The
Tiger Roars Back in Black
“Science-Fantasy” by Kenton Kilgore This
may be difficult for you younger gamers (and by “younger,” I mean less than 30
years old), to comprehend or believe, but once upon a time in gaming,
“fantasy”—elves, goblins, and dragons—was one genre and “science
fiction”—spaceships, laser guns, and aliens—was its own genre, and scarcely did
the twain meet. Every once in a while, a
“fantasy” campaign would include an anachronism, like the adventure I’ll tell
you about shortly, but for the vast majority of the time, games like Advanced Dungeons & Dragons stuck
to their genre and didn’t stray from it.
That’s
one of the things that was so mind-blowing about Warhammer 40,000 when it
debuted in 1987: 40K mixed fantasy
and sci-fi elements to create a composite genre: “science-fantasy.” If you’ve grown up with 40K, it’s no big deal:
you always known Orks and Eldar, and you may have heard about Squats from older
gamers. But trust me and the other old
farts who say that what Rogue Trader did was really groundbreaking. No one else (to
my knowledge) had ever done elves (or orcs) with futuristic weapons. "Elves in space? With laser guns? That's stupid!"For
my latest AD&D campaign, I wanted to shake up gaming for my little group in
a similar way to how 40K had shaken up gaming for folks back then. Because of the success of Lord
of the Rings, the fantasy genre—in books, films, and games—is and has
been, for many years, stuck in, for the most part, the mindset of elves,
goblins, and dragons. In the last few years, there have been more and
more writers and game designers who aren’t doing the same-old, same-old, but
the revisiting of Tolkien’s works persists decades after his death. Even the Harry Potter books and movies,
extraordinarily popular as they are, aren’t too far removed from LOTR:
wizards of good and evil bent, magic swords, dragons, castles, giants, goblins,
elves (of a sort)—the only thing missing from HP are hobbits.
This
is not to say that I dislike Tolkien or Rowling and/or their works—far from
it. What I’m saying is that in creating
this campaign, I’ve tried to move away—at least a little bit—from that style of
“fantasy.” Why? Because it’s been done, and for me and my
older players, it was done too well. A
long time ago, we did what we feel was the ultimate in typical, “Tolkienesque”
fantasy in a campaign that ran for several years, before all the
player-characters perished against a dragon.
After that, we were done with the “typical,” and tried different
campaigns and settings, which were, alas, short-lived.
Hence
the deliberately weird style of the current, “Lonelylands” campaign. As I’ve mentioned before, one of the elements
I’ve used to shake things up and to distinguish this campaign from those that
came before is to introduce lots of anachronisms: marauding dinosaurs, a train
from the American Old West, non-player characters aboard zeppelins, even a mimic that assumed the form of a
payphone—and rang like said phone to attract the attention of the player
characters.  Player: "I answer the phone. What could possibly go wrong?"
All of that paled in
comparison to what I did next.
The S.S. Expedition To
move forward with my new direction in gaming, I took a step back—a big step
back. The adventure Expedition to the Barrier Peaks was published in 1980, and I’ve had
the module sitting in my AD&D collection for years. I had never run it, though, but it seemed
perfect for what I was trying to do. A section
of a crashed starship full of robots and technological treasures? Perfect!
Like
I did with Tomb of Horrors, I used the printed module as a springboard,
substantially cutting it down so that we could play it in a single
afternoon. Neither I nor any of my
current players have time for the eight and nine-hour gaming marathons we used
to have back in the Dark Ages B.C. (Before Children), so we try to get
everything done in a four-hour session.
I
started with the maps. The original
module has several very detailed floorplans, like so:

Jesus
Marimba, that’s a lot for a Dungeon Master to describe and for a party to
explore, especially in a limited time.
And that’s just one floor level of out six (to be fair, most of the
others aren’t that “busy”). In my edited
version of the adventure, I made the “S.S. Expedition” (yes, a deliberate nod
to Star
Trek) smaller and only four floors, like so:
 The engineering
level. The PCs learned that the blue rectangles represent machinery,
the diamonds were elevators. At the center was the "power core"
To
further speed up play, I made sure that as soon as the player-characters
entered the crashed starship, they found helpful floor diagrams mounted on the
wall wherever they went: don’t all big vehicles and moderns buildings have them
to help people inside get around? Thus,
instead of having to describe what PCs saw as they plodded along (“You’re in a
corridor, about 10’ wide, and about 50 feet away is another, intersecting
corridor running right and left…”), I could just give them a copy of the plan
for the floor they were on and ask where they wanted to go. Of course, copies I gave them wouldn’t have
important details on them, such as were the “monsters” were….
...Monsters such as these robots.
I
kept the original background story from the module, that a plague aboard the
ship killed the passengers. I eliminated
a lot of the monsters (I’m sorry, no vegepygmies
in my version) and some of the robots, got rid of the whole “jungle-menagerie”
level, and removed the more confusing technological items (no power
armor). I streamlined the keycard
system: in the original, there was a rainbow of different-colored cards that
would open certain doors but not others; I reduced them down to three. I’m a big-time old-school AD&D fan, but
some of the material released back then was obviously for folks who had way too
much time on their hands.
What happens when you don't put your veggies in that crisper at the bottom of the fridge....
Like
Tomb of Horrors, Expedition to the Barrier Peaks was originally intended for higher-level
characters than the group I currently have, so I powered down a lot of the
encounters, mostly with the robots (those police ‘droids are bad asses).
Barrier Peaks also had lots of cool visual handouts to show the players, which my group
particularly enjoys.
I
tied in the adventure aboard the “S.S. Expedition” to the ongoing campaign by
positing that this section of ruined spaceship had already been found by the
goblins and hobgoblins of the Dog Skulls tribe that the party had tangled with
on a few previous occasions. The Dog
Skulls had been trying to batter their way into the ship when the party arrived
on the scene, and carnage soon ensued, with the party scoring another bloody
victory. Once
inside the ship, the party was approached by the four githyanki warriors who had also previously clashed with, but this
time, the Chaotic Evil Plane-Jumping Psionic Dickheads wanted no part of the
PCs. Instead, the gith warned them that
they were hunting a mind flayer that
was aboard, and that the party should stay out of their way if they didn’t want
to get killed. Sure enough, the party
encountered said illithid, and killed it with some high-tech weaponry they had
picked up along the way.
The Game That Went
Out of Control Speaking
of high-tech weaponry, one of the items discovered was an Eldar power sword
(yes, an Eldar sword) from Craftworld
Alaitoc. Obviously, this item was not in
the original module, but was something I put in the adventure. In AD&D terms, the power sword is a
longsword that counts as a magic item for battling monsters that can only be
hurt by magical weapons, and it adds +6 damage to each blow. My wife’s ranger, Lassiel, claimed it. The power sword had the Alaitoc symbol and this inscription along its blade
The
party also picked up some other items, and here I am ashamed to admit that things
went totally off the rails. The party
not only wound up with powerful laser weapons, but also lots of power
discs—batteries, if you will—for them.
It’s one thing to let the PCs have some mega-weapons that work for a
very short time and then never again: they can get their jollies vaporizing a
few monsters and then that will be the end of that. It’s quite another thing to give them toys
that won’t piff out like fireworks, but keep on going for so long and so well
that the PCs might ask, “What do we need swords for?”
My
error was two-fold: in my hurry to get materials ready for the gaming session,
I neglected to scale down what the various items could do, despite the fact
that the module was originally written for higher-level characters (and thus,
had more powerful monsters). My second
mistake was that during the game, I blurted out that the party had found some
power discs, whereupon the players (being no dummies) then searched throughout
the ship for more. Stupid me, I didn’t
see where that was going, and just rolled randomly in each section they
searched through to see how many they had found. Soon, they had quite a cache. A blaster pistol from the crashed spaceship of Expedition to the Barrier Peaks
It
was a cement-headed mistake from someone who should have known better. When I first became a DM, I fell into the bad
“Monty Haul” habit, wherein treasure—especially magical items—was plentiful,
and each pile was bigger and better than the last. For just one example of my noob stupidity
back then, I let one of my players convince me to let his fighter have a girdle of storm giant strength, gauntlets
of ogre power, and a hammer of thunderbolts, which turned his character
into a mini-Thor and made giants in my campaign an endangered species.
This
situation was almost as bad. There are a
number of ways to rectify a party getting uber-powered goodies they shouldn’t,
but the direct and most honest way is to just fall on my (power) sword, admit
to my players that I had screwed up, ramp down their goodies, and take away
most of the power discs, all for the Greater Good of Game Balance. Which is what I eventually needed to do.
Before
I’d get the chance to do that, the campaign would come to a screeching halt. Check back soon to find out what happened and
why.
More Black in Black
Posted February 2012 |