Showing posts with label White Dwarf. Show all posts
Showing posts with label White Dwarf. Show all posts

Tuesday, January 21, 2025

In Defense of Gor, Part 3: Gaming on Gor

Now that we've gotten the disclaimers out of the way and taken a look at the history of Gorean influences on the gaming scene, we can finally get to the stuff I've been wanting to talk about. We now know that many individuals in the early TRPG community read the Gor novels and used elements of the series to influence gaming materials. But is there any particular reason why Gor was used as an influence by so many gamers, as opposed to any other novel? I, personally, think there's something to that. Looking deeper into the setting, we can see that the way it's set up makes it very easy to facilitate RPG campaigns, especially those in the old-school milieu.

In fact, after reviewing these things, I am convinced that, had he been born ten years later, John Norman would likely have been an early contributor to the RPG industry. To date, the only official Gor RPG is Postmortem Studios's Tales of Gor, originally published in 2017. We have no reason to believe that Norman ever played an RPG, or even knows what one is. But he was an advocate of roleplaying as a activity in Imaginative Sex, citing it as a natural behavior that one should not be afraid or ashamed of engaging in, and as a safe outlet for desires that would be unethical or impossible in real life. Yes, he's talking about a different kind of roleplaying game here, but it isn't hard to see how he might be intrigued by tabletop gaming if he had been in the circles where it first arose. For that matter, the setting he created shares many traits in common with some of gaming's most enduring settings, as well as the ideals elaborated by those writing on the subject.

Before we begin, though, I would like to include an addendum to my last post. White Dwarf, back when it was a general gaming magazine and not solely a Games Workshop-related publication, used to run a column called Fiend Factory, listing new monsters for D&D, often submitted by readers. Many of those entries would later be collected in the Fiend Folio, making that book and its monsters a part of the British old-school gaming tradition. Issue 49 features a Fiend Factory article themed around insects, and includes stats for the golden beetle, a creature prominently featured in 1968's Priest-Kings of Gor. The entry, submitted by Steven Quayle, specifically lists the novel as its source material. Once again, we have evidence that many gamers of the era read Gor novels and wished to bring them to the table.

Anyway, back to our subject of the day: what makes Gor so gameable?

1. Deep, Readily Accessible Lore

Though the novels are infamously dry and many find the prose unexciting, it cannot be denied that a lot of thought went into the creation of Gor as a setting. Over the course of 38 books, Norman extensively details multiple cultures, locations, and characters, exploring what this world looks like, who lives there, and how these people think, act, and behave. We know how Goreans fight in wars, what their etiquette is like, how their castes are structured, what they eat, and so on. This is the same sort of information that might be found in an RPG setting guide - and because of it, it would be quite easy to run a campaign that feels like it authentically takes place in the same world as the original stories.

In fact, many books in the series focus on a journey to a particular region of Gor; for instance, Tribesmen of Gor takes place in the Tahari Desert, and Explorers of Gor focuses on the equatorial jungles of Schendi. They describe the inhabitants of these regions, some key locations there, and the sorts of things that may be encountered. It can be argued that Norman's focus with these entries is more on worldbuilding than storytelling - which makes them subpar as novels, but quite like a systemless RPG sourcebook, with a narrative attached. Much like the Mystara Gazetteers, these books detail specific parts of the setting and bring them to life, creating a deeper world.

It isn't hard to see how useful this much lore would be for the purposes of roleplaying in the setting. I'm far from the first person to note this - in the 90s, there was a substantial Gorean roleplaying community on IRC, which to my knowledge has mostly moved over to Second Life these days. While, yes, the people here are mostly engaged in a different kind of roleplaying, they still found that the books provided enough material for them to conceivably envision themselves in the roles of characters in the setting - and the same could be said for players in an RPG campaign.

I'm reminded of this post on Erin Hunter's Warrior Cats series, arguing that the series is technically an RPG. Though is is not presented as an RPG, and includes no hard mechanics like stats or die rolls, the setting is detailed and codified enough that one can easily understand how new stories with new characters could be told within the framework of the world - as is evident when one sees the multitude of original characters created by the fandom. Gor is much the same way. Even before it received an RPG, one could argue that the novels provided all the contextual details and dynamics to ground roleplaying in the setting and make sure it was consistent and in keeping with canon.

Of course, the fact that all this worldbuilding is contained in novels (and ones that can prove impenetrable to casual readers) makes for a barrier to entry. Luckily, one should never underestimate the dedication of fetishists. During the boom of Gorean online roleplaying, a number of fan sites sprung up to catalogue the lore of the novels in order for those interested to better understand the setting. In these articles, I've linked extensively to Luther's Gorean Education Scrolls, a series of articles cataloguing various aspects of Gorean worldbuilding originally written for roleplayers. In my opinion, this is the most accessible way to get into Gor, as it presents the relevant setting details without needing to slog through the original context - and it provides plenty of material that would be useful for would-be DMs. It does, however, only cover material through Witness of Gor, the 26th book in the series; more material has been published since. The Gorean Cave provides quotes directly from the text on a number of subjects, but isn't as easy to navigate. There is also an official illustrated encyclopedia released by Postmortem Studios entitled World of Gor; although released in conjunction with the RPG, it does not contain game stats and is targeted at both gamers and enthusiasts of the setting.

2. Highly Non-Flintstonist

One thing we know from all that worldbuilding is that Gor is decidedly not a Flintstonist setting. Goreans do not think, behave, or act like modern-day people do; in fact, that is kind of a recurring theme of the novels. Even besides the presence of widely accepted slavery, there are a number of key differences between Earthling and Gorean society - Luther even has an entire scroll on this. These range from superficial jargon (Goreans say "tal" instead of "hello," and "I wish you well" instead of "goodbye") to characterful bits of background detail (Goreans sit on floors, with free men sitting cross-legged and women and slaves sitting on their knees; we do have a few examples of women sitting cross-legged, and this is seen as a provocatively tomboyish behavior) to things that could impact gameplay or create new challenges (Goreans haggle over prices at stores and do not set fixed prices for items).

With so much detail given to culture and sociology, a campaign set on Gor would provide a great opportunity to immerse players in a truly exotic world, rather than a reskin of their everyday lives. There are many ways this could create enjoyable and engaging roleplaying opportunities. It is true that this sort of thing isn't for everyone; some people may feel intimidated by the thought of portraying a character whose thought processes and the context they exist in are so different from those of the player. And few gamers enjoy having to read a bunch of worldbuilding notes in order to play the setting consistently. Luckily, there are a few aspects of Gor as a setting that make this easier.

3. Historical Parallels

So a Spartan, a Viking, and a Mongol walk into a tavern. They find a table where a Bedouin is engaged in a fierce arm-wrestling match with a Scythian. A samurai is watching from a table where a forest-dwelling amazon lies slumped over drunk. Then a Wookiee gets up and flips his table in a rage.

No, it's not the setup to a very bizarre and esoteric joke. This scene could very well play out on Gor - granted, it would be an unusually cosmopolitan tavern, but nothing says that it couldn't happen.

Gor is a History's Greatest Hits setting, where cultures and locations based on multiple real-life eras coexist simultaneously. Like Howard's Hyborian Age, it's a setting where all sorts of pseudo-historical adventures can take place without anything feeling out of place. In fact, this is justified within the lore of the setting - Gor is a planet located opposite the sun from Earth, and throughout history, the aliens running the planet (it's a long story) abducted humans from different cultures and brought them to Gor, restricting their behavior so that their cultures would stay relatively unchanged over time. Thus, you have a culture descended from the Vikings existing side by side with one descended from Greco-Roman traditions, and so on.

This means that one can get a pretty good idea of what several Gorean cultures are like by perusing the history of the groups they're based on. None of the cultures are an exact match, and some borrow more heavily from real life than others, but there is enough precedent for the different cultures that a newcomer doesn't necessarily need to consume a lot of exposition to get the gist. As a bonus, this also means that if a DM wants to do some worldbuilding of their own and introduce a new culture to their personal Gor, they can do so and have it make sense in the setting - they just need to find a culture Norman hasn't already covered.

They're even being meta
about it now.
4. Isekai

For those not versed enough in weebery, isekai is a Japanese word translating to "other world." It's used to describe stories where the protagonists come from a mundane world like our Earth, but are transported to a new, fantastic setting. It's become very popular in anime in recent years, but the term has also been used to describe classic fantasy stories like The Wizard of Oz or John Carter of Mars.

Gor is also a setting that lends itself to the isekai route. Those same aliens that abducted a bunch of historical people also routinely abduct modern-day humans, on a much smaller scale. Most of the series' protagonists are brought from Earth to Gor this way, usually as slaves, but sometimes for other reasons. This is useful for gaming purposes because it provides an easy excuse for PCs to not know everything about the setting.

A big reason isekai is so popular in anime is that it allows writers to portray fantastic worlds, but use protagonists the reader can relate to. This way, worldbuilding doesn't have to be delivered through long spans of exposition going over things the characters already know. The details of the world can be revealed to the characters at the same time it is revealed to the viewer. From a TRPG perspective, this would also allow for lore-dense settings to be introduced to players without requiring them to do homework in order to portray characters from that setting. A campaign in which the PCs are humans from Earth brought to Gor allows them to experience the world without it seeming weird if they get details wrong or don't know everything. And discovering more about the world can be a source of progression, allowing PCs to better understand the contexts surrounding them and their places amidst them.

This isn't a new concept in RPGs. Empire of the Petal Throne is known for the richly-detailed setting of Tekumel, which also boasts extensive worldbuilding elaborating on its cultures, social dynamics, mores, and customs. Many players have cited this as an obstacle, as they feel like they can't make characters who conceivably exist as a part of the setting without researching the lore. But this ignores how the setting worked in practice. MAR Barker would, famously, begin most of his campaigns where the PCs were foreigners arriving in Tsolyani lands for the first time. That way, they could discover the setting a little bit at a time, just as the players did, and gradually understand more and more of what was going on around them. A player in a Gor campaign wouldn't need to read all the books in order to understand the setting. Their character wouldn't have to know anything more than they did, and there would be established precedent for it.

5. Points of Light

All these points outline how Gor lends itself well to roleplaying. But what about specifically roleplaying games? Well, there's plenty for that as well. In the leadup to the fourth edition of D&D, Wizards of the Coast described the new default setting as points of light in a sea of darkness - a setting that mostly consisted of unexplored, inhospitable wilderness, with a few scattered, isolated islands of civilization. This way, the setting could feature exploration and high adventure, while still containing enough settled areas for parties to have a home base, as well as the possibility to get themselves involved in social intrigue.

It was a term that caught on, and it has been used to describe a number of different settings, with some noting it as the platonic ideal of an old-school D&D setting. It also happens to describe Gor pretty well. The social assumptions of Gor are grounded more in the ancient Greek polis than medieval feudalism. Each city is a self-sufficient unit with its own government, and its people consider themselves loyal to the city rather than to any higher-reaching state or culture. Cities rarely form colonies, and when they do, these colonies usually become independent once they reach sufficient size. This means that Gor does not really have anything comparable to a wide-reaching kingdom with centralized authority, and as such, there is plenty of wilderness in between the cities. This lends itself well to a campaign framework of traveling from a city to adventure in the wilderness, and then either returning to the city or traveling to another along the road, both of which are often seen in old-school games.

This sort of thing.
6. Megadungeons

Another common feature of old-school campaign settings is the megadungeon - a single dungeon large enough to comprise the setting for an entire campaign, often explored over the course of multiple sessions, with the PCs returning to civilization in between. Some of the earliest campaign settings seem to have grown around a single megadungeon and its adjoining city, like Gygax's Castle Greyhawk. Conveniently, there are a couple of locations described in the Gor novels that resemble megadungeons, or could easily be adapted into them.

One of these is the city of Treve, located in the Voltai Mountains, which forms the setting for Witness of Gor. Treve is a heavily fortified city deep in the mountains, renowned as a haven of thieves and cutthroats; it relies on raiding other settlements for food. The city is only reachable from the air, or through a maze of underground passages, narrow crags, and outposts; even getting there entails braving many dangers. Beneath the city is an extensive network of pits, tunnels, and corridors used to hold prisoners, with traps to prevent their escape. Is there anything more OSR than a lawless city of rogues built atop a vast subterranean trap-filled dungeon?

The other is the Sardar Mountains, Gor's holiest site, and the home of the Priest-Kings, the insectoid aliens that style themselves as the god-like rulers of the planet (more on them later). Though the mountains themselves hold cultural importance to Goreans - they are the site of festivals held four times a year where all Goreans may gather to sell wares and settle disputes, and all Goreans are expected to make a pilgrimage there during their lifetime - the Priest-Kings themselves dwell in an underground complex of tunnels and chambers containing strange creatures (including the aforementioned golden beetles) and powerful technology off-limits to the general populace. Surely a campaign involving raiding the Sardar Mountains under the noses of the Priest-Kings could provide plenty of excitement and opportunities for OSR gaming.

I am this entire image.
All in all, I'm not surprised that so many early voices in the TRPG communities embraced Gor - the setting seems almost tailor-made for gaming, especially the sort of gaming that predominated in that era. I have no doubt that more than one DM at the time used the setting for their games. We know such a thing wasn't unheard of - Wilderlands of High Fantasy began as a campaign set in Tolkien's Middle-Earth before the PCs were teleported elsewhere, for instance. Surely people noticed the same points I did and realized how ripe they would be for gaming. And while the Gorean roleplaying community is largely more concerned with the bedroom than the table, a lot of what makes the setting appealing to one circle also makes it appealing to another. In the end, people into RPGs and people into BDSM aren't so different - and we can see that principle at play here.

We're almost done with this series, but before we go, I still have one post left in the tank - one devoted to things I personally find cool about Gor as a setting, now that all the theoretical stuff is out of the way. Until then, I wish you well!

Friday, June 10, 2022

An Interview with Lew Pulsipher

 

In researching my post from yesterday, I had the pleasure of speaking with Lew Pulsipher, a big name in the early days of White Dwarf and Dragon, as well as the creator of the original bar brawl scenario in White Dwarf issue 11. See here for my initial writings on the subject. With his permission, I've chosen to publish our discussion here.

Lunar Lands: As far as my research has led me to believe, it was you who wrote the first [bar brawl] - assuming, of course, that's the same Lew Pulsipher. I was excited to see that you still had an active presence online, and I felt like it might be of use to gaming historians like me. If it is you, and if you can recall the details, I would like to ask you a few questions on the subject, if you don't mind.

Lew Pulsipher: Yes, that was me, and as far as I know it was the first such for FRPG, though you'll notice from the article that I saw a non-FRPG version of a br brawl and went from there. I tried to turn it into a stand-alone game, but didn't get far enough to playtest it. Now how much I'm going to remember otherwise, 40+ years after, is doubtful. But ask away.

LL: It's nice to be able to hear from someone who was around in shaping the hobby in its early days. Yes, I did see in the article that you had adapted this from a Wild West scenario - which helps point, to me, that this truly is the earliest example of bar brawl scenarios being developed for fantasy RPGs. In that regard, having you as an asset is a valuable one to us historians. This is my first time hearing about you having worked on a standalone game, too! That's quite an interesting what-if. I don't suppose you remember anything about it?

LP: The game was called Troll Tavern. IIRC, Games Workshop asked me to adapt the brawl as a separate game, but they lost interest in it later. It was old-fashioned/clumsy from today’s perspective, I’d do a much better job if I tried it today. Big square grid board depicting a tavern. Like other boardgames, no GameMaster, which made it much more difficult to achieve.

I had to devise parts of a standalone RPG, in effect, to govern movement and combat in the game. Nowadays I have a very basic/minimalist RPG that I’ve tested a few times, that probably derives from all that. It may turn up in a book of reprints of my old articles, if I ever get around to finishing it (both game and book).

LL: As I've discussed, in my research I've found that these articles were published extensively in White Dwarf, and by contrast there doesn't seem to be nearly as many examples in the American gaming sphere at the time - which is why I was surprised to discover, in looking up more information on you, that you're from Detroit! What made you want to publish in White Dwarf, as opposed to The Dragon or another domestic publication? Were you living in Britain at the time, or was there greater cross-pollination across the Atlantic during the 70s?

LP: Born in Detroit but grew up in Ohio, and later in Battle Creek Michigan.

I was researching my doctoral dissertation (“Aircraft and the Royal Navy, 1908-1919”), lived in England three years, married someone I met there in a D&D game. Met Albie Fiore, wrote for Games magazine; and met the GW guys Steve and Ian. It was a natural to submit to White Dwarf.

At one point, GW had the D&D license, and I was writing a supplement for them (similar to the early D&D supplements in booklet form), but then they lost the license.

I did have many articles in Dragon, and other magazines, actually, perhaps tending to be later after I came back to the USA.

LL: Do you know how your article was received? I imagine it must have been quite popular if it spawned so many similar scenarios, and Graeme Davis cites it specifically in his retrospective on Rough Night at the Three Feathers. When subsequent bar brawl scenarios were published, did anyone reach out to you, or get your thoughts on their work? Or was this just something people did without asking any questions? Do you have any experience playing any of the other bar brawl scenarios?

LP: How was it received? Often, authors don’t know, especially when there are no online forums. Some people played some variation at conventions (that I wasn’t involved with), so that’s good. I don’t recall seeing the other versions you mention, certainly haven’t played them. No, no one reached out to me about them - not unusual. Even people who have published Britannia-like boardgames have not reached out to me, not a single one; most don’t even mention Brit in those games.

LL: When I was reading your article in White Dwarf, I was struck by how, despite using D&D rules, it seems much more reminiscent of a wargame, what with having multiple players controlling different sides and giving their orders to the DM independently on pieces of paper. The evolution of D&D from Chainmail is well-documented, but at this point in time, would you say that competitive player-vs-player scenarios like this were still fairly common? Or was this supposed to be more of a minigame built on a D&D chassis, going off of you working on your own game on the subject?

LP: My own game came later. The original D&Ders were from wargame fandom. Some people, including me, always used a square grid to govern movement in encounters. I’ve never been a “theater of the mind” guy, too loosey-goosey. And if you play it as a game, rather than as a storytelling mechanism, it naturally feels like a wargame at times.

I don’t keep track, but I cannot think of many player-vs.-player D&D or RPG scenarios, period. I think that I saw the Wild West scenario, thought it would be interesting to do similar for D&D, and did it, without thought of competitiveness. Not that it’s so much competitive as it is amusing.

LL: I feel like the separation between RPGs and wargames happened later in Britain than it did in the US - Warhammer Fantasy Roleplay and Fantasy Battle are at least theoretically compatible between each other, for instance, and the first edition of 40k had heavy RPG elements. I don't know if you would know or not, but would you say that there was any sort of regional divide going on? If so, why do you think that the wargaming aspects persisted so much longer in Britain?

LP: Britain has always seemed, to me, to be more interested in miniatures battles than the USA. If you say “wargame” to a Brit, often they’ll think miniatures battles. Say the same to an American, and they’ll think board game battles. The kind of books Don Featherstone wrote were rare in the USA. Perhaps because minis often involve more than two people, while board wargames involve just two, they prospered more in Britain where population density is much higher? Nah, I don’t buy that.

Perhaps because we had Avalon Hill in the USA from an early date, we became wargame oriented? It was a Baby Boomer hobby, here, and didn’t transfer to later generations. Keep in mind, Baby Boomers heard a LOT about World War II (I certainly did, though born six years after it ended).

A big thanks to Dr. Pulsipher for his help in my research on this genre! You can find his own blog here.

Thursday, June 9, 2022

A Bar Brawl Addendum

A while back, I posted an article about the forgotten genre of bar brawl scenarios, once a staple feature of White Dwarf. Since then, I've done further research into the topic, and I have more to share.

For starters, a few more examples of this trend. After digging up another post on the subject from Interloper Miniatures, I have discovered that - regrettably - I've overlooked another classic entry in the canon of bar brawls! White Dwarf issue 33 featured another bar brawl scenario entitled Rumble at the Tin Inn, this one for RuneQuest. In addition to showing the breadth of tabletop content that White Dwarf once covered, this gives further indication that bar brawl scenarios were so popular they warranted support for multiple different systems and settings, at least in the British scene. Furthermore, from the scans I've found, Michael Cule, the writer of this adventure, explicitly credits Lew Pulsipher's D&D bar brawl from issue 11, which further points to that scenario being our Patient Zero.


In addition to the other examples I discussed in my previous post, Interloper gives a newer example of the genre in Bust-Up at the Moon and Parrot from Fight On! magazine's issue 11 (fittingly!). I also managed to dig up a retrospective post from Graeme Davis himself, discussing A Rough Night at the Three Feathers. In it, he does in fact cite the trend of previous White Dwarf bar brawl scenarios as inspiring his work, and helpfully names a few more recent examples he's worked on - The Last Resort in Tales of Freeport, Nastassia's Wedding in Pyramid issue 19, and The Edge of Night for third edition WFRP. The latter two use the same setup of a conflict-rife situation with multiple interesting NPCs involved, but move it to different settings by placing the action at a wedding and a ball respectively. I'd be interested in seeing what other situations could lead to a classic bar brawl setup.

If Davis's thoughts on the matter were so readily available, however, it gave me another lead. I decided to go straight to the source and track down anything I could about who wrote these scenarios. In terms of who had an online presence, I could only readily find access to Alan Merrett, one of the credits for Brewhouse Bash in White Dwarf 223, and Lew Pulsipher, the writer of the first bar brawl scenario for D&D in issue 11.

But I was lucky enough to pick their brains, which dug up many interesting details.

Furthermore, I managed to dig up a copy of White Dwarf issue 11 to see the genesis of the bar brawl genre myself. In the introduction, Pulsipher mentions that he decided to base the scenario on a (presumably unpublished) Wild West adventure he had heard of at a Games Day event. So, although we do have precedent for these kinds of games before, the one in issue 11 appears to be the first example of these scenarios in the fantasy genre - something he himself corroborated in my talks with him.


He was not, however, aware of further scenarios being written with his own as a model until I brought it up to him! At the time, it wasn't exactly common practice at White Dwarf to keep writers in the loop of how their articles were received, or to reach out to them when writing derivative works. However, Merrett made it clear that the scenario was quite popular, and that he and others around Games Workshop enjoyed playing it, leading to a proliferation of similar scenarios.

What else immediately struck me about the White Dwarf article is that it appears to play more like a wargame than a traditional RPG scenario - there are only eight NPCs, while 15(!) of the bar-goers are intended to be controlled by different players. Each of these premade characters has their own goals and agenda, some of which conflict directly with those of others, and the adventure instructs each player to write down their actions and hand them to the DM without the knowledge of others at the table. This may suggest why bar brawl scenarios tend to be so chaotic and full of opposing goals, as initially, the roles of the different participants would be taken by players competing against one another.

I find this particularly interesting, because from what I've seen of British gaming, the crossover between wargames and RPGs seemed to have persisted much longer than it did across the Atlantic - for instance, there were at least attempts to ensure cross-compatability of character stats between Warhammer Fantasy Battle and Roleplay, and Rogue Trader notoriously includes many RPG-like elements. Pulsipher's scenario, then, fits naturally into this continuum - a wargame-like scenario using D&D rules (although he emphasized that the idea behind it was more to have fun enjoying the chaos caused by having multiple players involved than to win - which I feel is an admirable goal anyway!). When I spoke to him, he speculated that this may have been a result of the prominence of Avalon Hill leading to board-based wargames becoming more popular in the US than miniatures, or the greater availability of Featherstone books in Europe, but he isn't quite sure about how this came to be himself.

As for the popularity of bar brawl scenarios? Merrett believes that they caught on as much as they did because of the cross-genre universality of a rowdy bar fight. Regardless of what setting you're playing in, there's always room for a bar brawl, and the concept is immediately recognizable. He also posited their utility for RPGs as stemming from the prominence of taverns in the popular imagination of D&D as the starting point to most adventures and as a place to meet patrons, trade, rest, and acquire new skills. To that end, he believed that it was only inevitable that someone would write an adventure centered around a bar brawl - and apparently, among the Games Workshop offices, the idea was popular enough to be recycled multiple times in various forms.

The holy grail of bar brawls?
Not all these examples made it into the pages of White Dwarf. In addition to the unused Dragon Warriors entry I discussed in the previous post, Merrett revealed that Rick Priestly designed a board game version of the concept that was sold exclusively at Games Workshop's in-house bar, Bugman's Bar - and, due to such exclusivity, it's predictably rare today. Similarly, Lew Pulsipher was working on adapting his bar brawl rules to a standalone board game called Troll Tavern, but it never saw the light of day, in part because of the difficulties in adjuciating the chaos that can happen in a bar brawl without a DM.

Regardless, though, his creation definitely cemented itself as an important piece of British gaming history, and the legacy it created is undeniable.

Tomorrow, I'll post the full interview with Lew Pulsipher for the curious. And I'm still working on a related project of my own - so watch this space!

Tuesday, May 24, 2022

Forgotten Adventure Design: Bar Brawls

I probably don't need to wax poetical about the taxonomy of RPG adventures - people have been doing that far better than I ever could long before I began this blog. We all know the difference between a dungeon crawl, a hexcrawl, and a pointcrawl. One thing I rarely seen being brought up, however, is a type of adventure that used to be quite popular but has since all but disappeared - the bar brawl.

Art by velinov
The idea behind a bar brawl adventure is simple: a tavern setting, and a collection of NPCs (or pregenerated PCs) with distinct personalities and often quite differing views, possibly with some being previously acquainted with others. The implication is that sooner or later - possibly as a result of the PC's actions, or possibly independently of them - everything is going to erupt into violence.

In a way, bar brawls could be considered a sort of mini-sandbox. Although the scope is limited to a single establishment, there is almost never any indication for the DM as to how interactions between the characters are supposed to play out, and any conflict is generated by the interplay between their different traits. This has its ups and downs - they can be daunting for some DMs to run, given the vast array of potential incidents and outcomes and the need to keep track of so many different NPCs, their agendas, and their relationships to each other. But that open-endedness gives them replayability, ensuring no two runs will be the same. They can be fun to sit back and watch the chaos unfold, and the fact that the tension results from the interplay of the characters can help the world feel dynamic and remind players that things go on outside of the personal narratives of their PCs. And, because the action rarely leaves a single tavern room, they're easy to drop into an ongoing campaign whenever the party is at a tavern - or just to use as a self-contained one-shot for a night of inconsequential mayhem.

For whatever reason, these sorts of scenarios were especially popular in British publications during the era of old-school gaming. Despite being American, and despite being introduced to D&D with third edition, I find the British old-school tradition to inform my games more than anything else, and I've posited its existence as a unique phenomenon distinct from American old-school gaming in an old Reddit post, which led to some discussion - Uncaring Cosmos has discussed this subject in great detail, and it's a very good read. Right now, though, I'm looking specifically at the example of bar brawl adventures.

The most famous example would have to be A Rough Night at the Three Feathers from Warhammer Fantasy Roleplay - in fact, it's so iconic that it's been reprinted time and time again, to the point where modern GMs often don't know how to run it since the times have changed and the context in which it originally existed in has been forgotten. However, when it was first published, it was just one of a multitude of similar scenarios for all sorts of games. Many of these came from the pages of White Dwarf - it was doing this as early as the 11th issue, which featured a bar brawl scenario for D&D. Issue 96 contains another one for WFRP called Mayhem in the Mermaid. And while it was perhaps a bit past the classic era, Issue 223 featured a minigame about drunk, rowdy Orks entitled Brewhouse Bash. While it didn't make it into the final magazine, my spiritual liege Dave Morris was writing up a similar scenario for Dragon Warriors, which he was kind enough to post over on his blog.

What I'm getting at is, back in the 80s, a gamer - at least a British gamer - would have no problem understanding Rough Night because adventures just like it were a regular fixture. But for whatever reason, they seem to have fallen out of favor.

Perhaps the decline of gaming magazines plays a part in this - while these short, simple adventures are perfect for taking up a couple of pages in a periodical, most don't exactly have enough meat on them for a full retail book. But there still are a couple more recent adventures in this vein.

The example adventure included in Machinations of the Space Princess is easily recognizable as a classic bar brawl scenario - although it's rethemed to take place in a seedy space station cantina, it still follows the formula of throwing PCs into a chaotic situation, with plenty of interesting NPCs to spice up the mix. James Raggi's Zak Has Nothing To Do With This Book - while, yes, a puerile example of rage-baiting in reference to the ongoing community discourse at the time - is a servicable example of this kind of scenario if you can look past its deliberately inflammatory title. The Age of Dusk blog describes this as a "powder keg" adventure in its review and cites Rough Night in the comments, which depending on who you ask may be synonymous with or inclusive of bar brawls. And, while I don't know if any of this was deliberate, the (very good!) Labyrinth Lord adventure The Inn of Lost Heroes starts out with two colorful adventuring parties antagonizing each other at a tavern, with the PCs caught in the middle, before everything descends into survival horror. When running it as a Halloween one-shot last year, I couldn't help but notice that the first segment of the adventure could've easily been published in a 1986 issue of White Dwarf.

Perhaps I'll try my hand at writing my own bar brawl adventure. I'd be quite interested in seeing if anyone reading this has any experiences running, playing, or writing scenarios of this sort, or if they know of any other examples out there. But as a bit of gaming history, I feel it's one that bears a mention.