TEXT: 1
  Daniel J. Bishop
  Dispatches from Raven Crowking
  Vol.1 - Choices, Context, and Consequence
  
  2
  Dispatches from 
  Raven Crowking
  Vol.1 - Choices, Context, and 
  Consequence
  Essays by Daniel J. Bishop
  Editing by Perry Fehr
  Art by Tamas Baranya, Jacob Blackmon, 
  Gary Dupuis, Ryan Rhodes
  Layout by Mark Gedak
  Published by Purple Duck Games
  
  3
  Contents
  Introduction
  4
  Choices, Context, and Consequences
  6
  Prepare for the Epic Endgame!
  17
  Fudging - Just a Different Style?
  22
  Reading Appendix N
  27
  Shanthopal - Background to the Golden 
  City
  33
  Using Patrons in the Dungeon Crawl 
  Classics Roleplaying Game
  36
  Devising Initial Adventures for Dungeon 
  Crawl Classics
  39
  Learning Spells on the Fly, or, 
  The Slippery Slope of Arcane Doom
  48
  Ammonites for Dungeon Crawl Classics
  49
  Open Game License
  52
  
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  Introduction
  Welcome to Dispatches from Raven Crowking’s Nest Volume I. Pull up a 
  chair, set your drink near your hand, and let’s talk. That’s pretty much what 
  this is. Chatting about games in general, and Dungeon Crawl Classics in 
  particular.
  So, some background. I ran my first game on Christmas Day, 1979, in Hart-
  land, Wisconsin, less than 50 miles from Ground Zero in Lake Geneva. My 
  first RPG was Holmes Blue Box Dungeons & Dragons. My family wasn’t 
  wealthy, and when the first edition of Advanced Dungeons & Dragons came 
  out, I spent over a year before I could acquire the books. In fact, the first 
  AD&D book I purchased was the Fiend Folio, after spending the summer in 
  the Youth Conservation Camp system to get the money. That also allowed me 
  to obtain the rest of the books, and a number of back issues of The Dragon.
   
  Prior to that, in order to run my weekly AD&D game, I was using copies of 
  the rules I had laboriously reproduced by hand in spiral notebooks. The game 
  fired my imagination early, and I was willing to work for it. My parents were 
  able to use taking D&D away as a lever to make me bring my grades up, re-
  sulting in my making the honor roll every year thereafter. Looking back as an 
  adult, I can see all the effort my parents made, and I am humbled by the debt 
  of gratitude I owe them.
  Other games came and went. I played Gamma World, Traveler, Villains & 
  Vigilantes, Twilight 2000, FASA Star Trek and Doctor Who…more games 
  than I can really remember, to be honest. My first published adventures were 
  for 3rd Edition Dungeons & Dragons, in a magazine called Dragon Roots. 
  By the time 4e was coming out, I was getting a little fatigued. I began work-
  ing on my own system. And then I met Dungeon Crawl Classics, and it was 
  like coming home again.
  Dungeon Crawl Classics is now my system of choice. Thanks to Mark 
  Gedak and Purple Duck Games, I started writing for the system with AL 
  1: Bone Hoard of the Dancing Horror, and never looked back. Although I 
  have since published DCC work with Dragon’s Hoard, Goodman Games, 
  Mystic Bull, Brave Halfling, and others – I freely admit a standing goal to 
  place something with every publisher of DCC materials – writing for Purple 
  
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  Duck is also like coming home.
  As the name implies, Dispatches has its genesis in my blog, Raven Crowk-
  ing’s Nest. Dispatches has a few advantages over the free blog versions of the 
  same material. First off, the material has been re-edited, cleaned up, and in 
  some cases expanded. Secondly, and perhaps most importantly, it is in print 
  so that you can keep it on your gaming shelf. Finally, Dispatches will contain 
  some new material as well…a “thank you” for your continued interest!
  I have opinions – lots of them! – but I’m going to dispense with the 
  “IMHO”s and “IME”s, and assume that you, the Gentle Reader, are smart 
  enough to know that I am talking about my own opinions and experiences. 
  And, if I am wrong in that assumption, feel free to tell me so!
  Good Gaming!
   
  
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  Choices, Context, and 
  Consequence
  Part I
  If I were asked to give advice to a new Game Master – or even an old hand 
  looking to better her game – the thing I would most strongly emphasize is 
  the interplay between choices, context, and consequences. In my experience, 
  anyone who understands this interplay will be at least an adequate GM…and 
  no one who does not, no matter what their other fine qualities, is never really 
  satisfying.
  Choice, at its most basic level, is a decision. Do we follow the path, or go off 
  into the woods? Do we explore the swamp in search of the ruins of Zondo’s 
  Castle of Phantasmal Fun? Which passage do we take at the intersection? 
  Should we parlay with these goblins? Do we trust them? Do we run from the 
  floating gaseous eyeball of death rays…or do we fight it?
  Context is the information that informs a choice. The choice to follow the 
  path or go off into the woods is meaningless unless one has some idea what 
  each choice means. Are bandits known to lay ambushes along the path? Is 
  there some lost ruin supposedly hidden in the woods? Is there some landmark 
  the characters can make for? Are they merely trying to cut off a wide curve 
  of road they know is ahead? Are they trying to throw off pursuers? Is there a 
  chance of getting lost if they leave the road?
  Consequences are what happen as a result of making a choice. You follow the 
  path, and arrive at the village. Or you meet some bandits. Or you take to the 
  woods and get lost. Or escape the wraiths that are pursuing you to recover a 
  magic ring.
  Ideally, the consequences of any given choice lead into new choices. Rather 
  than simply arriving at the village, you arrive at a village where a man is being 
  beaten by a crowd.  Do you intervene? When you run into the bandits, do 
  you flee? Fight? Let yourself be robbed? If you are lost in the woods, what do 
  you do? What do you discover? What do you do about it? Having escaped the 
  wraiths, you come out of the woodland near a farmer’s field. Do you accept 
  
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  his invitation to dinner? What do you tell him about the strange folk asking 
  about you?
  When your game seems to be lagging, it is most likely due to either a lack 
  of apparent choices or a lack of the context required to make those choices 
  meaningful. The easiest way to renew the energy of a game session is to 
  interject a new choice, or to provide some information that enhances the 
  context of already existing choices. I have heard folks complain about the 
  amount of background information available in some published adventures, 
  “with no means for the players to learn it”. Huh. Of course there are ways for 
  the players to learn that information! One of your major jobs in presenting a 
  published scenario is to examine that background – that context – and figure 
  out how the players can learn bits and pieces of it. Then, when play falters, 
  you have something more to ratchet up the excitement than another wander-
  ing monster.
  Now, there is nothing wrong with a sudden combat; one of the reasons that 
  combat is popular in role-playing games is that the choices are clear, both in 
  context and in consequence. The context is, “That bugbear is trying to kill 
  you!” and the consequence is “If you don’t stop him, he will!” Much of the 
  beauty and excitement of combat can be understood by thinking of it in these 
  terms. When you examine other bits of GMing advice, you will see that they 
  encourage you to devise more interesting “combat encounters”, by varying 
  the context (often by using a unique location, such as on giant gears, requir-
  ing different choices), or by varying outcome (when innocents might die, or 
  when your opponent wants something other than to slay you – to capture 
  you, perhaps?).
  There is an argument to be made that it is the job of the adventure writer, not 
  the GM, to consider how the players can learn the background information 
  from an adventure. Yes, the adventure designer should consider this. That 
  doesn’t mean it is not the GM’s job as well.  As a point of fact, an adventure 
  designer has to include whatever background information so that the GM 
  running the adventure can, at least, understand what is happening in the ad-
  venture, and make meaningful decisions when the players throw him a curve 
  ball. The adventure writer doesn’t get to dictate PC choices, any more that the 
  GM does, and while some means for the players to gain information should 
  be included, the players themselves may not use them. It is incumbent upon 
  the GM to have flexibility with his specific players, and their specific choices. 
  It is also necessary that the GM realize that the players may not obtain that 
  
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  background information, and for the players to be aware that learning im-
  portant details is a reward for play, not something that will simply happen 
  because they are sitting at the table.
  In most games, means are built into them for PCs to acquire information. 
  The writer of an adventure can, and should, consider how information can 
  be learned. This does not make it any less the job of the GM to consider the 
  same, and to be open to the player’s attempts to learn new information. I 
  don’t need Gary Gygax to hold my hand in order to consider what might be 
  learned about the Caves of Chaos if the PCs interrogate a kobold. Neither 
  should you.
  It isn’t just background information that provides context. One important 
  part of context is the “footprint” of creatures in the game world. A creature 
  whose presence is foreshadowed is often more effective than one who is sim-
  ply thrown at the PCs out of the blue. Let us take a basilisk as an example:
  With one GM, the basilisk simply appears as an encounter, perhaps turning 
  one or more characters to stone before being ultimately slain. For the players, 
  it may seem like a GM-driven “gotcha!”, and whatever deaths occur are prob-
  ably going to feel anti-climactic. How could they feel otherwise? The play-
  ers have had no chance to anticipate the encounter. Their choices leading to 
  the encounter lack the context needed to make them feel meaningful.  With 
  another GM, however, the players get to hear fearful goblins speak in hushed 
  tones about the “Mistress of the Dark Chasms”. They see the lizard-like draw-
  ings the goblins make before the altars where they worship Her. They find 
  the broken bits of goblins turned to stone by the creature, and may even see 
  where it rubs its skin against the rocks (including, perhaps, a cast-off skin?).  
  Now the players have some context with which to base their decisions. They 
  can stock up on mirrors, try to match their magic to the challenge, or bypass 
  the area entirely. The cast-off skin might give them the idea that the basilisk 
  could be blind at some point, and thus far less dangerous – some divination 
  might be in order. Finally, if they do enter the Dark Chasms, and some of 
  the PCs are petrified by the monster, it no longer feels like a “Gotcha!” The 
  outcome is a consequence of player choices.
  As another example, imagine that you are devising a campaign milieu in 
  which you imagine that there will be a great deal of wilderness exploration. 
  How do you control pacing? How do you make the wilderness interesting? 
  Once more, Choices, Context, and Consequences come to your aid.  The 
  main bane of wilderness (and, to some extent, town) adventures is that they 
  
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  are seemingly-open-ended. The choices seem to be limitless, which actually 
  makes it very hard to choose. After all, it isn’t enough to simply select a com-
  pass direction and trudge along…we want our choices to be meaningful. And 
  to be meaningful, they require context.
  We can first provide context by including some landmarks. Landmarks in a 
  role-playing game do the same thing they do in the real world. They provide 
  us something to steer by, to aim toward, and to fix our location with. If you 
  are lost, you can look for higher ground, find a landmark, and correct your 
  course, but these landmarks can have reputations that provide further con-
  text. 
  For example, The Old Forest is known to be queer, and the Withywindle that 
  runs through it is the heart of its queerness. Because the hobbits in The Fel-
  lowship of the Ring know this, they know also that they should be trying to 
  get through the Old Forest as quickly as possible, and to avoid the Withywin-
  dle (even if they cannot do so successfully). These rumors not only inform the 
  hobbits’ choices, but they foreshadow their encounters with Old Man Willow 
  and Tom Bombadil. 
  Likewise, in a role-playing game, if the great mountain range known as the 
  Trollshanks is said to be home to trolls and giants, the players know that 
  they are likely to encounter those creatures, and prepare accordingly. If they 
  know it is famous for its steep cliffs and deep gorges, they will prepare climb-
  ing equipment, or be prepared to make choices to go around. If they know 
  further that a rich dwarf mine was located there, that has since fallen to evil, 
  they will also have motive to actually enter the area.
  Among other things, context (1) foreshadows potential encounters, (2) 
  foreshadows potential rewards, (3) allows the players to set goals, (4) allows 
  the players to understand the goals of other creatures within the game milieu, 
  (5) gives clues that allow for “aha!” moments when the players put things 
  together, and (6) makes choices meaningful because context foreshadows 
  consequence.
  
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  Part II
  “Decision Paralysis” occurs in a role-playing game when a player (or group 
  thereof) simply cannot decide what to do. The character may have many 
  available choices, but the player cannot seem to make any of them meaning-
  ful within the context of the game. The problem is almost always rooted in 
  context or consequence.  If the difficulty is rooted within context, there are 
  two potential problems. The first is that the player(s) involved lack enough 
  context to make a meaningful choice. The second is that the player(s) have 
  context, but there is no clear advantage to any choice that can be made. 
  Both problems can be resolved by giving the player(s) additional information. 
  However, we also want our players to make their own decisions, so we need 
  to be careful not to add information in such a way as to bias their choices. 
  Usurping player choices – or, worse yet, getting the players to rely upon you 
  to tell them what choices they should make – is one of the worst things you 
  can do as a Game Master. 
  So, how does the GM go about creating additional context without usurping 
  player choices?
  Let’s take an example: A party is exploring the Gloomy Megadungeon of 
  Huge Hallways when they come to a Y-shaped intersection, allowing the 
  group to go either left or right. The GM knows that the left passage leads to 
  the lair of a troll, while the right passage leads to a hidden treasure, then more 
  passages that end up in an area controlled by goblins. The group, faced by the 
  choice of going left or right (they have stated that they do not wish to turn 
  back!) end up facing a moment of decision paralysis. 
  What should the GM do?
  First off, wait. We have been told so often in recent years that the GM is in 
  charge of pacing, that some of us have forgotten that this is untrue. Pacing 
  is created through an amalgam of player decisions and GM-enforced con-
  sequences to those decisions. If the players decide to spend their time won-
  dering what to do, or discussing their options, that is a valid decision. The 
  GM must accept that not deciding – or not deciding right away – is also 
  a choice, and should be treated like any other. I cannot stress that enough. 
  The natural consequences of bickering over a decision in a dungeon hallway 
  may be unpleasant, but if so, they should occur because they are natural 
  consequences of the players’ choices – not because the GM wishes to control 
  
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  the pace.
  If you enforce natural consequences, sooner or later (and most often, sooner), 
  the players themselves will take control over pacing. That is one of the impor-
  tant functions of wandering monsters in old school role-playing games. They 
  act as a spur to keep the characters moving….but they are not an arbitrary 
  spur. They do not usurp player choices. Now, perhaps one of the players will 
  have his character look down both hallways, to see if there is anything he can 
  see. The wise GM knows that what the player is really looking for is more 
  context, with which to make a decision. And the wise GM also supplies that 
  context, but not in a way that makes the decision for the player(s).
  “The left passage has a bad smell, as though of rotting meat, and you 
  can just see what might be a gobbet of flesh, dropped and left to rot by 
  some creature. The right passage has cleaner air, but seems to be infre-
  quently used….there is some minor detritus where the passage’s walls 
  meet the floor – a broken boot heel, a gnawed and dried apple core, a 
  few dried bones, scraps of torn cloth, and the like.”
  This adds to the context available to the players – if you want a fight, go left; 
  if you want to go in a less frequented direction, go right – without taking the 
  choice away. The contextual information arises naturally from how the area is 
  used in the game milieu. It might even lead to other contextual information 
  – did the heel come from a goblin boot? When the GM provides relevant 
  contextual information, that can be used to help make meaningful decisions, 
  the players begin to pay attention to that information. They might even start 
  seeking it out on their own.  But, let us say that our party still doesn’t know 
  what to do. They can’t decide between left and right. 
  Now what does the Game Master do?
  Obviously, the ultimate consequence of standing there indecisively is that, 
  sooner or later, the troll comes by. Either it is bringing back dinner, or it’s 
  going out to find something to eat. Or maybe it’s trying to get quickly to its 
  nearby latrine. The GM is fully within his rights to spring the troll on the 
  unsuspecting party….or, they might hear it coming (from behind them, or 
  from the left way) and hide. Either way, more context is added….a troll lives 
  down the left tunnel.  Again, this should not be instantaneous, but should 
  arise naturally from the fictional milieu. The goal is not to prevent the players 
  from making a decision, but rather to enforce the natural consequences of a 
  
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  decision they did make….the decision to stand there and wait while deciding. 
  In a relatively safe open field, the party could take far longer to safely make a 
  decision. Although it might eventually rain on them…
  Not every detail is context. Context is detail that is relevant to making 
  meaningful decisions. As you develop your dungeons, populate your strong-
  holds, and devise your wilderness areas, never be afraid to include too much 
  context. Instead, you should be thinking, “How can I telegraph this encoun-
  ter?” “What footprint should this creature be leaving in the area?” “What 
  clues can I give to hint at this secret?”
  On the other hand, be wary of having NPCs that usurp player choices. 
  NPCs should always act from their own motives, and from their own limited 
  information. Rather than have a Council of Elrond that tells the players what 
  must be done, have NPCs who urge the players in this direction and that….
  some offering good suggestions, others offering less good, all from the basis 
  of their own goals and understanding. Just because an NPC wants to hire 
  adventurers to perform some task, it does not follow that the PCs should be 
  perfectly suited to that task….or suited to it at all. 
  Players get used to the idea that, if an NPC wants to hire them, this is “the 
  plot hook”, and it should be taken. If you want a living game, based on player 
  choices, you need to break that cycle. In minor ways at first, and then more 
  strongly, have NPCs offer jobs that are not suited to the PCs. They might 
  be boring, and so glossed over, or they might be jobs that the PCs are out-
  matched or under-matched. You must make certain that the players come to 
  understand that NPCs are not the GM. What they want is not what the GM 
  wants. They must be taken on their own terms.
  When the players understand that you are not going to tell them what to do, 
  that you are going to offer them many choices, and that the pacing of the 
  game is going to be largely based on their decisions, you have set the stage for 
  truly satisfying play. This is what a role-playing game can do….what it is best 
  at. You cannot get that experience from a novel or a movie, or from a com-
  puter game. This is where the medium shines.
  Some people will tell you that it is hard to feel involved in a game where 
  character death is common, or where choices are limited. They cite early role-
  playing games, with high character turn-over, level limits for demi-humans, 
  or non-sword-wielding wizards as examples of these “flaws”. As always, play 
  
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  what you enjoy. Life is too short for bad gaming. But for my money, the only 
  limitation to getting players involved occurs in the number of meaningful 
  decisions they get to make. And the important meaningful decisions are not 
  in character generation, or in builds, but in actual play. You can provide that 
  excellence of play in any system – just remember that the important choices 
  belong to the players, and it is your job to provide context to make those 
  choices, and enforce the consequences thereof. Be aware that you might have 
  to disregard some of the GMing advice your game of choice provides in order 
  to do this. 
  Part III
  As previously discussed, a choice is a decision and context is the information 
  that informs a choice. There is a third element, consequences, that deserves 
  special consideration, because the idea of consequence has changed the most 
  in role-playing games. Indeed, I would go so far as to say that, in mitigating 
  consequences, role-playing games have also limited choice, and limited the 
  meaning of context.
  Consequence is whatever happens as a result of choice. For example, if Frodo 
  & Co. stick to the road, they might be overtaken by a Black Rider, but if they 
  cut through the Woody End, they might get lost or worse. Destroying valu-
  able artwork because it is of a necromantic nature means that you will not 
  have the gold selling it might yield. Not finding the treasure means that you 
  don’t have it. Giving the Arkenstone of Thrain to Bard means that Thorin is 
  going to be upset at you. Jumping into lava means you will die, and losing in 
  a pitched combat is likely to mean the same. 
  Without consequences that flow naturally from the choices made, those 
  choices themselves become meaningless. If Frodo & Co. have the same 
  chances of meeting the Black Riders no matter what they do, and can become 
  as lost on the road as in the open countryside, what value does the decision 
  have? If you can destroy the necromantic art objects, or locate the treasure in 
  a monster’s lair, and the gold finds its way to you anyhow, what does do those 
  decisions matter? In a word, nothing.  Likewise, if failing in combat, falling 
  into lava, etc., never results in death (or death without the player’s permis-
  sion), then failing in combat or falling into lava means less than it otherwise 
  would. To paraphrase a great man, you might as well be playing Candyland 
  with your baby sister.
  
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  In the case of Dungeons & Dragons, this mitigation against consequence 
  first reared its head (in a strong sense) in the Dragonlance modules, where 
  the GM is admonished to keep a certain NPC ambiguously alive no matter 
  what happens. In a weaker sense, mitigation against consequence can be seen 
  as early as White Plume Mountain, where there is an encounter that “scales” 
  to the PCs’ condition at the end of the module (or is omitted altogether!). 
  It is also possible to set up an in-game situation where death (or some other 
  consequence) simply cannot naturally occur. The condition of “Captain Jack 
  Harkness” in Torchwood is an example – the character is simply incapable of 
  dying.  The proliferation of mitigation against consequence is probably due, 
  at least in part, to the extended time it requires to create a character in certain 
  game systems. In many older games, a character death meant that the player 
  was out of action for only 5-15 minutes of real world time. This is not so for 
  all games. Likewise, if it takes 45 or more minutes to resolve a simple combat 
  within a game system, having another character ready beforehand doesn’t nec-
  essarily mitigate against long wait times until the new PC can be introduced.
  It should be easy to see how mitigating against consequences lessens the 
  impact of choice with a single example. In White Plume Mountain, scaling 
  or removing the final encounter based on PC strength would seem to punish 
  players who did well in the module, while rewarding those who did poorly. 
  If all parties have the same final encounter instead, it is clear that the “good 
  play” choices leading to a party that still retains greater resources at the mod-
  ule’s end are rewarded by having an easier time in the final encounter, while 
  a severely depleted party might face a Total Party Kill.  Likewise, if losing in 
  combat always means that you are taken prisoner or left for dead, and given 
  another chance to succeed, losing in combat loses much of its sting. The 
  result is that the choices regarding that combat matter less.
  Some GMs work hard to include other consequences to keep choices mean-
  ingful. “If you lose, your baby sister is enslaved!” Even so, having your 
  baby sister enslaved is simply not as meaningful as having your baby sister 
  enslaved, and also being dead. Obviously, if it is too easy to restore a dead 
  comrade to life, and if there are few consequences for so doing, even death 
  may lose its sting. It is therefore important that the GM not mitigate against 
  consequences. Whatever the natural consequences of a choice are, those are 
  the consequences that will occur. Sometimes that means an enemy will cap-
  ture fallen PCs to hold them ransom, and sometimes it means that the PCs 
  are the main course in a feast!
  
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  Yet, not every consequence should be horrendous to endure! Previously, I 
  mentioned that “decision paralysis” is sometimes the fault of consequence. 
  This occurs when all the choices seem bad, and the player(s) have no expecta-
  tion of being able to achieve a good outcome.  Game Masters naturally want 
  their players to win, and to succeed despite the odds. Because of this natural 
  tendency, and because of the importance of consequences for making choices 
  meaningful, much Old School GM advice is based upon fighting this tenden-
  cy and allowing the dice to fall where they may. There is a certain encourage-
  ment to be a Rat-Bastard Game Master (RBGM).
  That is all well and good, so long as the consequences are natural to the 
  choices made….but sometimes (perhaps too often, depending upon who 
  you ask), all of the choices lead to bad ends. Or, worse yet, all of the choices 
  but one lead to unnaturally bad consequences, meant to funnel the PCs into 
  a single set of choices of the GM’s choosing. And one can see where this is 
  learned – if the GM is admonished to keep certain NPCs alive to fuel the 
  story within official adventure products, why would the GM not conclude 
  that the continuity of his expected storyline is more important than ensuring 
  that the choices the players make is meaningful?
  There are some GMs who refer to this as an “illusion of choice” or “The Plot 
  Train”– I believe it is an illusion of an illusion. Most players see through it 
  pretty quickly, and some will do increasingly foolish things to test the walls 
  of their cage. Just how much plot protection is built into the game milieu? 
  Enquiring players want to know!  In order to avoid decision paralysis, it 
  behooves the prospective Game Master to ensure that there are many chances 
  for good consequences as well as ill. Good consequences don’t have to mean 
  treasure. They can be people who try to help the PCs in some limited way 
  (I’ve used farmers putting PCs up for the night for free to good effect), al-
  liances, potential romances, and even inspiring sights. Knowledge is always 
  good, and most players appreciate having learned things through play rather 
  than through blocks of GM-provided text.
  Whenever possible, consequences should lead naturally into new choices, 
  and/or provide additional context to choices the PCs are already facing. In 
  this way, the players never run out of things to do, or leads to follow up on. 
  The game milieu becomes a dynamic place, where descriptions are paid at-
  tention to for the context they provide, context is used to make choices, and 
  the consequences of those choices are dealt with while leading naturally into 
  new choices. If you can master this interplay, no matter what else you fail 
  
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  in, you will always be able to attract and hold players. “Context —> Choice 
  —> Consequence” is probably the most important thing a Game Master can 
  bring to the table.
  Conclusion
  In conclusion, role-playing games are about making meaningful choices. If 
  you enable your players to do so, even if you have difficulties mastering other 
  parts of the game, you can be a good Game Master.
  Context allows for meaningful decisions, because the context is the relevant 
  information that the players have in order to make choices. Never be afraid of 
  giving the players too much context! If the players seem stuck, you can always 
  throw them more context!
  Choice is what the players do. They make choices for their characters. As a 
  Game Master, your job includes providing context for those choices, and 
  ensuring that natural consequences follow those choices. Your job most em-
  phatically is not to make choices for player characters. It is fine to ask, “Are 
  you sure you want to do that?” but you should not say “Your character would 
  not do that”. Master the art of keeping your nose out of PC choices!  Even 
  when NPCs interject comments in PC decision making, make sure that you 
  are flowing from the NPC’s knowledge and motives. There must be a clear 
  divide between NPC suggestions and the DM suggesting through an NPC
  Consequence, simply described is outcome. Consequences should arise 
  naturally from choices made, and from the context of those choices (the game 
  setting, or milieu). Consequences should also, whenever possible reveal more 
  context and/or open up more choices. Some game systems and/or playstyles 
  encourage mitigating against consequences more than others, but you should 
  resist the urge to do so. When the Game Master mitigates against conse-
  quences, he reduces the impact of player choice. An “illusion of choice” is 
  rarely sustainable….if it is sustainable at all.
  I have followed these principles for many years, and I have never been at a 
  loss for players. While no system can guarantee you the same success, master-
  ing “Context —> Choice —> Consequence” should improve anyone’s Game 
  Mastering. In my experience, anyone who understands this interplay will be 
  at least an adequate GM…and no one who does not, no matter what their 
  other fine qualities, is ever really satisfying.
  
  17
  Prepare for the Epic Endgame! 
  There is a bit of famous advice from the great Ray Winninger about setting 
  up a campaign milieu; to wit, never force yourself to create more than you 
  need to. The question then naturally, what do I need to create?  I am going 
  to suggest that, very early on – perhaps so early that not a single PC foot has 
  trod the dirt of your masterpiece – you consider what might become a proper, 
  epic, finale to an adventurer’s career. You want to drop hints about these pos-
  sibilities early on. Perhaps as early as the first session.
  Please note that I am not saying that you should craft your adventures to 
  be “about” some particular epic endgame. Nor am I saying that you should 
  choose the final goals for the Player Characters soon to be entrusted to your 
  tender care. Nor, finally, am I saying that the campaign milieu ceases to be 
  used after such an epic endgame is concluded. I am not advocating an “ad-
  venture path” type design.  You shouldn’t be thinking about a single epic 
  endgame. You should consider at least 3 possible endgames, and perhaps up 
  to 10 of more. A single epic endgame forces the players along the path you 
  set for them. Multiple potential endgames allow the players to choose what 
  interests them. They then get to set their own path.
  Possible epic endgames include (but are not limited to):
  • 
  Artifact: Gain possession and control over some great artifact or relic. 
  Alternatively, destroy the same.
  • 
  Ascend to Godhood: Work things out so that you are a permanent fixture 
  in the cosmology of the game milieu. Later PCs can worship you!
  • 
  Become Immortal: Always worthwhile, and it’s nice to be a permanent 
  fixture in the campaign milieu.
  • 
  Gain a Kingdom: Rip the crown off of the bloody head of the previous 
  ruler, whom you strangled on his throne.
  • 
  Great Love: Win the love of some paragon of beauty or virtue, of whom 
  the bards sing, and who is won only at great cost.
  • 
  Legendary Challenge: Become the greatest chessmaster in the world. 
  Beat the Devil in a game of poker. Reach the top of Mount EverestWasE-
  asier.
  • 
  Legendary Hoard: Uncover some great hoard of treasure, and get it 
  home. 
  
  18
  • 
  Legendary Location: Find Atlantis, the Garden of Eden, or the lowest 
  level of Castle Greyhawk. Then get out to tell the tale.
  • 
  Legendary Monster: Defeat a unique, named monster, feared for its 
  power. The original 1st edition AD&D tarrasque was a challenge of this 
  kind.
  • 
  Overcome a God: Pretty self-explanatory. Note that this need not be in 
  combat.
  • 
  Overthrow Evil Regime: Also pretty self-explanatory, and may lead di-
  rectly into….
  Note that these epic endgames are not mutually exclusive. A character might 
  need to seek out an artifact, within the hoard of a legendary creature, in order 
  to defeat a god, and hence become immortal.
  What Makes an Endgame Epic?
  When a PC is 1st level, he encounters and slays an orc. When he is 3rd 
  level, he encounters and slays a tougher orc. When he is 10th level, the orc, 
  although now a giant of some sort, is still really nothing more than a bigger 
  orc. When devising an epic endgame, it is imperative that the matter cannot 
  be resolved simply by slaying an epic-level orc.
  No.  What you want to do is create a situation where wading into combat 
  simply will not work. The character must seek eldritch lore, deal with de-
  mons and/or demigods, field armies, and bend the campaign milieu to his 
  will. Thousands or millions of beings are affected, for good or for ill. Succeed 
  or fail, the campaign milieu will permanently affected by the PC’s quest. It 
  becomes a major point of the world’s history, remembered for many genera-
  tions to come.
  To be truly epic, an endgame must demand that the player character gamble. 
  Way back at 1st level (or 0-level, in the Dungeon Crawl Classics game!), the 
  PC had scant guarantee of survival, and even less of success. As the charac-
  ter grows, his chances of success grow with him, and his survival becomes 
  far less doubtful. An epic endgame reverses this. Once more, the character 
  must gamble everything, with a good chance of losing. It is this real chance 
  of losing that makes victory taste sweet….and the consequences of loss must 
  be dire.  There must be real and obvious reasons why no one has tried this 
  before….or, if they have (and that is a great campaign backstory!) why they 
  failed. 
  
  19
  If the players have a chance to learn about these potential endgames right 
  from the start, they have something epic to compare themselves to. We can 
  liken a person’s strength to “a modern-day Hercules”. The prepared epic end-
  game allows your PCs and NPCs to refer to someone as “Tougher than the 
  tarrasque itself” in the same sort of exaggerated way.  Imagine the campaign 
  where a great Iron Colossus stands vigil over the city harbor, issuing com-
  mands on behalf of its Red Priesthood, and threatening destruction if those 
  commands are not heeded. The PCs are affected by those commands early 
  on in the campaign, and eventually decide to gamble everything in ending 
  the Red Priesthood’s power forever – even if it means finding some way to 
  destroy the Iron Colossus! 
  The wise GM doesn’t allow the Colossus to be defeated in mere combat, 
  however. The thing is invincible. No, instead, she has the players seek out 
  the home plane of the spirit that animates the great monster, where they 
  must field an army to reach its iron fortress. And then, and only then, can 
  they challenge its Red Priest master to a contest that will wrest control of the 
  Colossus from the Priesthood and into the PCs’ hands. And, if they win, one 
  of their number must remain behind to be the animus of the indestructible 
  thing….. Increases of power do not make a game epic. Rather, risk must be 
  increased, and the fates of nations or worlds must hang in the balance. Just 
  make sure that, whatever the consequences of failure, you are ready to allow 
  the PCs to fail, and the consequences to occur. 
  After the epic endgame….
  If the world is still there, the players make some new adventurers, and play 
  on. The landscape is changed by the events of the endgame. Old PCs are 
  lords of the realm, or gods, or lost. They have truly affected the campaign mi-
  lieu. The new PCs are moving in their shadows. And, perhaps, those shadows 
  will suggest some new potential endgames…..
  Whether the players immediately realize it or not, really affecting the cam-
  paign milieu through the agency of your own choices, taken at risk, and with 
  full acceptance and understanding of the potential consequences, is the best 
  thing about playing these games. And it is one of the things that tabletop 
  games do infinitely better than computer games….because those changes can 
  be persistent. You owe it to your players to craft those opportunities.  You 
  owe it to yourself to watch them unfold.
  
  20
  Defining the Epic Endgame
  What is an epic endgame, why would you want one, and why would you 
  indicate what types of epic endgames there might be out there at the start of a 
  campaign?  What makes it epic?  For that matter, what makes it an endgame?
  Robin Hood: [to Marian] “It’s so beautiful, this place... the woods just 
  now... full of noises... everything so alive. I kept thinking of all the death 
  I’ve seen. I’ve hardly lost a battle, and I don’t know what I’ve won. ‘The 
  day is ours, Robin,’ you used to say, and then it was tomorrow. But where 
  did the day go?”
  If you’ve seen Robin and Marion, you know Robin Hood’s line, “I’d never 
  have a day like this again, would I?  Well, it’s better this way.” and you know 
  what an epic endgame is all about.  It is not about beginning a character’s 
  career, or growing the character, it’s about endings.  It is a chance to do some-
  thing with a character that will forever change the campaign world, and make 
  that character remembered for years to come.  It is about letting a beloved 
  character go, knowing that the character has achieved a peak, and would 
  never have a day like that again. It does not mean that the character disap-
  pears from the campaign world, or that the character need die, or even that 
  the character need never pick up sword and lance and enter the fray again.  It 
  means that the focus of play is shifting to younger characters, characters eager 
  still to make their mark upon the world.
  Ultimately, role-playing games are about accomplishing something in a world 
  where daily life holds little chance of real accomplishment.  Possible end-
  games are telegraphed throughout a campaign because, if the impossible is 
  possible for you, when you first meet it, then overcoming it means nothing.
  An epic endgame is epic within the scope of the campaign milieu.  If travel to 
  alternate worlds is common, then travelling to an alternate world is not epic 
  enough to count.  Not only are the stakes high in the epic endgame - even 
  if only because death is around every corner - but the challenge is real.  This 
  might mean Gary Gygax’s Tomb of Horrors.  It might mean Harley Stroh’s 
  Colossus Arise!.  It might mean wresting an island from the Venetians and 
  then holding it from the Turks.  Achievement is measured in relation to the 
  milieu in which it occurs.  Every James Bond villain that ever was?  All of 
  them have been thwarted while in the process of attempting to achieve their 
  own epic endgames.
  Think of the real world for a second.  If you are daring, you know where the 
  
  21
  epic endgames lie.  Fort Knox.  Mount Everest.  The Tour de France.  Run-
  ning for high political office.  The Pulitzer Prize.  The Nobel Prize.  Trying to 
  find a cure for AIDs.  You know what all of these have in common?  You have 
  to take big risks to achieve anything, and the odds are good that you won’t 
  succeed.  Those who do succeed in their epic endgames - well, we know who 
  they are.  Mother Theresa.  Muhammad Ali.  Alexander the Great.  George 
  Washington.  Abraham Lincoln.  They achieve their endgame, or fail in the 
  attempt, and then never have a day like this again.  Their star shines bright to 
  beckon others onward, but they have had their day, and the focus of history 
  shifts to those who are daring enough to try to rise from the shadows.
  Not every character will achieve an epic endgame.  But in a well-managed 
  campaign milieu, lures to achieve something beyond the reach of normal men 
  - or even normal adventurers! - are always in the background.  Because that 
  is what life is, and that is what best allows the players to have an opportunity 
  for achievement in the game.  The alternative is “I’ve hardly lost a battle, and 
  I don’t know what I’ve won.” If that’s your thing, go for it.  It’s not mine.
  
  22
  Fudging
  Just a Style Difference?
  I contend that it is not. To my mind, a difference in style is cosmetic, whereas 
  a difference that actually affects the substance being offered is not. If you 
  don’t buy into that premise about style vs. substance, the odds are very good 
  that you will not buy into the reasons I think fudging fundamentally changed 
  what is being offered by a game.  Simply put, you can run your game how-
  ever you like. So long as you have even a single player interested in the type 
  of game you want to run, you should run your game however you like....no 
  matter what I, or anyone else, thinks about it!  That being said, the interplay 
  between context, choice, and consequence is real, and it is what drives player 
  interaction within the game milieu.
  In my experience, the GM “fudges” for one of two reasons:
  (1) He believes that the consequences of the choices made by the players 
  should be ameliorated (for good or ill), or
  (2) He believes that he has made a mistake in presenting the context, 
  and therefore the (die roll dictated) consequences do not follow from the 
  choice as presented to the players.
  Either way, the GM is fudging because he has no faith in the choices made by 
  the players. If the players play smart, and make a scenario “too easy”, they are 
  effectively punished when the GM pumps up the opposition. Likewise, when 
  the GM makes things easier to prevent an “undesirable” outcome, he makes 
  smarter play irrelevant while simultaneously deciding which outcomes are 
  desirable and which are not. He narrows the range of the game to a very few 
  possible outcomes.
  There are three basic arguments that arise from the “pro-fudging” side of the 
  debate:
  1. Fudging allows the GM to keep “the story” on track.
  This, of course, assumes that there is a single story that must be kept on track, 
  with a known beginning, middle, and end. It is a fallacy, for example, among 
  some GMs that every module has a known beginning, middle, and end.  In 
  
  23
  reality, events in a game without fudging are a story only after the fact. If you 
  have determined the middle and end beforehand, then what do you need 
  players for? How can something where the players only occasionally get some 
  minor input into what occurs be at all the same as a game driven by player 
  decisions?
  Let’s take, as an example, a lovely outing against a Hill Giant Jarl. There is 
  definitely a beginning, but what the middle and end are no one can say until 
  events play out. Do they find a way to burn the giants out? Are they cautious 
  and clever? Do they tip their hand early, and end up facing the giants en 
  masse? And the end....do they find the route to the next module in the series? 
  Do they learn where to go by casting speak with dead upon the Jarl’s decapi-
  tated head? Do they give up and run away? Do they all die?  Even in a ten 
  room dungeon, how do you know ahead of time that Room 10 is the end? 
  Perhaps there is a TPK in Room 5. Perhaps Room 7 is so scary that the PCs 
  give up and seek greener pastures.
  Every published module has a beginning. Every published module has a lot of 
  potential middle. Every published module has a lot of potential ends. If you 
  know the middle and the end before you start playing, then you might as well 
  be writing a novel. In fact, the very difference between player choice matter-
  ing and not mattering may be summed up with whether or not there is “the” 
  middle and “the” end. And, as soon as you start lopping of ends (“Can’t have 
  a TPK in Room 3!”) to meet your idea of what “the middle” and/or “the end” 
  are supposed to be, you have moved away from doing anything like what I 
  am doing with the game. The further you go down that road, the less this is 
  “style” and the more it is substance.
  Note also that there are game systems that have mechanics that allow out-
  comes to change. Many of those games give 1-shot “points” to the players, 
  allowing them to choose when to alter the dice, thus allowing them to choose 
  narrative paths by regarding context and while keeping potential consequenc-
  es in mind. This is different, in my mind, to GM fudging, because there is 
  no attempt to create an “illusion” that choice matters; instead, another layer 
  of choice is being added.  There is no “the story” before the fact; the story is 
  what happens at the game table.
  In essence, this argument supposes that a player-decision-driven sandbox and 
  a railroad are two “styles” of the same thing. I reject this supposition, and 
  contend that they are two different things. There is no reason for the GM to 
  
  24
  keep things “on track” unless there is a track to follow.....and I would argue 
  that such a “track” destroys the core strength of a Pen & Paper game, which 
  is the interplay between context, player choice, and the consequences of that 
  choice.  You might as well be playing a computer game….and it is notable 
  that computer games attempt to emulate that interplay of context, player 
  choice, and consequence as far as they are able. That this is important, and 
  considered desirable, by a large segment of the gaming population should be 
  made obvious by its adoption, in so far as possible, by other gaming indus-
  tries. 
  2. Fudging allows the GM to re-balance encounters when they seem unex-
  pectedly unbalanced.
  Although this is addressed somewhat above, I would like to note that the per-
  ceived need for “re-balancing” is often the result of player choices, which have 
  made the encounter easier or harder than the GM expected. It is, specifically, 
  removing the effects of those choices. Changing the encounter or fudging the 
  die rolls in this case absolutely removes the value of player choice, for good or 
  ill.
  Another common rejoinder is that the GM is fudging to ensure the outcome 
  desired by the players. But if the goal is to ensure an outcome that is desirable 
  for the players, why not let them make that decision? Leave it up to them to 
  fudge their die rolls, and fudge their current hit points? The answer is obvious 
  – because it changes what the game is. It is not just style.
  Any game that makes changing the die roll an overt choice, with limitations 
  as to how that choice is implemented, empowers choice at the table. I am all 
  for that. My game of choice (Dungeon Crawl Classics) uses a Luck mechanic 
  that allows players to adjust their own die rolls, for example (or, in the case 
  of halflings, the die rolls of your friends as well).   Conversely, any game that 
  attempts to make you believe that your choices matter, while the GM se-
  cretly fudges events behind the scenes to reduce the impact of your choices 
  – whether by changing die rolls or otherwise – dis-empowers choice at the 
  table. It is the same problem that would occur with players being allowed 
  unlimited ability to fudge rolls and hit points at the table; it changes what is 
  being done at the table, and it is more than just a change in style.
  The funny thing is, whether or not the GM’s fudging is of benefit is very 
  easy to test. I would encourage any fudging GM to instead put that power in 
  the hands of the players, in the form of Luck or Fate points, or what-have-
  
  25
  you, and then discover when the player wants the dice to stand or not. I will 
  guarantee you that 90% of the players I have encountered – in two countries 
  and several American states – are happier to have that decision in their own 
  hands.  The GM is plenty empowered – determining the context and what 
  choices are available, as well as the range of consequences – without having to 
  fudge anything.
  A final rejoinder is that the GM cannot always balance encounters “prop-
  erly”, or take every eventuality into account, and therefore should fudge die 
  rolls to maintain fairness.  I don’t believe that at all. It is noteworthy that the 
  “eventualities” that the GM fails to take into account are the decisions of the 
  players, and the consequences of those decisions. Changing things to revert 
  an encounter back to the “expected status quo” is intentionally nullifying 
  the choices made by the game’s participants. In my opinion, the GM should 
  be making it possible for the players to worry about balance. It is up to the 
  players to determine when they are in too deep, and to take appropriate ac-
  tion.
  This does not mean that the GM need not do his best to make a playable en-
  vironment for the game, but it does mean that, having done his best, the GM 
  should not then fudge to ensure that his expectations for how encounters will 
  play out are met. It also means that, so long as the GM includes context by 
  which player decisions can be made, it is possible to include encounters that 
  are “unfair” if the players make poor choices. 
  An excellent example of this can be found in Sailors on the Starless Sea (by 
  Harley Stroh, for the DCC system). There is a creature which can be easily 
  bypassed, or which can easily kill over half the party if they fail to understand 
  the clues providing context. I have run games using this module where both 
  have occurred, and the players had great fun under both circumstances.  It 
  is, therefore, incumbent upon the GM to help make the context, and pos-
  sible consequences, of choices available to the players. It is not incumbent 
  upon the GM to fudge encounters. And, again, if the GM really feels that 
  he is unable to do this properly, it is always better to put some form of “fate 
  points” in the players’ hands, so that their choices matter, rather than remove 
  the effects of their choices from behind the curtain.  In my experience, sooner 
  or later, players always realize that the fudging GM isn’t really the Great and 
  Powerful Oz.
  
  26
  3. Not fudging is being a “slave to the dice” or a “dice fetishist”.
  This one is easy; if you don’t want to consult the dice, don’t roll them with 
  the intent to consult them. If you don’t want something to be random, don’t 
  make it contingent on the outcome of a die roll. There. Done. You don’t need 
  to be a “slave to the dice” in order to stop fudging.
  Sometimes, in order to preserve the contextual information of the players to a 
  level appropriate for their characters, the GM will want something to appear 
  random when it is not. For example, when a thief is checking for traps in a 
  location where no traps exist, not rolling is too good of an indication that 
  there is nothing to find. Yes, you can roll the dice without the intention of 
  consulting them, and still not be fudging. If, however, you are rolling the dice 
  with the intention of consulting them, and then decide to ignore the result 
  because you don’t like it, then you are fudging. To avoid fudging, either you 
  should not have included the potential result you couldn’t have lived with, or 
  you should not have consulted the dice.
  The “dice fetishist” rejoinder is laughingly easy to respond to, because no one 
  is suggesting you be a “slave to the dice”. Simply don’t make random rolls if 
  you don’t want randomness.
  There is always, of course, the possibility that you are the type of GM who 
  wants to fudge, because you want to preserve your storyline, or because you 
  worked hard on an NPC or encounter, and you don’t want luck or good plan-
  ning on the part of the players to ruin your shining moment. If that is what 
  you want, and you can find even one player that goes along with it, or is 
  actively pursuing it, that is the kind of game you should run.  But I will not 
  be playing in it. My response is a firm, but polite, “No thank you”. And I do 
  not believe that it is a difference in “style” – the farther you walk down the 
  fudging path, the more you are doing something that is very different from 
  what I am doing. And that, my friends, is a difference in substance.
   
  
  27
  Reading Appendix N
  The Efficiency Expert
  Edgar Rice Burroughs was a prolific author, works include far more than 
  the Mars, Venus, Pellucidar, and Tarzan novels. Some of his works have no 
  overt fantasy or science fiction elements whatsoever. Whether these novels fall 
  into the “Appendix N” criteria is, of course, debatable. They probably did not 
  from Gary Gygax’s point of view, as Gary once told me he preferred Robert 
  E. Howard for plots and ERB for monsters. There are no monsters in The 
  Efficiency Expert, except for the purely human kind.
  Still, I think that there is some value in looking at ERB’s other works, because 
  he followed the same general pattern in crafting all of his novels, and because 
  there are always imaginative details to look at.
  The Story
  Jimmy Torrance is the son of a wealthy businessman on the West Coast, 
  who is doing very well in College sports, but whose grades are not the best. 
  He manages to pull it together, graduate, and then heads to Chicago, hop-
  ing to make it good out East.  Needless to say, his understanding of his job 
  prospects are unrealistic, so that he ends up doing menial labour of various 
  types before getting a job as an “efficiency expert” – on forged credentials. He 
  discovers that the factory’s assistant manager is actually embezzling from the 
  company in order to pay his gambling debts. The factory’s owner, Elizabeth 
  Compton, is engaged to the assistant manager. Eventually, the embezzler kills 
  the owner, and frames Torrance for the crime. Only the help of a pickpocket 
  and safe-breaker known as “The Lizard” and the prostitute, Little Eva, pre-
  vent Jimmy Torrance from being convicted and hung.
  Interestingly enough, although ERB has his protagonist marry Elizabeth 
  Compton’s friend Harriet, it is not until after Little Eva dies that this oc-
  curs. ERB makes certain that we understand that Little Eva is the “best girl” 
  that Jimmy Torrance knows. Without killing Little Eva off (in what seems a 
  contrived manner), it is clear that ERB would have been left with his wealthy 
  hero marrying a streetwalker….something that the publishing world of 1921 
  probably wasn’t ready for!
  
  28
  Elements for Gaming
  Many Judges will recognize their PCs in recently-graduated Jimmy Torrance, 
  who is surprised that the world isn’t flocking to hire him to run their busi-
  nesses. Being able to box, play football, and play baseball may be wonderful, 
  but they don’t translate to social prestige (unless you do them professionally); 
  similarly, being able to survive a 0-level funnel adventure makes the PCs 
  special, but it does not mean that the campaign world will fall all over itself 
  to enrich them!
  Jimmy Torrance is literally a man who gets by with a little help from his 
  friends. But his potential friends are not just friendly for no reason….in each 
  case, Jimmy does something for them first without any expectation of reward. 
  He earns his friends.  For example, the Lizard is introduced as a pickpocket. 
  Jimmy foils the pickpocket, but refuses to turn him in to the beat cop that 
  investigates the altercation. This is the beginning of Jimmy’s friendship with 
  the pickpocket, and of the antagonism the cop feels for him. When the Liz-
  ard follows Jimmy back to his room, he offers to return Jimmy’s watch. Now, 
  Jimmy wasn’t even aware that his watch was stolen, but he takes it in stride, 
  with good humor, and even offers to pay the Lizard what he would have got-
  ten had he simply fenced the watch.
  It should be noted that (1) the world isn’t waiting for Jimmy to roll it over, 
  (2) it is Jimmy’s willingness to come to the aid of others – even at cost to 
  him – that gives Jimmy the necessary advantage of having friends, and (3) the 
  circumstances wherein he helps someone come at a cost to someone else, and 
  that someone else ends up being an enemy to some degree or other.  These are 
  good pointers for a GM dealing with social encounters, and they are impor-
  tant for players to consider as well. The player who imagines that NPCs exist 
  only to be used by his character will end up with characters who are not very 
  popular with said NPCs. Notably, Elizabeth Compton is the only character in 
  the novel who absolutely fails to learn this lesson, and she is punished for it.
  For the GM, it is important to remember that having NPCs behave this way 
  – doing something for the PCs without hope of benefit to themselves, some-
  times at their own detriment – is a great way to make the players care about 
  the NPCs in your setting.  In addition, ERB draws a number of stereotypical 
  characters – the union boss, the embezzler, at least two versions of the job 
  boss, the beat cop, the prostitute with a heart of gold – all characters that can 
  be used almost directly in a role-playing game. As a character, the Lizard begs 
  to be used in a game.
  
  29
  Conclusion
  There are certainly some non-PC elements in this novel. The idea of someone 
  doing good being “mighty white” comes up more than once. As a modern 
  reader, you might find this both jarring and/or offensive. The Efficiency Ex-
  pert is not ERB’s best book, nor is it the most important book for adding the 
  “Appendix N” feel to your games. If you find yourself having access to a copy, 
  however, it is a reasonably interesting and quick read. 
  Hiero’s Journey
  Hiero’s Journey by Sterling E. Lanier was published in 1973, and is a post-
  Apocalyptic fantasy novel taking place 5,000 years after “The Death” – an 
  all-out nuclear and biological world war. Within it, Hiero Desteen (destined 
  hero?) is a priest (cleric?) who has psychic powers, traversing a changed land-
  scape in search of a computer (!) to help defeat the Unclean and their lee-
  mutes (corrupted from lethal mutations, now meaning any mutation inimical 
  to mankind).  Along the way, Hiero assembles a party of adventurers includ-
  ing a telepathic bear, a riding moose (called a “morse”), a female warrior 
  (and love interest), and an “Elevener” who seems an awful lot like a druid. 
  The Eleveners are members of the “Brotherhood of the Eleventh Command-
  ment”, which is that “Thou shalt not destroy the Earth or the life thereon.”
  If this all sounds a lot like TSR’s AD&D or Gamma World to you, you’re 
  not alone!
  The Story
  Hiero Desteen is travelling on his morse, Klootz, seeking a computer for his 
  church, the Kandan Universal Church. The Church is opposed by the Un-
  clean, humans who seek to use the knowledge that brought about the Death 
  for their own ends, and who make common cause with mutants inimical to 
  man. Over the course of his journey, he must fight the Unclean (and escape 
  from their capture), defeat strange creatures, make new allies, traverse the 
  vast and hostile marshes known as the Palood, and explore the ruins of the 
  ancients.  The novel is described as “A Romance of the Future”. And it all 
  takes place around the Great Lakes, which are now the Inland Sea, from 
  post-Apocalyptic Canada to the massive jungles around modern-day Indiana. 
  Naturally.
  Elements for Gaming
  This book is chock full of gaming elements, and it is easy to see how Gary 
  
  30
  Gygax was inspired by it. Living in one of the Great Lakes states himself 
  (flooded by the Inland Sea by the time of Hiero’s Journey), Gary must have 
  felt some level of kinship with the landscape Hiero passes through.
  Here we have the seed of the cryptic alliances of Gamma World, the proto-
  type of the Hool Marshes in Greyhawk, auguries being cast (and enigmatic 
  answers being given), humanoid alliances against men, clerics in leading 
  roles, psionics, intelligent animals, and some weird creatures that defy natural 
  explanation. We also have a truly dangerous fungal entity (House) and its 
  attendant slimes….the abilities and descriptions of which seem familiar from 
  Gary’s work in the Monster Manual and the Monster Manual II. If you 
  want to know why giant lynxes are intelligent in the Monster Manual, the 
  answer is probably the influence of this book.
  This is the first novel I have read where the protagonist actually defeats a foe 
  and levels up. Seriously.
  He was amused that his new confidence seemed more than temporary. 
  Beyond, and indeed underlying, the amusement was a hard-won feeling 
  of mental power. Hiero knew, without even wondering how he knew, that 
  Abbot Demero or any others of the Council would now be hard-put to 
  stand against him...The two battles Hiero had won, even though the bear 
  had helped decide the first, had given the hidden forces of his already 
  strong mind a dimension and power he would not himself believed pos-
  sible. And the oddest thing was, he knew it.
  Tired, but feeling somehow wonderful anyway, he roused Gorm and the 
  morse.
  That’s right. By fighting combats and defeating opponents, Hiero has become 
  more powerful. He is aware of the increase in power, and, although tired 
  (i.e., not at full hit points?) he feels “somehow wonderful anyway” (perhaps 
  because he gained hit points with the new level)?  Interesting. Especially as 
  it predates the game whose mechanics emulate it nearly perfectly. Nor is this 
  the only time Hiero “levels up” after an encounter; using the Dungeon Crawl 
  Classics RPG experience system (where you gain XP for encounters whether 
  you defeat them or not) emulates the novel even better.
  Another interesting note is how episodic the novel feels. While it is a single 
  story, the story seems to be a number of “adventures” that comprise the 
  
  31
  whole. Hiero, Gorm, and Klootz form the initial adventuring party, encoun-
  tering the Unclean. Then they traverse the Palood as a separate adventure. 
  The warrior, Luchare, is rescued and joins the party as a third adventure. Hie-
  ro has a solo go, being captured and then escaping (I guess the other players 
  couldn’t make that session). The reunited party goes through a half-drowned 
  Ancient city (and fights what may well be bullywugs) before encountering 
  a new party member, Brother Aldo. They take a ship across the Inland Sea 
  toward the place Hiero has been sent to investigate, acquiring several new 
  PCs and NPC hirelings. The ship is wrecked, and the new PCs go through a 
  sort of 0-level funnel in the jungle. The group deals with some female for-
  est dwellers (who mate with the male party members in dreams) and then 
  explore the underground multi-level complex of the Ancients. Along the way, 
  they gain several artefacts from the Unclean, some of which are (or might as 
  well be) cursed; including devices that allow the Unclean to track the group.
  Encounter-wise, this novel is rich indeed. Simply reading the Glossary in the 
  back offers a number of interesting ideas for game play, and it is by no means 
  complete. 
  Gorm, the telepathic bear: In GAME terms, clearly a PC, but not one 
  anyone could choose to create. Using the Dungeon Crawl Classics rules, the 
  Judge could allow special character types to arise as part of specific adven-
  tures. i.e., if you play this particular adventure, you might gain a unique PC 
  not available otherwise. I think this is a good solution to the problem posed 
  initially by the 1e Unearthed Arcana and then later (and more strongly) by 
  3e – gamers want those unique PC types in their game, but if they become 
  part of the standard generation process, they are no longer unique.
  Morse: Large empathic riding moose. How this didn’t appear in Gary’s mon-
  ster books is beyond me, because it is a cool idea that certainly fits in with 
  Appendix N gaming.
  House: A giant, intelligent fungus, the section with House in it might as well 
  be the base template for all slimes, molds, and fungi in the original D&D 
  game, were it not for other fungus monsters appearing in other Appendix N 
  literature. With its “harem”, House might be the model for Juiblex or Zug-
  gtmoy.
  The Dweller: A mental parasite that comes from beyond this world, let into it 
  by the changes the Death have wrought. This would be a great encounter for 
  any role-playing game, where battle takes place on the mental plane, rather 
  
  32
  than the physical. There are actually several mental battles in the novel (it 
  is easy to see its influence on psionics in Dungeons & Dragons), but this is 
  probably the best of them. 
  Other Creatures: There are far too many monsters described in this book for 
  each to be given a line-by-line listing. They include giant otters/weasels, wol-
  verine men, the dam people (intelligent giant beavers), colossal giant frogs, 
  giant leeches, giant snapping turtles, a giant loon, anthropomorphic ape-men 
  (howlers), giant fish, giant gulls, man-rats, and a host of other monsters.
  Conclusions
  It is interesting to note how many of the Appendix N works are actually 
  science fiction, or have science fiction elements. For its contributions to 
  role-playing games, Hiero’s Journey is sort of a must-read for fans of D&D, 
  Gamma World, or their later-day clones and derivatives. It is pretty obvious 
  why Gary Gygax included this one in Appendix N, and it is a novel that he 
  listed by name.
  I enjoyed the novel, as well as its sequel, Unforsaken Hiero. I had been told 
  that the second book was not as good, but I enjoyed it very much, and found 
  considerable material for gaming use. Sterling Lanier had intended to make 
  the series a trilogy when he penned the second, but his death prevented the 
  completion of a third Hiero novel.
  Reading this novel will give most GMs a lot of good ideas for monsters and 
  encounters, especially if they don’t mind mixing science fiction and fantasy. If 
  you can get it at a reasonable price, you should. If you are playing in a post-
  apocalyptic setting (Crawling Under a Broken Moon, for instance), then 
  both novels are must-haves.
   
  
  33
  Shanthopal
  Background to the Golden City
  Long before the Earth was dying, and longer still after the younger kingdoms 
  had passed away, the Great Powers returned to our world, and magic flour-
  ished once more. Harken now to the tales of the Golden City of Shanthopal, 
  the Ancient Earth itself, and the Great Powers who shape her destiny.
  Know that the Earth has gone through a great many Ages, where either Law 
  and Technology are ascendant, or the Chaos of unbridled Magic holds sway. 
  At this time, an uneasy balance between Law and Chaos exists, and it is for 
  this reason that the Great Powers of the world are again abroad. They seek to 
  sway the balance to their side, or maintain it, according to their nature. 
  Fell beasts, and spells even more fell, are abroad in the world. Working arte-
  facts of the Old Science still can be found within hidden places. The fabled 
  Blue Star which follows the moon, according to the philosophers of Kulku 
  Mara, the Dwindling God, was once built and inhabited by mortal men. 
  The way to this aethereal bastion may yet be found, it is supposed, within 
  the Golden City itself, Shanthopal; for central now to all the realms of men 
  is Golden Shanthopal, the City at the Crossroads, where the markets of the 
  world meet.
  From the East, caravans brave the Golian Waste to bring spices, silks, and 
  jade from the City-States of the Rudhara and the even more distant Empire 
  of Kathur-Leung and Isles of Ama-Ko.  To the North, beyond the fertile fields 
  and villages that feed Golden Shanthopal, frown the grim and forbidding 
  mountains known as the Ibetayas. The hidden valleys and high reaches of the 
  Ibetayan Range are feared to hide many things, including the buried fortress 
  of the secretive Magicians Oblique, the whisper of whose name brings fear to 
  the lowland people.  To the West stretch the nations of Mêdterra until one 
  reaches the utmost north and west, were barbarian tribes hold sway:  Hu-
  grovania, Troyous, Morrosia, Aquitainia, and Virulanis.  Across the Vilaymer 
  Sea to the South lay the nations of Djinnaq, Mohurdistan, Tigrippis, and Old 
  Ægyptus, where the Pharaohs of Sun and Moon have held sway in the Lower 
  and Upper Valleys since the Age of Beasts Reborn. And, beyond the Sea of 
  Powder, South and West, lie the nations of Zukulu, Kemolya, and Nubaris, 
  and the vast perfumed Jungles of Æfrik and Oataxa.
  
  34
  Within Golden Shanthopal, many gods hold sway, and many temples com-
  pete.  Officially, those who dwell herein worship of the Nine Gods of Sh-
  anthopal, who are said to inhabit tombs in the inner precinct of a massive 
  arched sanctuary on the Avenue of Idols, but in practice They are largely 
  ignored, save on Tithing Day. The Nine can be called upon by Their priest-
  hood to defend the city, but Their price is high – sometimes higher than the 
  price of those they would be called against, for the Nine prefer Their long 
  dreams to the hard reality of Shanthopal. Indeed, it has been more than a 
  century since the Nine have walked (unless rumors of Their sleepwalking in 
  the catacombs beneath the city be true), and then They took the High Prelate 
  and his Nine Cardinals for the audacity in calling upon them against what, in 
  Their view, was but a minor threat.
  Golden Shanthopal is riddled with tunnels and chambers below its streets. 
  The Catacombs of Shanthopal are of two types: Temple Catacombs, for the 
  internment of priests, and the Public Catacombs, which predate even the 
  Old Cemetery, and have few direct access points now to the city above. The 
  best known entrance to the Public Catacombs are the great doors (locked and 
  heavily fortified) in Charnel Park.
  Charnel Park is where the dead were burned by the thousands during the 
  Boneplague. Its soil is rich and fertile due to the ashes spread there, but what 
  grows there is not always perfectly natural and canny, and weird things are 
  said to sometimes go abroad there at night. On a night of the new moon, 
  would-be wizards or elves may meditate in Charnel Park to make contact 
  with Bān-Scyga, the disease spirit which caused the Boneplague centuries ago.
  Many of the powerful families of Shanthopal have crypts dedicated to their 
  ancestors. Most of these have surface levels, accessed either on private estate 
  grounds or in the Old Cemetery. There are few family crypts in the New 
  Cemetery, as there are few who have come into the requisite level of power 
  and wealth since the New Cemetery was founded.
  The older, larger, and/or more influential the family, the larger the crypt 
  extends, both on the surface and below. Usually, this also means that there 
  are better locks, more traps, etc., as well. Where family crypts connect to 
  the underworld, there are usually strongly built locked doors to allow access; 
  these are intentionally built to allow the family to go below for whatever 
  purposes they may have.  Thieves, smugglers, cultists, the wealthy, the secre-
  tive, and the paranoid have created tunnels beneath the Golden City, to allow 
  for secret exit and entry into homes or businesses…or even secret temples and 
  
  35
  spaces to gather unseen.
  The city of Shanthopal has been built and rebuilt over the centuries, and 
  events have buried whole streets and buildings. In some cases, portions of 
  these streets are still open, and buildings can be reached through them. A 
  building in one partially-open street might allow, through another door, 
  egress to another portion of semi-collapsed streets. The easiest-to-reach por-
  tions of buried streets are the courts of beggars, but other streets remain the 
  haunt of lingering dead things that mock the daily activities of the living, 
  or creatures that have crawled up from below. Among the un-dead are the 
  dapper ghouls of the dread Boneknapper’s Guild, which collects and polishes 
  bones, and uses human kneecaps for money.
  In addition, as the mortal population of the Earth has dwindled in these later 
  days, in many places there are blocks of ruined buildings, some of which have 
  become tenanted by other things. The greatest region of these ruins, the mist-
  haunted Quarter of Uneven Dusk, is not entered by most folk after the hours 
  of darkness.
  
  36
  Using Patrons in the 
  Dungeon Crawl Classics 
  Role-Playing Game
  It is difficult to claim that any facet of the jewel that is the Dungeon Crawl 
  Classics is shinier than any other facet, but there can be little doubt that 
  patrons shine a bit more brightly for being new, interesting, and (perhaps) 
  underrepresented in the core rulebook. Patrons are supernatural beings that 
  are willing to bargain with mortals, trading magical power for service. Po-
  tential new patrons repeatedly show up in Dungeon Crawl Classics adven-
  tures (both official and third-party publisher adventures). When this article 
  was originally written as a blog post, none of those adventures include a full 
  write-up for a patron; that has changed considerably. In addition to those 
  patrons appearing in the Angels, Daemons, and Beings Between source-
  book (Dragon’s Hoard Publishing), new patrons have arisen in Goodman 
  Games, Purple Duck Games, Purple Sorcerer, Chapter 13 Press, Cogni-
  tions Pressworks, and other publishers’ game materials.  This is great, because 
  new patrons are always welcome.  Furthermore, the concept of demi-patrons 
  is introduced in CE 5: Silent Nightfall, and further explored in CE 6: The 
  Crimson Void (both published by Purple Duck Games).
  It is important to remember that all patrons are unique. When devising new 
  patrons for your home milieu, consider making changes to how the Patron 
  Bond and Invoke Patron spells work in relation to that patron. For example, 
  Yallafial, Queen of the Birds, has a wavering attention span that varies be-
  tween automatic failure when she is invoked to a +6 bonus on the spell check 
  roll! Likewise, spells do not all have to be equally useful, nor do they all have 
  to be useful in combat. Flavor is the most important consideration here; the 
  spells must match the patron.
  The core rulebook suggests that every patron has three spells, one each of lev-
  els 1, 2, and 3. This is certainly a way to go, and is a good way to create most 
  patrons, but you need not follow this scheme slavishly. Some patrons may 
  allow more spells; others may allow less. It is easy to imagine a patron with 
  three 1st level spells in addition to one 2nd and one 3rd level spell. All the 
  
  37
  Judge need do is make certain that there is a cost somewhere else to balance 
  out this generosity – for example, especially harsh spellburn results or patron 
  taint.
  If you are considering patrons to be just a “Wizard thing”, you are selling 
  them short. The core rulebook discusses using patrons with Wizards and 
  Elves, and gives a nod to other classes in the text of the Patron Bond spell. 
  In addition it notes that powerful supernatural beings can affect the Luck of 
  those who aid or oppose them. Patrons are among the supernatural beings 
  meddling in the affairs of the world. The Judge is well advised to know what 
  they want, if not how they intend to get it, and use patrons to spur adven-
  tures. Even if no one in the group has a patron, these supernatural beings are 
  interested in moving PCs and powerful NPCs like pieces on a multi-dimen-
  sional chessboard, seeking to win advantage against other equally powerful 
  beings. The relationship between patron and adventurers need not always 
  be the result of a PC Wizard or Elf seeking out the patron. The patron may 
  well seek out the PCs. Indeed, the patron may direct an NPC Wizard to cast 
  Patron Bond to tie willing PCs to that patron’s cause, whether they know the 
  spell or not.
  Likewise, PCs may find themselves opposing one potential patron while un-
  knowingly aiding another in a game whose rules they don’t fully understand. 
  This sort of action happens quite often in Appendix N fiction, and is quite 
  appropriate in the Dungeon Crawl Classics role-playing game.
  For more ideas on using patrons in DCC adventures, consider the following:
  • 
  The Portal Under the Stars (Joseph Goodman): core rulebook, pp. 452-
  456. The entire action of the adventure, as well as the site itself, may be 
  considered the result of a patron’s actions long ago.
  • 
  DCC #68 People of the Pit (Joseph Goodman):  Includes the most fully 
  developed “patron” outside the core rulebook at the time of the original 
  blog post, which drives the action of the adventure.
  • 
  DCC #70 Jewels of the Carnifex (Harley Stroh): Includes a potential 
  patron (which must be developed by the Judge to be used as such), and 
  the action of the module revolves around higher supernatural powers.
  • 
  SC-1 Perils of the Sunken City (Jon Marr): Excellent use of an interest-
  ing potential patron, and the rivalry between patrons is directly respon-
  sible for the scenario encountered. Again, the Judge must develop one 
  of the patrons involved before they can be used by PCs; the other now 
  
  38
  appears fully developed in The Sunken City Omnibus. In my original 
  blog post, I had written “Frankly, if Purple Sorcerer Games ever decided 
  to put out a Sunken City Sourcebook (with an overview, some adven-
  ture hooks, NPCs, and full patron information), I would snap it up in a 
  heartbeat!”. That is exactly what Purple Sorcerer’s Jon Marr did, and I 
  was glad to snap it up!
  • 
  SC-2 The Ooze Pits of Jonas Gralk (Jon Marr): Again, this module 
  supplies the Judge with the bare bones of two potential patrons, both of 
  which demand more information, and the action is driven by their inter-
  actions with mortals. 
  These are certainly not the only DCC adventures to deal with patrons, but 
  they are adventures that show how it may be done in various ways and with 
  interesting effect. From Purple Duck Games, look for Paul Wolfe’s AL-2 
  Sepulchre of the Mountain God for two more potential patrons, and AL 6: 
  Playing the Game (Perry Fehr) for three more new elemental compatriots to 
  Ittha, Prince of Elemental Winds. Somnos, in my own Through the Cotillion 
  of Hours is not fully detailed as a patron, but the basics are given. See also 
  CE 2: The Black Goat, and the FT Series for ideas for ideas on how to work 
  patrons into adventures. Stormlord’s recent Black Powder, Black Magic has 
  an excellent introduction to a potential patron in the first issue, although he 
  is not fully described.
  In conclusion, try to remember that patrons are not just for spellcasters. Try 
  to make your patrons proactive as well as reactive within the campaign mi-
  lieu. As Elric’s foe, Theleb K’aarna, learned to his regret, it is not just casters 
  who drop patrons – patrons also drop casters who fail in their tasks. Elric’s 
  not being bonded to the powers of Law didn’t stop Donblas the Justice-Mak-
  er from aiding him in Nadsokor. The more fully realized your patrons, the 
  more they influence your campaign world, and the more that world comes 
  to life. It’s part of the genius of the system, and a very bright facet among the 
  many bright facets which make Dungeon Crawl Classics my personal role-
  playing game of choice.
  
  39
  Devising Initial Adventures for 
  Dungeon Crawl Classics
  Theory
  When preparing to run a Dungeon Crawl Classics RPG campaign, the 
  aspiring Judge must obviously devise a starting adventure, or use one that is 
  currently on the market. This essay assumes that the Judge wishes to devise 
  his own adventure.  The initial adventure described in the rule book is in-
  tended to be a 0-level character funnel, in which numerous 0-level nobodies 
  are winnowed down to the core surviving adventurers. Thus ends the initial 
  adventure.
  I argue that this is a mistake (and I would argue that the funnel in the core 
  rulebook seems to imply the same). In my opinion, the best initial adventure 
  offers a natural stopping point where the survivors can rest, reflect, and grow 
  in power, and then continues with the newly minted 1st level adventurers.  In 
  DCC, the 0-level characters require an average of 5 encounters to reach 1st 
  level. That may be a lot of encounters to survive at 0-level, but it is not a lot 
  of encounters for an adventure. The sample initial adventure in the core rule-
  book, for example, contains more than 5 encounters. Remember that dealing 
  with traps also counts as an encounter!
  Obviously, the Judge can vary the number of encounters required (as does the 
  initial adventure in the core rulebook) by making some less difficult, so as to 
  result in 1 or 0 XP. This is perfectly acceptable, and makes sense. However, 
  this also limits the adventure, and prevents the characters from experiencing 
  actual growth during the adventure. The setup of the DCC strongly encour-
  ages actual growth during the initial adventure – both based upon the ruleset 
  and the Appendix N source material – so that, again, allowing characters to 
  level during this adventure should be strongly encouraged.  
  I therefore encourage you to break your initial offering into two parts: the 
  0-level character funnel, and the 1st-level finale.
  
  40
  The 0-Level Character Funnel
  Some of the requirements of the 0-level character funnel are obvious, but 
  some might be a bit trickier for the Judge to anticipate. That the funnel must 
  contain enough danger to winnow the wheat from the chaff is clear – char-
  acter death must be a real possibility. In addition, character growth must be 
  planned for.  Your surviving characters are going to become warriors, thieves, 
  wizards, clerics, and demi-humans. The demi-human path is easy; the charac-
  ters were prepped for this by rolling their starting occupation, and the Core 
  Rulebook contains at least one Patron that is well suited for elf characters. 
  Elves can buy one set of mithral armor and one mithral weapon at standard 
  prices when they attain 1st level; you will need to have something in place 
  to both allow this to occur, and to not create a situation where said mithral 
  goods are always available (If you have access to my FT Series adventures 
  from Purple Duck, the Forest Anvil in Creeping Beauties of the Wood is 
  designed specifically to address this need.)
  Thieves are also easy enough to deal with, so long as the funnel contains suf-
  ficient traps for them to overcome and sufficient wealth for them to obtain. 
  Preferably, there is treasure that requires some intelligence and/or work to 
  attain.
  Warriors are going to need access to weapons and armor. Your initial setup 
  must make these available, even if they are not the best possible weapons and 
  armor (and they should not be)! Potential warriors are also going to need op-
  ponents they can fight. As with the initial offering in the core rulebook, this 
  should be a combination of simple and difficult fights, and the difficult fights 
  should be resolvable using brains over brawn. The opponents must also be 
  interesting, at least some of them demonstrating some unexpected property…
  even if you only make the giant rats have hand-like paws and be capable of 
  speech.  Clerics and wizards are the tricky pair. You have to ask yourself, what 
  in the 0-level funnel can encourage a character to take these two paths? 
  If you have the core rulebook, or picked the Free RPG Day version of The 
  Portal Under the Stars, give a quick read-over of the adventure. Now, come 
  back and tell me, why would any PC going through that adventure feel a 
  calling toward clericism? The player may wish to have a cleric, sure, but that 
  career does not arise naturally from the adventure as presented. Your initial 
  funnel must include the divine in some way, shape, or form. It may include 
  a hidden shrine where the influence of a god is felt, or it may include a fight 
  against some unholy thing in which a holy artefact is of aid. It may include 
  
  41
  a mark of a god on the floor of one chamber where the PCs find themselves 
  safe against the undead hordes assaulting them. There must be something.  
  Good examples of this can be found in Sailors on the Starless Sea and 
  Prince Charming, Reanimator. I love Frozen in Time as a funnel, but any 
  cleric arising from it does so purely from the player’s desire, the group’s need, 
  a survivor with a high Personality, or some combination of the same. Like-
  wise, you are going to have to do some background work on the divine in 
  your setting. If a cleric knows the spells of his god, you are going to have to 
  know which spells those are. Moreover, you need to communicate this effec-
  tively to your players if they choose to level as clerics.
  Potential wizards need a way to access spells. They also need a way to make 
  contact with potential patrons. This, again, means that you as a Judge should 
  go to the effort of devising those patrons fully. Don’t worry if the material 
  isn’t used yet; as your campaign progresses, your unused patrons can appear 
  as the masters of NPCs, and may eventually attract different PCs to their 
  patronage. You need to be willing to give your players options; just don’t be 
  shy about making them work for it. In The Portal Under the Stars, there is 
  a way to confer access to the invoke patron spell that will not necessarily be 
  obvious to the players. This is okay; it is better to have too many opportuni-
  ties that are hard to find than too few that are obvious. This is a requirement 
  for a feeling of actual discovery.
  Note, too, that not every patron should be wise to choose. Offering players 
  poor choices, as well as good choices, is a necessary part of allowing them to 
  decide their characters’ fates by those choices. Moreover, some things that 
  seem to be good, or bad, choices, should be the opposite. Better yet, whether 
  the choice be for weal or woe can depend upon subsequent choices….
  Transition
  Look again at The Portal under the Stars, and see how the adventure points 
  towards investigating a dryad sighting to the east. Your 0-level funnel should 
  contain a similar sense of unfinished business, which draws the characters 
  into the 1st-level finale. In effect, I argue that the core rulebook offers only 
  half of a starting adventure – if you use it, you really ought to prepare the 
  other half! If not, you steal an important part of the role-playing game experi-
  ence from your players.
  Remember that in the DCC, characters gain XP for surviving encounters, 
  
  42
  even if they run screaming from them. This builds in a good way to transition 
  – a threat remains that must be dealt with, but the 0-level characters are not 
  powerful enough to do so. They must go back into the darkness, perhaps by 
  another route, to deal with what was left behind.  There is precedence for this 
  in Appendix N fiction as well. See, for example, A. Merrit’s The Moon Pool 
  and Dwellers in the Mirage.
  The funnel may also indicate the resting place of a treasure which can be ac-
  cessed only at certain times, giving the PCs a chance to rest and level, but a 
  need to head out again before too long.
  Another model might be taken from The Hobbit, where the overall adventure 
  is getting from Point A to Point B, and the 0-level funnel is reaching some 
  safe place (ala Rivendell or Beorn’s House) along the journey. Characters can 
  then rest there and level up. The advantage of this model is, of course, that 
  what the group is headed to Point B for might make up their first 2nd level 
  adventure, if they have enough encounters along the way.  The point is that 
  (a) the danger (or goal, such as a treasure to be won) must be pressing enough 
  to require returning to the overall adventure sooner rather than later, but (b) 
  must allow enough downtime to believably level the characters.
  Imagine a scenario where a village is being attacked by Unknown Things in 
  the Night, and send the 0-lvl PCs to a nearby castle for aid. On the way to 
  the castle, they experience the 0-lvl funnel as the Things try to stop them, and 
  even see where the Things are coming from. They rest at the castle, level up, 
  and are sent back to deal with the Things themselves! Perhaps the local lord is 
  responsible for the incursion in some way –such as a curse – and he hopes the 
  PCs will deal with it for him, as he cannot.
  The 1st-Level Finale
  The 1st-level finale need not make the characters reach 2nd level. Its purpose 
  is twofold: (1) to resolve the issue(s) arising in the 0-level funnel, and (2) to 
  showcase character growth.  As to the first purpose, even using the “treasure 
  map” scenario, the adventure must “loop back” onto the material in the fun-
  nel. It answers some unresolved questions, faces similar opponents, and/or 
  fulfils the promises of the first half. 
  For example, the funnel could include a locked and unopened door, and the 
  treasure the map leads to could be the key.  Or, if the PCs were forced to flee 
  
  43
  from some chthonic horror as part of the funnel, have the danger it presents 
  continue to be real. Imagine a scenario where the funnel leads in through one 
  set of tunnels, which the horror causes to collapse behind the fleeing PCs. 
  Now the PCs must enter through another way (possibly by following the hor-
  ror’s minions), and end its terror for good. What, then, of the other tunnels 
  leading to its chamber? Meat for other adventures, perhaps.
  Examine the structure of The Hobbit, and you will see how ideas, themes, 
  and creatures recur within the text. Bilbo lives underground, enters the troll 
  hole, enters the goblin caves, enters the wood elves caves, and enters the 
  dragon’s lair. He bandies words with hidden meanings with Gandalf, with 
  Gollum, and with Smaug. He sleeps in on the day the company is to leave, 
  Bombur falls into a long magic slumber, Thorin sleeps beneath the Mountain 
  in death. He finds the key to the troll’s hole (which they would have thought 
  secret), gets the keys from the wood elves’ gaoler, and figures out how to use 
  the key to the hidden door in the Lonely Mountain. He finds Sting, the Ring, 
  and Arkenstone. And so on. Each section of the story parallels and reinforces 
  earlier sections.
  If one was using The Portal Under the Stars as the 0-level funnel, a suitable 
  1st-level finale would link the dryad to the extradimensional tomb in some 
  way. Perhaps she was the lover of the warrior-mage from long ago? Perhaps 
  she also serves the goat-headed patron, but has displeased him in some way? 
  Better yet, the quest for the dryad leads to a portal to the alien’s world/di-
  mension, giving the PCs strong reason (though perhaps not taken!) to avoid 
  making pacts with the goat-headed entity. 
  The point is that the arcs should not seem unrelated by the time they are re-
  solved – the second half brings the events of the funnel to a satisfying conclu-
  sion. The best 1st level finales will make the players rethink what they learned 
  in the funnel by casting that location and those events in a new light.
  No More Generic Orcs!
  The Goodman Games “No more generic orcs” concept also means “No more 
  generic campaign milieus” – you will have to work to create a vibrant DCC 
  RPG setting. Your world will contain gods, patrons, spells, and monsters that 
  are unique. It is better to start with the first adventure.  The unknown works 
  better within the context of the known. This is true in much of the Appendix 
  N literature, as well as in role-playing games. You might create unique orc 
  
  44
  analogues, and the humanoids in the next valley over might be unique, but 
  you would be wise to develop a stable of recurrent creatures as well.
  Consider again the way the goblins, wolves, and eagles are used in The Hob-
  bit. They are not simply “throw away” creatures that appear in one chapter so 
  that the creatures in the next chapter may be unique. And all appear again in 
  The Lord of the Rings. Each of these volumes also has unique creatures which 
  are encountered only in specific locations.  A persistent world needs persistent 
  creatures; and Appendix N worlds also needs unique creatures. The best of all 
  possible worlds has both. Horses, dogs, wolves, chickens, and pigs are certain-
  ly ubiquitous. That Conan encounters lions in The Tower of the Elephant 
  should not imply that there are no lions elsewhere in the world – quite the 
  opposite, actually – but encountering Yag within the Tower should remain 
  a unique occurrence.  New creatures allow for surprise, fear, and wonder. 
  Known creatures give a world depth, and allow choices to be made within a 
  familiar context. The discerning Judge will have to learn where to draw the 
  line between the two.
  Reading the Appendix N books is a good start to this. You will see how 
  various authors dealt with having enough persistent creatures to make their 
  worlds viable, while allowing unique entities to be unique. Another good 
  example to follow is Doctor Who. In classic Doctor Who, various monsters 
  recur, but not always in the same way they had been seen before. The new 
  Doctor Who series makes use of classic monsters as well, and is not afraid to 
  change them to meet a different vision. Both versions also include a plethora 
  of new creatures, and you can easily see how the new, the persistent, and the 
  unique are combined to create moments of both surprise and series depth.
  In order to showcase character growth, it is actually valuable to have some 
  of the same creatures appear in the 0-level funnel and the 1st-level finale. 
  Just not all of the same creatures. That way the players can experience their 
  characters’ growth in a visceral sense. The “glowing starfish” they found so 
  difficult in the funnel are now easier to defeat….it is the thing spawning 
  these creatures that they really need to worry about.  Getting at least 2 hours 
  of play for each hour of work is an important goal for Game Masters. This 
  is as true for DCC as for any other game. If you want to run a campaign in 
  this system, you should strongly consider how you can reuse the material you 
  have created. Persistent and recurrent monsters are as important as unique 
  ones. You should prepare for this with your initial adventure as well.
  
  45
  Different from WotC-D&D
  In Wizards of the Coast’s 3rd edition of Dungeons & Dragons, there was 
  an expectation that characters would gain a level after an average number of 
  encounters, and this has formed the basis of expected play thereafter. Overall, 
  I feel that this is a bad idea, and that it led to some real problems in the way 
  adventures for these editions were created.
  I’ve written about this before. Specifically, the expectation that challenges 
  would rise to match new levels led directly to a different kind of “funnel” – 
  adventures that were extremely linear in nature. If an adventure is to take the 
  PCs from 1st level to 3rd level, it is important that they cannot encounter the 
  3rd level encounters at 1st or 2nd level. The adventure designer must control 
  the order of encounters, and the only way to do this is to proscribe player 
  choices that would allow encounters to occur out of order. There is some 
  danger of the same result with the setup I am proffering. In order to avoid 
  problems of this nature, there must be a logical rest point between stages, and 
  it must be the stages, not the individual encounters, that are level-dependent. 
  In effect, the rest area acts as a “choke point” between the stages.
  There are two considerations the adventure designer and Judge must take into 
  account: 
  1. The players must absolutely have freedom in the choices they face 
  dealing with each stage.
  2. There should be some ability to bypass the rest point and/or take the 
  stages out of order. 
   In other words, while the overall adventure may follow an “A > rest point > 
  B” formula, both stages A and B must be more free-form in nature. The first 
  stage may be less free-form than the second as a matter of form: an average of 
  five encounters along a journey offers fewer choices than a sprawling ruin or 
  dungeon complex does. It is still better to offer more than one possible path, 
  so that would-be adventurers can avoid one set of encounters by choosing to 
  face another. For example, if stage A required reaching a fortified area, the 
  characters might have a choice of taking an underground tunnel or a moun-
  tain pass. The PCs might even split up (there are, after all, plenty of charac-
  ters in the 0-level funnel), attempting both routes in the hope that someone 
  makes it through!
  Stage B should be as free-form as you can make it. The more choices the 
  
  46
  adventures face, the better, so long as those choices don’t rob the scenario 
  of its energy.  The ability to bypass the rest point is also important. Let us 
  say, again, that you imagine Stage A is to reach a fortress, where the PCs are 
  sent to investigate a ruin as Stage B. Some trail should lead from Stage A to 
  Stage B directly, bypassing the fortress, and, while there should be sufficient 
  clues that this is the “wrong way” (i.e., is not the way to the fortress, not that 
  the Judge considers it a wrong decision by the players), the players must be 
  free to choose it. They might just do a reconnaissance. They might all die. 
  They might resolve the problem before reaching the fortress. Indeed, having 
  resolved the problem, they might never bother going to the fortress at all.  All 
  of these results must be okay, or players are stripped of a level of agency they 
  have a right to expect.
  Conclusions
  The perfect introductory adventure for Dungeon Crawl Classics isn’t going 
  to come about by accident, and it will not come about by following the TSR 
  or WotC model. The ruleset offers the potential for a really excellent first ex-
  perience, but the prospective adventure designer has some unique challenges 
  based upon the ruleset used. 
  1. Design for the “0-lvl funnel > rest area > 1st-lvl finale” structure.
  2. Make sure that each stage offers significant choices, and that the 
  structure can be subverted by the players if they so choose.
  3. Make sure that each class has the requirements to reach 1st level in 
  the funnel stage. That means the chance to gain weapons and armor, 
  interact with the divine, gain wizard spells and gain potential patrons.
  4. Make sure that the rest area offers a way to gain mithral equipment 
  for elves. Preferably, the rest area should include a church or temple 
  for new clerics to be invested, and something that hints at future 
  adventures. There must be some reason that the folk in the rest area 
  don’t solve the problem themselves.
  5. The funnel stage must tie into the finale stage; there must be continu-
  ity of plot, theme, etc. The finale stage serves to bring the funnel stage 
  to a satisfying conclusion, and shows how the characters have grown.
  6. Design work for the introductory adventure should be persistent 
  whenever making it so doesn’t damage the overall milieu. While some 
  monsters should be unique, others should not be. There should be 
  reasons for higher-level characters to revisit the initial adventure areas. 
  Note that, as the core rulebook suggests that a relatively small milieu 
  
  47
  is ideal, this shouldn’t be difficult.
  7. It is never a bad idea to plant the seeds of other potential adventures. 
  Do so early; do so often.
  You can do less, but doing so means that you’ll not be taking full advantage 
  of the strengths of the Dungeon Crawl Classics rules. Sometimes this might 
  even be a good thing – not every funnel needs to be “ideal”! No structure 
  should be followed slavishly!
  Postscript
  Some gameplayers have expressed the opinion that the idea of seeding the 
  adventure area to prep for 1st level characters is antithetical to the idea of 
  throwing four 0-lvl nobodies per player into the funnel and seeing who 
  comes out.  I don’t believe that this is so.
  Providing the means for religious experience doesn’t mean that any survivor 
  will be a cleric, nor does seeding the area 
  with potential spell knowledge or pa-
  trons mean that any survivor will be 
  a wizard. What it does mean is that, 
  if some survivor should end 
  up being a cleric or a wizard, 
  that decision will make sense.  
  Likewise, the idea that the 
  characters then have a chance to 
  see how their schlubs have grown, 
  and to discover a new facet of the 
  original funnel – that some of their 
  initial assumptions and understanding 
  were wrong – is pure Appendix N. It is 
  also good game structure, and need not 
  assume anything about who survives, 
  or what class they will be.  What I am 
  suggesting is meant to deepen 
  the funnel experience, not to 
  subvert it.
  
  48
  Learning Spells on the Fly, or, 
  The Slippery Slope of Arcane 
  Doom
  A wizard or elf may attempt to learn a spell he is aware of without spending 
  the requisite time to study, but such an attempt is hazardous. First off, the 
  character must make a check against DC 10 + the spell level as part of an 
  attempt to cast the spell. The initial check consists of 1d16 + caster level + In-
  telligence modifier.  If this check fails, the character suffers a misfire from the 
  attempted spell. If this check results in a natural “1” the check automatically 
  fails, and the would-be caster suffers corruption as well. In addition, in the 
  event of a natural “1”, all subsequent attempts to learn the same spell on the 
  fly reduce the die used for the check, as per the die chain. Each failed attempt 
  also gives a +1 bonus to learning the spell if normal research is then used, to 
  a maximum bonus of +4.  If the character succeeds, he has learned the spell! 
  This hap-hazard method of learning, however, requires a second Mercurial 
  Magic check with a -20 penalty to the roll. The effects of both Mercurial 
  Magic checks take place whenever the wizard or elf casts this spell.
  
  49
  Ammonites for Dungeon Crawl 
  Classics
  An ammonite is a prehistoric cephalopod mollusk, similar to a chambered 
  nautilus in appearance, but related to squid and octopi.  An ammonite has a 
  large, spiral shell resembling a tightly-coiled ram’s horn and numerous long 
  tentacles. They attack with grasping tentacles and a sharp jawplate structure 
  called an aptychus. Smaller ammonites only attack in swarms, while larger 
  ones can attack individually. 
  Depending upon the size of the ammonite, the tentacles may be used merely 
  to grasp, or may also constrict and rend for additional damage. Damage from 
  constriction and rending is automatic to any creature struck by a tentacle 
  attack, taking place each time the ammonite has initiative. A captured target 
  can escape by making an Agility or Strength check (using an Action Die; DC 
  determined by ammonite size).  Note: “Size” is not normally used in Dun-
  geon Crawl Classics the way it is used in SRD-based games. I used it in this 
  case to allow differentiation between various sizes of creature. 
  A Large or a Huge ammonite can hold multiple opponents, although it can 
  only bite one at a time. A Large ammonite can hold two creatures; a Huge 
  ammonite can hold four. An ammonite with a bite attack can only bite a held 
  opponent, and it can do so once per round without using an Action Die.
  If its morale fails, an ammonite releases a cloud of black ink into the water, 
  creating an area of total concealment four times as large as the originating 
  creature. This ink cloud disperses after 1 round per Hit Die of the ammo-
  nite creating it. Each ammonite holds enough ink to create 1d4 ink clouds. 
  It takes from 1 hour to 1 day, depending upon the size of the ammonite, to 
  create enough ink for an additional usage, with smaller ammonites recharg-
  ing their ink clouds more quickly than larger ones. The ammonite uses the 
  opportunity so created to escape.
  Ammonite swarms share the common characteristics of all swarms: They are 
  effectively immune to weapons damage and spells without an area effect. A 
  creature caught in the area of a swarm must make a DC 10 Fort or Will save 
  in order to take any action, or the Action Die is lost. A swarm automatically 
  
  50
  attacks any creature in its area each round.
  5% of Medium ammonites gain an evil intelligence. As ammonites grow, this 
  chance increases by 5% with each size category, so that there is a 10% chance 
  of Large ammonites being intelligent, and a 15% chance of Huge ammonites 
  being so. Intelligent ammonites gain 1 levels of the wizard class if Medium, 
  1d4 levels if Large, and 1d5+2 levels if Huge. The manifestations of an am-
  monite’s spells should always match the creature’s nature – related to water, 
  tentacles, the ocean, clouds of ink, its spiral shell, and darkness. An ammonite 
  wizard can only use one of its Action Dice to cast a spell in any given round. 
  Ammonite wizards are Chaotic.
  Tactics
  Ammonites simply grasp their prey, drawing it close enough to bite, until 
  driven off or slain. If an ammonite can hold more than one creature, it will 
  bite at the creature it bit last 50% of the time, and bite a random held crea-
  ture 50% of the time. An ammonite that fails a Morale check releases its ink 
  cloud and flees in a random direction.
  Ammonite swarm (5’ radius swarm of six-inch-long ammonites): Init +3; 
  Atk swarming bite +0 melee (1d3); AC 16; HD 2d8; swim 10’; Act special; 
  SP swarm traits; SV Fort +3, Ref +6, Will +0; AL N.
  Ammonite swarm (10’ Radius swarm of foot-long ammonites): Init +2; 
  Atk swarming bite +1 melee (1d5); AC 14; HD 3d8; swim 20’; Act special; 
  SP swarm traits; SV Fort +4, Ref +5, Will +0; AL N.
  Ammonite (Small): Init +6; Atk grapple +2 melee (1d5) or bite +0 melee 
  (1d4+1); AC 14; HD 1d8; MV swim 30’; Act 1d20; SP grapple (DC 10 to 
  escape); SV Fort +4, Ref +4, Will +0; AL N.
  Ammonite (Medium): Init +4; Atk grapple +6 melee (1d6) or bite +3 melee 
  (1d5+2); AC 14; HD 2d8+2; MV swim 40’; Act 2d20; SP grapple (DC 12 to 
  escape), 5% are intelligent with 1 Wizard level; SV Fort +6, Ref +2, Will +2; 
  AL N.
  Ammonite (Large): Init +2; Atk grapple +8 melee (1d7+1) or bite +4 melee 
  (1d6+2); AC 16; HD 3d8+6; MV swim 30’; Act 4d20; SP grapple (DC 16 
  to escape), constrict and rend, 10% are intelligent with 1d4 Wizard levels; SV 
  
  51
  Fort +8, Ref +1, Will +4; AL N.
  Ammonite (Huge): Init +0; Atk grapple +12 melee (2d6+2) or bite +4 melee 
  (3d5); AC 20; HD 8d8+24; MV swim 20’; Act 8d20; SP grapple (DC 20 to 
  escape), constrict and rend, 15% are intelligent with 1d5+2 Wizard levels; SV 
  Fort +12, Ref +0, Will +6; AL N.
  R’yalas, Lord of the Drowned Ones
  This huge, ancient ammonite wizard is a suitable opponent for powerful PCs. 
  He dwells in a deep grotto beneath the warm seas of a “Lost World” region 
  teeming with gigantic amphibians and huge saurian monsters. This creature 
  keeps the Malachite Rod within its lair, allowing it to animate and control 
  drowned sailors as guardians and servitors. The wealth of a dozen or more 
  wrecked ships awaits whoever can defeat R’yalas.  They will need some form 
  of diving gear first.
  In writing stats for R’yalas, I used Umwansh, Father of the Waves, from 
  Angels, Daemons, & Beings Between, as his patron. This was merely so that 
  invoke patron results for a maritime patron would be readily available to the 
  harried Judge. However, if the Judge has the time and inclination, a more 
  specific patron of warm seas, un-dead sailors, drowning, madness, and mol-
  lusks would be even better. Cthulhu, anyone?
  R’yalas, Lord of the Drowned Ones (Huge ammonite wizard 5): Init 
  +0; Atk grapple +14 melee (2d6+2) or bite +6 melee (3d5); AC 20; HD 
  8d8+5d4+39; hp ;79; MV swim 20’; Act 8d20 + 1d14; SP grapple (DC 20 
  to escape), constrict and rend, spells (+6 to spell check: Animal Summoning, 
  Choking Cloud, Flaming Hands [energy substitution – freezing hands], Magic 
  Missile, Invoke Patron (Umwansh, Father of the Waves), Patron Bond, Invisible 
  Companion, Nythuul’s Porcupine Coat, and Fireball [energy substitution – acid 
  ball]); SV Fort +14, Ref +1, Will +9; AL C.
  
  52
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  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave 
  Arneson.
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-
  games.com or contact info@ goodman-games.com
  Dispatches from the Raven Crowking V.1 - Choices, Context, and Consequences © 2015, 
  Purple Duck Games; Author Daniel J. Bishop
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by 
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