Showing posts with label Lankhmar. Show all posts
Showing posts with label Lankhmar. Show all posts

Thursday, July 23, 2020

When Discussing Early RPGs and Wargames, Let's Not Forget the British Scene Part 2: Did Tony Bath Influence the Famous Appendix N?


B.M.S.S. 6,7, and 8 (1956) from Author's Private Collection

This is the second in a series of posts about the British Wargaming Scene's influence on D&D. The first entry in the series can be read here.

We've long known that Tony Bath's rules for medieval combat influenced the creation of Chainmail, and thus D&D. Tony Bath was one of the most influential members of the growing British wargaming hobby in the middle of the 20th century. But I think historians and fans often overlook how much he influenced not only the mechanics of play, but the genre of play as well.

Tony Bath's "War Game of the Middle Ages and Ancient Times" was first published in 1956 in the June/July and August/September issues of the British Model Soldier Society's The Bulletin. A critique by Charles Grant and rules "errata" were published in the October issue that same year. These ancient rules were significant in a couple of ways. They are among the early rules sets to innovate by using dice to determine combat outcomes and they are one of the earliest rules for medieval and ancient miniatures combat.


Bath also wrote an article in July 1966 issue (51) of Wargamer's Newsletter, an issue that had "1066" as its theme and which contained Phil Barker's influential medieval rules.  Wargamer's Newsletter was published by Donald Featherstone, who is arguably the most significant evangelist for the wargaming hobby, and had frequent contributions from Tony Bath, Charles Grant, and others. Featherstone discussed the importance of Bath in the hobby, and shared an abbreviated form of his rules, in his 1962 book War Games. Interestingly, Featherstone's discussion of Bath's rules in that book includes references to Bath's Hyborian campaign in which Bath used Robert E. Howard's fictional setting as the foundation for a wargaming campaign. This allowed players in Bath's gaming circle to mix and match armies from antiquity and the middle-ages in "what if" battles that wouldn't be possible in a more historically focused environment. The fact that Bath's rules were known to Gygax, and that Bath used a Howardian setting (though one without magic), might serve as sufficient evidence that Bath provided a kind of pre-Appendix N inspiration to incorporate fantasy into gaming that was picked up and expanded upon by Gygax. Such an assertion would be limited though due to the fact that Bath's campaign didn't use magic and that Howard was surging in popularity in the 60s.

There is, however, additional evidence of Bath's potential influence on Gygax's selections in Appendix N and in D&D in general. In fact, in many ways it might be argued that Bath provided a road map of influences that Gygax followed in selecting the appropriate fantasy milieu to incorporate into table top gaming. Where is this road map? In the pages of the Society of Ancient's house magazine Slingshot.


Tony Bath founded the Society of Ancients in 1965 with a small membership of around 20 members. The Society was created as a way for those interested in ancient battles to share their research, gaming rules, and insights with one another. Amazingly, the Society is still around today and readily makes available back issues of their in house newsletter. One of the things that really amazes me about the British gaming scene, at least the wargaming scene, is how keen they are to maintaining records of the history of the hobby and making available content to the "non-collector" audience. Between the John Curry's History of Wargaming Project and The Society of Ancients, one can access a lot of older material at very reasonable prices.

In issue #9 of Slingshot, published in January of 1967, Tony Bath wrote an article of particular interest to fans of Dungeons & Dragons. In an article entitled "Campaigning with the Aid of Fantasy Fiction" (Page 10), Bath provides a relatively detailed account of the fiction that can serve as inspiration for miniature wargaming campaigns. 


What was contained in Bath's article? In the article, he argues that players will find playing wargame campaigns in fantasy worlds of their own creation to be superior to strictly historical play and argues that one of the advantages of using fantasy fiction as a foundation is the fact that many fantasy worlds come with detailed maps which can be used to track campaign activities. Additionally, he provides a number of recommended literary works. Instead of publishing excerpts of the article, I'll provide a quick list of inspirational sources in the order Bath provided them in his article.

  • Robert E. Howard's Hyboria
  • Tolkien's "Lords of the Ring" (sic)
  • Edgar Rice Burroughs Mars and Venus Books
  • Fritz Leiber's Nehwon stories
  • Robert E. Howard's Almuric.
  • L. Sprague de Camp's Tritonian Ring, Queen of Zamba, Hand of Zei.
  • Leigh Brackett's Mars stories.
Following the discussion of influential works, Bath discusses "kingdom structures" in a manner that both seems to advocate for proto-roleplay and predicts the later focus on domain creation/rule by name level characters in D&D as the leadership hierarchy in his discussion is similar to discussions in D&D publications.

What do we notice about the list of inspirations above? Other than Tolkein, whom Gygax claimed had minimal influence on the milieu of D&D, all of these authors feature heavily in early D&D writings and Appendix N.

I cannot, and do not, claim that Gygax based his readings on Bath's recommendations. There isn't evidence for that and many ideas come to people at the same time. What I am claiming is that it is possible that Bath's love of the same fiction as Gygax, the fact that Gygax's own gaming rules were influence by Bath, and that Gygax himself had articles published in Wargamer's Newsletter, might suggest that Bath's list might have inspired Gygax to create games based on the fiction he loved.



Sunday, August 02, 2015

Pinnacle Announces Their Projects for 2015 and Beyond

I'm a huge fan of Pinnacle Entertainment Group's Savage Worlds role playing game. It combines the simplicity of play of early games in the hobby with the customization and player choice of the modern game. It is easy to learn, but has a depth I've yet to tap out. I've run a number of campaigns and am looking forward to getting an East Texas University game running in the next couple of weeks.



This week, at the rpg hobby's largest convention GENCON, Pinnacle gave a presentation discussing their upcoming projects for the year. They are revisiting some of their best settings and are expanding their offerings. One key new offering comes in around the 7 minute 30 second mark that I think presents a good marketing strategy for the company. Pinnacle has released some excellent "genre" sourcebooks over the years, but when it comes to adventure support that has tended to either be "setting" specific or digital only. It now appears that they'll be doing an adventure compilation for each genre with less setting specificity. Their first one deals with...well...maybe you should just watch the video to see all the exciting things they've got planned. Make sure to watch the last minute of the video as well. It's a doozy.


Wednesday, April 01, 2015

Another Lankhmar Update: Don't Forget Savage Worlds LANKHMAR!

Earlier this week, I shared my excitement that Goodman Games had acquired a license to release adventures that take place in Fritz Leiber's classic Lankhmar/Nehwon setting. Toward the end of the post, I mentioned that Pinnacle Entertainment Group's Savage Worlds role playing game was the only other game that I thought had the potential to capture the Sword & Sorcery feel of the setting. When I wrote that, I knew that Pinnacle was planning to release their own Lankhmar related products, but I did not know when that release would occur.

Now I do. The Savage Worlds setting book for Lankhmar: City of Thieves will go on sale April 14th. At that time, purchasers will be able to pick up copies of the PDF and pre-order the print copy of the book.



Pinnacle has also given us a glimpse of what the rules will look like with the "No Honor Among Thieves" rule.

No Honor Among Thieves

Betrayal is a part of life in the City of Thieves. Sometimes a companion double-crosses his mates over a few gold pieces. Other times he might cheat on a friend over the love of a woman. Most of these betrayals are met with a wry smile and a vow to reciprocate at some future date. There is no honor among thieves, after all.

Sometimes the betrayal is more personal. In Lankhmar, whenever a character is betrayed by a close friend or associate (a trusted ally or even another player character—Game Master’s call), he cannot spend a Benny to reroll any opposed defensive action.

If the betrayal is an actual attack (almost assuredly with The Drop) and the victim doesn’t Soak all the wounds and / or remove the Shaken, he must make a Vigor roll versus the damage or go unconsciousness per the Knock Out Blow rules on page 25). He may not spend Bennies on this roll.
This rule is an example of how easily the Savage Worlds rules set, and in particular it's ability to incorporate "Setting Rules," make it a good fit for the Lankhmar setting.

I do have one minor complaint though. The image of Fafhrd in the banner ad above doesn't capture the humor he is often expressed as having in the stories. Fafhrd laughs in the face of danger and is often boisterous in the face of adversity. To be fair, the image looks to take place after a particularly dire moment in the series (no spoiler, but rage would be an appropriate expression), but it is too rare that Fafhrd is show smiling. Thankfully, the Pinnacle website has what must be one of the first illustrations of a happy Fafhrd, made all the more enjoyable because he is too rarely illustrated this way.


Saturday, March 28, 2015

Lankhmar the Dungeon Crawl Classics Way

Goodman Games announced at Gary Con that they have been granted a license to produce Lankhmar themed Dungeon Crawl Classics products. The Dungeon Crawl Classics role playing game is the first role playing game since the original D&D rules that has been expressly designed to capture the tone and feel of the fiction Gary Gygax highlighted in his famous Appendix N.



Most early post-D&D role playing games fell into three camps. They were either designed to be easier to play versions of D&D that shared some of the inspirations (Tunnels & Trolls falls into this category), designed to emulate more realistic combat and character creation with a consistent world mythology that varied from D&D (Runequest and The Fantasy Trip fall into this category), or D&D micro-improvement clones (Arduin and Warlock) fall into this category. None of these games quite fit into the category of "Fantasy Heartbreaker" coined by Ron Edwards, for reasons that become clear when one reads the full Edwards piece.

Many of these games, The Fantasy Trip I'm looking at you, were designed to present consistent mechanics that emulated some kind of physics. In moving this direction, these games actually moved away from Appendix N influence and became something else. D&D was a hodgepodge of influences, all narrative. Runequest too had a hodgepodge of influences, but one of them was SCA combat experience. Basing combat on real world experience is a solid design goal, but it isn't a design goal driven by an attempt to emulate the fantasy in Appendix N. It's hard to imagine someone attempting Fafhrd's escape from the Ice Witches by strapping fireworks to his skis using the Runequest or The Fantasy Trip rules. They weren't free form enough.

To be fair, it's hard to imagine that happening in AD&D either. I can see it happening in Moldvay/Cook Basic, but interestingly enough that game actually falls into that first category of post-D&D design. All of this brings us back to Dungeon Crawl Classics. It is very easy to imagine this game inspiring such a scene, and Doug Kovac's strong focus on what Jeff Vandermeer calls "The Weird" only adds to the seeming natural connection between DCC and Lankhmar. There is only one other game that I think can capture the adventures of Fafhrd and the Gray Mouser well, and that's Savage Worlds. A game that I believe also has a license to make Lankhmar based products. The Savage Worlds game will likely, in my completely uninformed opinion, focus more on the street level heroics of Nehwon and so there will be little cannibalism between the two games. In fact, I think there might be some great synergy between publishers.

Goodman Games is running a contest which will allow people to playtest their upcoming adventure at Gen Con.


As an aside, I think that the DCC cover is a nice homage to the old Fantastic cover that featured Ningauble, Fafhrd's weird and enigmatic patron.