GBP: Pool of Radiance – Part 1 (Arrival and The Slums)

Recently, in addition to the games that I’ve been playing for my usual Let’s Plays, I’ve also been playing the original Pool of Radiance as part of a planned playthrough of the Forgotten Realms Gold Box games. Since I can’t really engage with something without getting analytical, I figured I might as well give my thoughts on it as I go through the games. Further, since the way the games work isn’t entirely conducive for entertaining streaming, I thought I would give my thoughts in blog form. These blog posts will be going based on each section of the game, instead of going by session, as I feel the breakdown will work much better that way.

The game begins in the “Civilized Quarter” of the city – the chunk of the city that has been reclaimed from monsters and which will serve of your base of operations throughout the game.

Map of the Civilized Area from the hintbook.

It also literally opens with a tour. As in your party of adventurers gets a guided tour through the city telling you where everywhere you need to go is – the temples, training halls, shops, and city hall, ending right at the entrance to the Slums. And here’s where some of the really good map design pays off because unless you are acting with a surplus of braggadocio, the very next thing you are going to do is immediately turn around so you can go buy some gear before you go wandering into the city. At which point you will walk into the grid square next to the city hall, and the game will give an automated list of posted proclamations – which in turn will let you know some (though not all) of the quests that you can take on to start the game.

In particular, the posted quests have two main thrusts. The first is a bunch of quests related to the Valhigen Graveyard. These are an array of quests related to investigating the Graveyard… and a couple quests related to finding out the fates of a couple previous groups of adventurers who were sent to the Graveyard. This sends the message to the player that the Valhigen Graveyard is not an area of the game that low-level characters stand a chance of surviving in.

The second is a quest stating that the Council is offering a reward for the clearing of areas of the city. Now, at this point in the game, you don’t have any way to get to the Graveyard – but you do have access to the Slums. This sets a goal for the player and a way to get there that will, in theory, result in them being sufficiently equipped to take on the foes they face in the graveyard.

The Slums (from the Cluebook)

This leads to the Slums. This is the first area of the city you have access to – you’ll get a couple more options after you clear this area, but for now, you’ve just got the Slums. This area of the game is designed to train the player in a few concepts – combat, exploration, negotiation.

Exploration is pretty self explanatory. In order to clear this area, you have to complete every set encounter, plus a bunch of random encounters, which means you need to wander around and check every room. If you don’t explore, you can’t proceed in the game.

Combat is related to the combat system in the game itself. A lot of RPGs prior to this point had abstracted combat like in Wizardry and the Might & Magic games – the closest combat got to being “tactical” was related to front and back ranks of combat. Ultima 3, which pre-dated this, had more tactical combat, but the actual map of the dungeon was not reflected in the combat areas, and Ultima 4 and 5 generally handled combat the same way.

However, Pool of Radiance has the dungeon map reflected in your combat area, and the Slums introduces that. You are not in a position yet where you have to take advantage of this to succeed in combat. Instead, this area of the game introduces you to this in a low-pressure manner – both in terms of the difficulty of the encounters, and in terms of how far you have to travel in order to get back to town. This gets the player thinking tactically, both in terms of combat and in terms of equipment – in Pool of Radiance, any character who can use a ranged weapon should have a ranged weapon – because having ranged weapons means that you can engage with enemies before they close to melee.

Additionally, the effective “boss” encounter for the Slums involve Trolls, which regenerate, which means you have to change your tactics against them, because they can’t regenerate if there is a player standing on one of the hexes the trolls were on when they died. So, that introduces this concept for future fights.

Finally, there is negotiation. Several rooms in this are of the dungeon have people who you not only can talk to, but preferably should talk to – specifically Ohlo and the Fortune-Teller. Both of these people can be killed by the party, but there are repercussions for doing so. Ohlo will bust out a bunch of monsters if you fight him directly, making for a very difficult fight that can potentially wipe the party. Meanwhile, the Fortune Teller is explicitly a non-combatant, and killing her causes all subsequent encounters, random or otherwise, to become much more difficult. It sets the idea that not everything you meet is a combatant, and that negotiation and discussion can work better than fighting. This will play out in the next area of the game – Sokal Keep.

Adventure Review: G2 & G3 – The Glacial Rift of the Frost Giant Jarl & The Hall of the Fire Giant King

A while back, I reviewed G1: The Steading of the Hill Giant Chief, an adventure that launched AD&D’s first real adventure path, and had some really interesting adventure design concepts.  The other two adventures in the series – G2: The Glacial Rift of the Frost Giant Jarl and G3: The Hall of the Fire Giant King,  are much more conventional dungeon crawls, so they’re worth discussing together. Read more

Book Review: Dragons of Autumn Twilight

When I first read Dragons of Autumn Twilight, back in Middle School, I hadn’t read much fantasy fiction, and I definitely hadn’t watched much anime. This year, I decided to revisit the Dragonlance trilogy, with what I know now about Fantasy fiction, with a more mature perspective as a reader, and having watched (according to MyAnimeList) 66.5 days worth of anime between when I discovered Anime in Middle School and now.

The first book, in a way, starts of in a cliched fashion, but in a very self-aware cliched fashion – Group of adventurers meet in a bar and are kicked out the door on the road to adventure. In this case, the adventurers are a band of heroes who have mostly known each other for years who left to travel the world because they suspected that there was some Weird Shit going on, and returned with the answer “I dunno, but there’s some Weird Shit going on.”

The heroes are Flint Fireforge (Dwarfy Dwarf), Tanis Half-Elven (Ranger With Dice Lice), Sturm Brightblade (Kinda Lawful Stupid Cavalier/Paladin), Tasslehoff Burrfoot (Kender Thief whose player wants to play the comic relief), Caramon Majere (Fighter with good Con, Str, and Cha but not great Int and Wis), and his brother Raistlin (Mage who rolled 18s for Int and Wis, and 8s for everything else).

They are kicked out the door with the arrival of two barbarians – Riverwind and Goldmoon. The two have obtained evidence that after the Gods had left the word of Krynn centuries before in a great Cataclysm, they are returning to the world. The existing theocratic governments consider this a threat to their power, and the forces of the Goddess of Evil want to cover this up because they don’t want people to know that the Goddess of Evil is quite back yet (or at least that there’s an alternative).

Re-reading the book, I found in my mental pictures of the characters that they easily fit into more anime-inspired portrayals. Much of the humor in the book comes from either characters doing something dumb and being “corrected” for doing it, or through characters getting into silly situations and reacting to them in a comedic manner. At several points through the book I found myself coming up with “omake” strips for the story, or thinking about how it would work as a sort of “Dragonlance Abridged” webcomic.

As an aside, if that doesn’t exist, then it totally should.

The writing is generally okay. It gets a little male-gazey at parts. Admittedly, this happens when the POV character is male, but on the other hand, you can have a male character describe a female character who they’re attracted to without getting into describing their boobs and thighs. On the other hand, Weis and Hickman have the best Dragon descriptions and internal narratives in the business. Each of the dragons we encounter in this story are absolutely terrifying, killing their victims that, to continue the anime comparison, would fit in nicely with a late 80s, early 90s OVA or film.

The characters are two dimensional, but not in a bad way. These don’t have the character depth as the characters from Game of Thrones, but they fit well into archetypes, and archetypes can sometimes work to help the reader know their way around a work. That said, it’s where the writers go with those archetypes in the second installment that really decides how the series goes. To use the Star Wars comparison, by the end of A New Hope, everyone is still fairly stock archetypes. It’s Empire Strikes Back where they go into new and interesting directions.

I definitely enjoyed reading the book – though I recognize that this is the literary equivalent of a popcorn movie – it’s not going to challenge your sensibilities, but you’ll have a fun time while you read it.

If you are interested in picking up the book, it’s available from Amazon.com as a paperback, Kindle book, unabridged audiobook, and as an annotated anthology with the other two books in the trilogy.

Adventure Review: B2 – The Keep on the Borderlands

Keep on the Borderlands is a lot of people’s first experience with a pre-written D&D adventure. While it isn’t the first published D&D adventure, or even the first 1st Level D&D Adventure, it’s one of the first ones with a drawn out map and wilderness environment combined, and many people’s first D&D adventure – including mine. Since the first time I’ve played the adventure, I’ve played many more RPGs in a multitude of systems, and had an opportunity to GM a couple times. So, I’m revisiting the adventure. Read more

Book Review: Deities and Demigods (1980)

Probably one of the first sourcebooks put out for Advanced Dungeons & Dragons was Deities and Demigods, a book with a collection of beings that would provide something for your Cleric to be, well, a cleric of. However, it doesn’t really hold up very well, particularly compared to later deity books for later editions of AD&D and D&D. Read more