I recently indulged a nostalgic urge to check out some old
beginner-level materials in my collection. My occasional foray into
Old School Renaissance gaming (OSR) and my preference for
Basic/Expert Dungeons & Dragons started me thinking about
the towns new adventurers use as bases for their explorations of
nearby dungeons. Recent solo gaming in this regard exposed me to the
city-state of Cryptopolis in Kabuki Kaiser’s Ruins of the Undercity, which provides a diverse base of operations. I also
pulled out the second edition Advanced Dungeons & Dragons
boxed starter set, First Quest, since I recalled it included a
town characters could use, and, of course, one of the classic B/X
D&D modules, Gary Gygax’s B2 The Keep on the
Borderlands. While investigating these three examples I came to a
few conclusions on what essential elements make a satisfying
adventurer base.
Adventurer bases cater to “downtime” character maintenance
instead of core activities of exploration and combat. Certainly such
an environment can take on a life of its own, but for some it’s a
matter of finding a place to simply buy provisions, heal wounds, cash
in treasure, level up, and tend to other technicalities marked on a
character sheet. Providing the necessities to recover from the last
dungeon delve and prepare characters for the next one stands as the
bare-bones foundation of a base; yet it can, if artfully crafted,
offer elements that interlock with and enhance other setting
components. A good base fulfills three criteria: it provides a place
where characters can find support, offers potential for future
adventures, and reinforces the setting.
Support: A good base must obviously provide support for
character maintenance activities. A provisioner offers a stock of
items for purchase. Armorers and smiths repair and replace armor and
weapons. Temples offer healing services to all and respite for
clerics. A local mage might provide magical services like artifact
identification, purchase interesting objects, and tutor starting
magic users. Characters can find hirelings at the local tavern.
Sometimes these establishments are simply names or numbers on a map,
other times they come with scant few notes. Very good bases forge
some personal connections between the players/characters and the
location by helping to make character maintenance activities
meaningful in the context of setting and story. They offer a nice
balance of information to bring the place to life: names and
personalities of gamemaster character proprietors, menus of services
and prices, and useful details about how they fulfill the function of
character-related game mechanics. To provide solid support a base
must provide relative security within and without; sure, factions or
individuals might look askance at characters engaging in unsavory
activities, and outside forces might conspire to overthrow the base,
but overall the location should mostly represent a safe haven for
character maintenance activities.
Potential: A good base should demonstrate the potential of
its surroundings. Rumor tables for tavern talk might seem an overused
cliché for fantasy roleplaying games, but they serve to inspire
curiosity in characters and motivate them to explore the setting.
Gamemaster characters can also help expand future adventures by
exploiting their motivations, concerns, and fates, especially in
relation to the characters’ actions. The community as a whole might
enlist their aid should its core purpose or even survival become
threatened.
Setting: A good base reinforces the setting through local
color and thematic elements. Any details developed at this level
reflect on aspects of the entire fantasy world: gamemaster character
names, goods and services offered, views of magic both arcane and
divine, treatment of itinerant adventurers, enforcement of taxes on
treasure and confiscation of forbidden items, and the internal and
external conflicts the denizens quietly face. Is the base run with
well-ordered military discipline or a lawless border town where
anything goes? These factors can help fuel adventure potential as
well as demonstrate key elements of the wider setting.
These criteria stand apart from other measure of quality for the
product in which adventurer bases appear: the size of the base
coverage compared to the overall page count; the quality of graphic
design (particularly renderings of the base); and the overall
usefulness of the entire product. Earlier I mentioned three game
accessories presenting adventurer bases. Let’s look at each base
using the criteria outlined above and see how they measure up.
Cryptopolis in Ruins
of the Undercity
This random dungeon generator, ideal for solitaire or group play,
focuses mostly on tables for randomly generating the labyrinthine
chambers and passages beneath the city-state of Cryptopolis. The
section covering the city covers 11 out of 72 pages, or roughly 15
percent of the entire book. It consists primarily of tables listing
different establishments offering merchandise or services useful to
adventurers; each includes a list of offerings, a random die roll to
determine the number of a particular item available, and the price.
Some rare items have a chance of not being in stock at all. A page
details rules for hiring henchmen as well as short stats for the
various kinds available. Players roll a die to determine the number
of days they spend shopping and seeking hirelings, then have a 1 in 6
chance of a special encounter occurring during their time in the city
(most involving fights). The absence of a city map seems bearable
considering the large size of a city.
Cryptopolis fulfills most of the three criteria nicely. The
numerous merchant tables provide standard equipment, arms, and armor
along with some more uncommon items. A temple provides healing other
divine services, while the local magicians’ society offers spells
and potions. The mechanics and stats for hirelings emphasize their
importance in overcoming the undercity’s dangers. Rules give
bonuses in hiring for offering greater shares, an availability roll
(like stock for merchant goods), and some specialized, more uncommon
hirelings like elves with spell abilities, scoundrels with thief
skills, and dervishes with cleric spells and infallible morale and
loyalty.
The lesser concerns of potential and setting emerge through
subtleties in the goods, henchmen, and encounters. A few subtle hints
might lead to potential adventures, primarily motivated by chance
encounters in the city: the beggar with a treasure map to sell,
plundered caravans that drive up prices, a trader seeking to buy maps
of the undercity. Elements characteristic of the desert locale
quietly help add depth to the setting: dervishes, dealers in
babusches and turbans, and a few unique magic items for sale.
Overall the random dungeon provides some excellent solitaire play
potential, even if its lethality levels remain high. Ruins of the
Undercity emerged from the multitude of inspired Old School
Renaissance products (OSR) released in recent years. Although
specifically compatible with Labyrinth Lord it easily ports to almost
any old-school game system. Gamers could easily use the basic
approach of merchant tables, hirelings, and city encounters to
provide a suitable adventurer base of nearly any size.
The Town in AD&D
2nd Edition First Quest
TSR released this beginner boxed set in 1994 to help promote the
second edition of AD&D. Like some other materials at the
time – most notably the disastrous Spellfire collectible
card game rushed into production to compete with the Magic: The
Gathering phenomenon – it relied heavily on existing, quality
TSR art. The boxed set packed so much perceived value (three books,
two spell booklets, a gamemaster screen, polyhedral dice, character
cards, maps, plastic character miniatures, and a sound effects CD)
that it seemed like a loss leader even at $30 retail. Although
distributed through the Random House deal that helped doom TSR, it
found its way to bargain bins; I recall picking up my copy for a deep
discount at either a hobby store or chain bookstore in the mid 1990s
to satisfy my lifelong fascination with roleplaying game starter
sets.
As an introduction to fantasy roleplaying First Quest
included an adventure base location simply named “The Town.” A
color cardstock insert showed a graphic of The Town with numbered
locations, only three of which had any bearing on the game: The
Wizard’s Tower for identifying and selling magic items, Temple for
healing, and The Store for equipment. Reference to The Town in the
entire boxed set consisted of this card insert, three tables on the
gamemaster screen listing goods and services offered at the three key
locations, and one page in the 64-page adventure book. While the map
is nice, it only shows businesses and no actual dwellings for the
residents; most of the locations only have a name with no notes on
how they might benefit characters.
Although The Town fulfills the first criteria of offering support,
it does so at an extremely minimal level. The three key locations
offer various cleric spells, magical services, and equipment (with a
few notes on selling loot). No notes cover where one might find
hirelings, possibly indicative of a general movement in second
edition AD&D from the Gygaxian concept of
character-henchmen parties in first edition. Other locations one
might feel remain essential to a fantasy roleplaying game –
thieves’ den, inns and taverns, guard barracks, moneylender –
have no description beyond their name and location on The Town map
card along with a note that “Only three buildings are actually used
in the game (wizard’s tower, temple, store). DMs can use the other
buildings if they want.”
The Town offers very little potential for adventures beyond the
scenario introduction itself, which references a few locations before
propelling the characters to look for a missing elf lord in a nearby
castle ruin. A sidebar on the one-page describing The Town includes
brief notes on three townspeople, standard fantasy gaming cliches
that fail to inspire readers. Such a scantly outlined adventurer base
fails to reinforce any sense of setting beyond the basic medieval
fantasy village stereotypes. Sure, gamemasters could port these
vanilla bits about The Town into their own games and settings, but
there isn’t much here worth using beyond the standard tropes.
Despite the lackluster adventurer base, First Quest
actually provided a great bang for its buck at the time. The 16-page
Rules Book (the smallest in the box) clearly outlines the
basic rules for essential AD&D activities, including an
explanation of how THAC0 operates. The Monsters & Treasures
Book provides 32 full-color pages of useful goodies, and the
64-page Adventure Book
uses the enclosed CD to enhance the mood with audio scenes and sound
effects. It’s not a bad starter set for its time.
The Keep in B2The
Keep on the Borderlands
Many gamers cite the module included in the Moldvay edition of the
Basic D&D boxed set as the paragon of adventure material
(and I’m sure many loathe it). Designed and written by D&D
co-creator Gary Gygax and revised by several TSR notables at the
time, the module offered gamemaster advice, extensive material
describing the keep and its environs, and dungeon details about the
Caves of Chaos. It works well as a companion in which players can
test out the Basic rules in a compact yet diverse setting.
Of the module’s 28 pages, almost 7 – about one-quarter –
describe the eponymous keep, with an additional page covering a few
nearby wilderness locations. The text offers descriptions 27 numbered
locations on the full-page keep map and four wilderness encounters
for the full-page regional map. The Keep on the Borderlands
does the best job of fulfilling the three criteria for a good
adventurer base. It provides a very secure place from which
characters can foray into the surrounding wilderness, the Caves of
Chaos, and the Cave of the Unknown. With the Keep’s walls one finds
many support establishments with details on how they operate and who
runs them: jewel merchant, smithy and armorer, provisioner, trader,
loan bank, inn and tavern, guild house, and chapel. Besides offering
details on what characters can accomplish in each location, the
section provides short stats for non-player characters and notes on
their behaviors in interacting with adventurers and in maintaining
the security of their own base at the Keep. The text also offers
details on the Keep’s defenses in towers, gatehouses, and the inner
fortress. The Keep stands as a well-stocked, secured location
suitable for sustaining extended campaign play.
The location offers plenty of potential relative to the
surrounding wilderness and the Caves of Chaos dungeon presented in
the module. The introductory overview includes the obligatory rumor
table with hints both true and false about what characters can expect
from the wilderness and dungeon locations...including the infamous
“‘Bree-yark’ is goblin-language for ‘we surrender’!”
Those seeking mischief can find it; the list of riches for sale or
stored in the loan bank seem easy temptations for those seeking a
life of crime. The notes about the Keep’s inhabitants emphasize
their interest in maintaining law and order within the walls and
their concerns about the monsters lurking on the borderlands. The
most notable and devious potential comes from the priest and his two
acolytes staying in the private apartments; supposedly jovial,
harmless people, they have infiltrated the Keep to spy on the
inhabitants and attach themselves to adventurer parties to betray
them at a crucial point. The four nearby wilderness encounters also
provide potential for those using the Keep as a base. Although the
Caves of Chaos serve as the principle dungeon and focus of the
adventure, the module isn’t called B2 The Caves of Chaos.
The very title The Keep on the Borderlands suggests a tense
situation filled with adventuring potential: an imperiled outpost on
the edge of monster-infested lands waiting for a band of characters
to come and rid the area of threats.
Like much TSR D&D material at the time, the Keep does
not inhabit an established, specific setting beyond the standard
medieval fantasy genre. It makes no mention of how it fits into the
world of Mystara presented in the Expert D&D module X1
The Isle of Dread (though that didn’t keep gamemasters like
myself from placing it somewhere on that world map...). Yet it
established, perhaps even reinforced, concepts one might later call
Gygaxian, especially after looking at Gygax’s early work in the
evolution of D&D as a game in which heroes, based in some
castle or village, forayed into the depths of some dungeon with their
hirelings to slay monsters, take their stuff, and return to their
base to recover for the next adventure. It demonstrates Gygax’s
ideals in dungeon creation and by association his expectations for
adventurer bases.
This is by no means a survey and evaluation of existing adventurer
bases across numerous roleplaying game settings. I can think of
several in various games worthy of their own analysis: the village of
Hommlet in the eponymous module T1 and even Tierfon Base in West End
Games’ first edition Star Wars Roleplaying Game come
to mind. I’ve not yet found
time to examine the fifth edition D&D
starter box, but I noticed the adventure book Lost Mine of
Phandelver has a village that,
once characters resolve some issues there, might also serve as a good
base for exploring the surrounding region. Feel free to head over to Google+ and mention your favorites in the post about this Hobby Games Recce missive.
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