Sat, 02 May 2009
Double Adventure 1: Shadows & Annic Nova, by Marc W. Miller; copyright © 1980 by Game Designers' Workshop; 7th printing; Product #312. Art on page 19 by Liz Danforth.
It is interesting to see how these adventures differ from current adventure design. Both of these adventures present a location with details about its contents, and give a way that a group of player characters might get involved. One of the adventures gives a page of historical background of the location for the GM, although the background doesn't directly affect play. The other gives no history at all, other than what can be gleaned from observing the location.
The trend in commercial RPG adventure design has been to deliver more and more detail for the GM, culminating in the current D&D adventure format that attempts to provide, on a two-page spread, absolutely everything that a DM has to have to run a tactical encounter, from the tactical map to the exact details of each and every NPC involved, so that the DM doesn't have to look anything up. Moreover, in many modules, perhaps starting with the Dragonlance modules in the 1980s, there is a story supplied, which the player characters are expected, more or less, to follow and figure out, and some more-or-less obvious goal.
Shadows & Annic Nova certainly don't supply a pre-built story — any story will be generated by the referee and players at the gaming table, with possibly some pre-game activity by the referee while reading the adventure beforehand. And there are no obvious goals, just situations to explore.
I actually find this rather liberating, compared to the more detailed adventures that are more common today. There is something about the things that aren't there in Shadows & Annic Nova that fires up my imagination and draws me into the situation. It's probably the same sort of thing that makes me see the original Greyhawk folio as more interesting that the later Living Greyhawk Gazetteer.
I mention Liz Danforth in the info about the book above because ever since I ran across her art in 5th edition Tunnels & Trolls I've enjoyed it immensely.
I like the physical design of the Classic Traveller books. The 8½×5½ stapled booklet is just the right size, physically, to read easily and carry around, and it opens and lays flat, for easy reference. As far as the information content, the physical constraints of the format provides enough physical space to present a comprehensible amount of information, without enough the temptation to pad the content with irrelevancies.
I also like visual appearance of these books: the black covers of the original books — with white text for the book title and subtitle, and red text and a thick red line for the game title and publisher — were stark, attractive, and stand out even today.
I gather, from comments from Steve Jackson Games, on the comic-book sized booklets they printed for the GURPS Traveller line in the early 2000s, that books of these form factors aren't cost effective for traditional RPG publishers any more. That's a pity.