be fun to play with Elflords, making magic with the music of stars, without knowing that this guy has 300-pages of convoluted family history and gets killed at the Battle of Dagorlad.  Le Guin's poetic magic is also great fun, but it would be nice to play it without the various constraints or the authour's occasional politics.  And the tone is broad enough - maybe with a little help from the GM - to accomodate more types of game play than the airy-fairy stuff that the above might suggest.

Alert, hypothetical readers might well wonder if this tone isn't grossly at odds with the Sword & Sorcery genre the authour frequently bathers on about.  And, of course, it is.  Wizards is Epic Fantasy in most of its glory.  It is not a setting where scoundrels plot money-making schemes from back alleys of baroque city-states.  For one thing, there is only one city in the whole setting and Torwall isn't really much of a city.  For another, you can't play a scoundrel.  Or a rogue.  Or a cut-purse.  Instead, the game is about the battle for Good and Evil in the cosmos which mirrors the internal, spiritual battle of men (or Men to use the game's fervent capitalizations).  It's about doing good deeds and learning to become something better.  It's not anywhere near S&S; when you want to play that, go visit the lands under the the Dying Sun.  ;)

Which brings me to another reason to use Wizards is the premise.  The game gives you the Big Story right up front: the Evil Spirit seeks to finally take over and corrupt the Isles; go stop it.  And it gives you some basic directions on how to get involved: stop being a schmuck, join a Magical Order, and become powerful enough to assemble the Sacred Gem.  And then it pretty much leaves you alone.  Game play on the board literally places you somewhere random and asks "what you do next?"  I don't know about you, but that sure sounds sandboxy to me.

The first rounds of the game are spent deciding (or randomly wandering and not deciding) how to join an Order.  Do you try to enter one of the forboding Sorcerer's Towers or journey to the Sacred Circle or do you randomly bump into a High Wizard and get initiated?  Nothing actually requires you to join any Orders, except that you know you can't get anywhere in the game otherwise (not necessarily true in an rpg though, he says in a bout of foreshadowing).

Subsequent rounds forming the bulk of the game involve the characters picking up various Task cards, which are, in essence, adventure hooks.  In every game I have ever played, I wind up with far more Tasks than I could ever complete and thus each game is unique in that you almost never do the same things twice.  In the board game, of course, this has a down-side in that the Tasks are really so much useless flavour, but that isn't true if you were playing an rpg (look! more foreshadowing).

The end-game is supposed to revolve around collecting the MacGuffin and thwarting evil.  But, again, nothing forces you to.  As the game goes on, Evil will begin to pick up strength and, starting on the third fortnight, will commence attacking vulnerable territories.  The assault can be staved off by completing Tasks, but Evil will keep coming back and usually with more force.  So, if you want to win, it's obvious that you ought to level up and get the MacGuffin, but if you would rather just Transport around randomly, dispelling Demons (and gaining points in the process) like a reenactment of the Gospel of Mark, then you can (I should know, since I have often done that, invariably resulting in me naming my character "the Goddam Sheriff").  And in an rpg....

Finally, one a little less rational: there's just something attractive about turning evocative board games into rpgs.  I don't really know why, unless it's the fucntional yet attractive maps, since maps are important to most gamers.  Jeff Rients at Jeff's Gameblog has written about this for the Minaria of Divine Right.  JB at B/X Blackrazor discussed it in regards to the Pern of DragonRiders of Pern.  And Aaron at A Paladin in Citadel has written more posts on Magic Realm than any other human being in history.  So, I feel I'm in good company here.

Also, I'm not just speaking hypothetically in all of this.  You see, I myself have adventured among the Enchanted Isles already.  But that is a story for our next installment.

Wednesday, November 30, 2011

Gaming In the Enchanted Isles of Avalon Hill's Wizards (Part 1)

Avalon Hill put out the board-game Wizards in 1982, which would have been a year or two after I started gaming.  I have no idea how my Mom decided to get it for me as a Christmas present, but it was probably one of the best she ever got.  After RISK, Wizards is surely my most-played board-game (with The Awful Green Things from Outer Space and the mini-game Saga coming somewhere after).  Wizards was the first board-game I had ever played that had both cooperative and competitive play: everybody is trying to get the MacGuffin and drive off the Bad Guy, but everybody wants to be the one who does it.  

But more explanatory of it's appeal to me at the time was the flavour of the game.  That link above to BoardGameGeek has a pdf of the rules booklet; if you've never seen it, check it out and see what I mean.  The setting is a sort of combination of Tolkien Middle-Earth, Le Guin's Earthsea, and...something.  The Designer's Notes make it clear that they (a husband and wife, maybe?) thought of the game as some kind of magic, poetic ritual in-itself, which, whatever you think of that, gives the game part of it's unique charm.  It also means that the game is full of detail and colour that is absolutely unnecessary to playing it as a board game, but which tend to make the wheels in the head of a role-player start turning.

For example, the game board is composed of eighteen hex-tiles (6x6) that are randomly placed at the beginning of play.  Six of these are Common (i.e. human), six are Elven, and six are Magic.  You really don't need to know anything about these territories, by and large, and yet each one gets a paragraph write-up in the booklet, such as:

Elven Territory VI - Woodland
Here dwells the the Elflord Finrel, wisest of all Elves, with his Elflady Vawn, the Spice of the Islands.  Together, they sustain the Richness and Fertility of the land. The Wise Woman Hamdrel, who favours all woodland dwellers, keeps close ties with these Elves and encourages their Life-giving Magic.

Aside from obvious Tolkien riffs, note also that those portentous capitalizations (Richness, Magic) are as written.  Also, remember that nothing in there matters one little bit for purposes of playing the game as written.  Even the incredibly boring human places (so boring that they are officially termed "Common Territories", rather than "Human Territories", get little details:

Common Territory II - Woodswall
When these Men began to mistrust the woods, where the Elves tended to dwell, they built walls between the woods and their towns.  Due to these walls, the Men of Woodswall have been forced to look outward to the sea.  They have become great fishermen, knowing much of the waterways.

Those three sentences have a lot of compressed back-story in there that could be mined for ideas if one wanted to do something other than just play the board game.  Why did Men begin to distrust the woods?  Are there Elves in the woods near Woodswall now?  Were there then? What's the state of relations between the two today?  

Another example.  There are seven High Wizards in the game, who are definitely of the Tolkienian angelic variety and, Saruman-like, one has become evil, or, as the game terms it, a False Wizard.  I love that term, by the way; although you could take it to mean simply that he is false i.e. untruthful, I prefer to think it means that a real Wizard is, by definition, a servant of the Good Power and that the traitor has made himself a fake.  I think JRRT would approve of that. Anyway, in game-play, the High Wizards are just encounters that can do stuff for you and it really doesn't matter whether you meet Ishkatar, Aevarex, or Elekov (except in the end game it matters if you meet the False Wizard).  Yet, each High Wizard gets a unique staff design (check out the box cover above for two of them) and an evocative description in the book.  I mentioned three of them above, so here are their write-ups:

Ishkatar - Wise Lord of the High Wizards, possessor of Knowledge and Understanding, seeing and hearing hidden things, Ishkatar is the greatest of all beings who inhabit the Enchanted Isles. 
Aevarex - Righteousness, Truth, and Purity are the source of the wisdom of Aevarex, fairest of the High Wizards, Healer of Harms. 
Elekov - Elekov the Mighty.  He is unsurpassed in the wise use of magical powers and honours the strength of even the humblest objects.

Finally, I have to mention the amazing art, all by one of game's designers, which the Designer's Notes say isn't just intended as illustration, but as window into the world (pretentious, perhaps, but not inaccurate).  I don't have the useful software these days to clip out pictures from the book, but go check out that link and look at Sorcerer's Spell (p13), the Doug Henningesque Wizard in Telepthy (p15), or The Elflord's Revenge by the Power's of Finrel, Hispan, and Havor (p17).  Like the style or not (I largely do), it does, in fact, give you a window into the setting.  I love, for instance, that skull-cap on the sorcerer.

I haven't even discussed the Task Cards yet, which give a lot more information on the setting, but I think the point is clear enough: Wizards oozes a certain flavour which would go well with role-playing (the chocolate to rpging's peanut butter, perhaps).  That's certainly how it felt to me back then and is surely one of the reasons I played the game so often, because the game-as-board-game has some serious defects.  

Most notoriously, it has a very draggy end-game in which the characters, who have spent the whole game to the this point sailing all around the Isles, performing Tasks, suddenly stop moving and just pick cards and/or roll dice to try and get the MacGuffin together, then do the same to try and take the MacGuffin home.  I can recall getting very frustrated many times by having my character stuck outside the Sacred Circle, trying to roll the number I needed to get in and hand the damn WMD to the High Druid, who supposedly wanted it, but can't be bother to get off his arse and step outside to get the thing.

A less obvious deficiency, and maybe one that wouldn't exist for pure board gamers, is that the abundance of flavour is tied to mechanics which don't support it.  All that cool stuff I spoke about above, which is nifty but doesn't impact play, doesn't even work in play sometimes.  The one that always irritated me were the three Magical Orders.  Early game-play involves the characters trying to be initiated into one of the three Orders, each of which is given a very distinct origin and spin: the Wizards  learn from the angelic High Wizards and seek Knowledge; the Sorcerers learn elemental Arts originally taught by the evil Dragons and seek Power; and the Druids seek to recreate the magic of the Druidic race, a virtually extinct people born of Humans, Elves, and High Wizards who sought Perception (incidentally, this implies the High Wizards of the Enchanted Isles are not the essentially-sexless manikins of Tolkien).  

Now all that is cool, except that whatever Order you join, you still learn the same damn magics. There are three Movement spells (Boat Summoning, Swiftness, and Transporting i.e. Teleportation) and four Encounter spells (Animal Summoning, Demon Dispelling, Dragon Taming, and Escaping, which last is surely the less used spell in the game, doing nothing much of interest).  True, each Order does get one Special spell at Rank Four (the highest Rank and the beginning of the end-game), but both the Wizard's Telepathy and the Sorcerer's Gem Summoning do pretty much the same thing (give the player a chance to get a piece of the MacGuffin).  While Wizards, Sorcerers, and Druids get a little variety in when they acquire the spells and at what strength (Druids can Demon Dispel sooner, while Sorcerers get more range on Boat Summoning), it's not much and by Rank Four there isn't any real distinction left.

So, what is a poor gamer to do in such a situation?  Well, let's talk about that in our next, enthralling installment.