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Showing posts with label magic realm. Show all posts
Showing posts with label magic realm. Show all posts

Monday, June 27, 2011

Magic Realm: The Black Knight

I've mentioned before that Avalon Hill's Magic Realm is the best fantasy-adventure role-playing board-game ever invented.

Magic Realm's greatest fault? An earlier set of labyrinthine, and nearly inscrutable, rules. Those rules caused most Magic Realm early-adopters to throw up their hands in frustration, relegating the game to the top shelf of the game cabinet, never to be played again.

Though the rules remain labyrinthine, they have since been cleaned up by a group of stalwart fans. But the game is now long out of print. And it's unlikely to be reprinted anytime soon, since the world has moved on from the chit and hex styled board-game.

Attempts to purchase a copy of Magic Realm are an exercise in frustration, because of the game's out-of-print and cult status. But you can obtain a free electronic version, called Realmspeak, that is a near perfect re-creation of the board-game.

The problem is, once you download Realmspeak, what do you do with it?
That's where video tutorials come in. Here is the first part in a series of tutorials at Bookshelf Games, this one using the Black Knight, my favorite Magic Realm character.



Magic Realm Black Knight 2 Week 1 from BookshelfGames on Vimeo.

If you have a copy of Magic Realm, or are interested in trying Realmspeak, these videos are a good place to start, to understanding how Magic Realm works, and what you are supposed to do, with each of the Magic Realm characters.

Magic Realm: The Black Knight

I've mentioned before that Avalon Hill's Magic Realm is the best fantasy-adventure role-playing board-game ever invented.

Magic Realm's greatest fault? An earlier set of labyrinthine, and nearly inscrutable, rules. Those rules caused most Magic Realm early-adopters to throw up their hands in frustration, relegating the game to the top shelf of the game cabinet, never to be played again.

Though the rules remain labyrinthine, they have since been cleaned up by a group of stalwart fans. But the game is now long out of print. And it's unlikely to be reprinted anytime soon, since the world has moved on from the chit and hex styled board-game.

Attempts to purchase a copy of Magic Realm are an exercise in frustration, because of the game's out-of-print and cult status. But you can obtain a free electronic version, called Realmspeak, that is a near perfect re-creation of the board-game.

The problem is, once you download Realmspeak, what do you do with it?
That's where video tutorials come in. Here is the first part in a series of tutorials at Bookshelf Games, this one using the Black Knight, my favorite Magic Realm character.



Magic Realm Black Knight 2 Week 1 from BookshelfGames on Vimeo.

If you have a copy of Magic Realm, or are interested in trying Realmspeak, these videos are a good place to start, to understanding how Magic Realm works, and what you are supposed to do, with each of the Magic Realm characters.

Thursday, October 14, 2010

Harn Weapons And Armour

In the 1990's, I was briefly in love with Harn. For those who have been smitten, you'll know what I mean. Gorgeous maps. Intricate world-building. Complex character generation. Detailed combat. Harn seemingly promised those two holy grails of game design, granularity and verisimilitude.

My Harn materials are mostly gone now: lost in a garage fire. But a couple of items remain. The amazing maps, from Cities of Harn and Son of Cities, survived, as they were placed in a binder that followed me on several moves. I also have one or two Encyclopedia Harnica folios.

Some Harn-related notes and characters also survived, in the same binder as the Cities of Harn materials. Among the notes are lists of melee weapons and armor.

Melee weapons in Harn had three potential damage aspects. Every weapon is rated on how much damage it inflicts, if used to do blunt, edge or point damage. This system is not unlike the three weapon types in 2nd Edition AD&D: bludgeoning, slashing and piercing.

But while the AD&D 2E system gave each weapon only one (or at most, two) damage options, many weapons in Harn allow you to do damage with any of the three weapon aspects.

Let me give you a couple of examples.

The Handaxe is rated as Blunt 4, Edge 6, and Point 3. The Shortsword: Blunt 2, Edge 4, Point 4. The Glaive: Blunt 6, Edge 7, Point 7. The Falchion: Blunt 4, Edge 6, Point 1.

However, some weapons only do damage in one or two aspects. The Mace is only rated as Blunt 5. The Warhammer: Blunt 6, Point 4. The Throwing Dagger: Point 4.

Obviously, the benefit of having a weapon that can do damage in any of the three aspects is that the weapon is more versatile. All of the swords fit in that category, as do the Handaxe and Battleaxe. The flails and clubs do significant damage as well, but are limited to blunt damage only.

Armour, at least in the version of Harnmaster that I possessed, was needlessly complicated. Every type of armor was broken down into the types of armor pieces available for each of the 16 locations of the body. I might buy a short chain hauberk, combine it with some plate greaves, a ringmail half-helm, hardened leather vambraces, and quilt gambeson, and then need to figure out my coverage, for each of the 16 hit locations. What you gained in realism you lost in endless record-keeping.

I did like the Harn shield rules though. Different shields were more effective against different classes of weapons. Light shields were better against light weapons, while heavy shields provided more protection against heavy weapons.

Coming back to my favorite out-of-print boardgame, Avalon Hill's Magic Realm, the three weapon aspects of Harn combat (Blunt, Edge and Point) nicely line up with Magic Realm's three attack directions (Smash, Swing and Thrust). Like most of my half-formed ideas, i've long wanted to find a way to combine the Harn weapon aspects and Magic Realm matrix into a diceless or near-diceless combat system. My quixotic quest continues.

Harn Weapons And Armour

In the 1990's, I was briefly in love with Harn. For those who have been smitten, you'll know what I mean. Gorgeous maps. Intricate world-building. Complex character generation. Detailed combat. Harn seemingly promised those two holy grails of game design, granularity and verisimilitude.

My Harn materials are mostly gone now: lost in a garage fire. But a couple of items remain. The amazing maps, from Cities of Harn and Son of Cities, survived, as they were placed in a binder that followed me on several moves. I also have one or two Encyclopedia Harnica folios.

Some Harn-related notes and characters also survived, in the same binder as the Cities of Harn materials. Among the notes are lists of melee weapons and armor.

Melee weapons in Harn had three potential damage aspects. Every weapon is rated on how much damage it inflicts, if used to do blunt, edge or point damage. This system is not unlike the three weapon types in 2nd Edition AD&D: bludgeoning, slashing and piercing.

But while the AD&D 2E system gave each weapon only one (or at most, two) damage options, many weapons in Harn allow you to do damage with any of the three weapon aspects.

Let me give you a couple of examples.

The Handaxe is rated as Blunt 4, Edge 6, and Point 3. The Shortsword: Blunt 2, Edge 4, Point 4. The Glaive: Blunt 6, Edge 7, Point 7. The Falchion: Blunt 4, Edge 6, Point 1.

However, some weapons only do damage in one or two aspects. The Mace is only rated as Blunt 5. The Warhammer: Blunt 6, Point 4. The Throwing Dagger: Point 4.

Obviously, the benefit of having a weapon that can do damage in any of the three aspects is that the weapon is more versatile. All of the swords fit in that category, as do the Handaxe and Battleaxe. The flails and clubs do significant damage as well, but are limited to blunt damage only.

Armour, at least in the version of Harnmaster that I possessed, was needlessly complicated. Every type of armor was broken down into the types of armor pieces available for each of the 16 locations of the body. I might buy a short chain hauberk, combine it with some plate greaves, a ringmail half-helm, hardened leather vambraces, and quilt gambeson, and then need to figure out my coverage, for each of the 16 hit locations. What you gained in realism you lost in endless record-keeping.

I did like the Harn shield rules though. Different shields were more effective against different classes of weapons. Light shields were better against light weapons, while heavy shields provided more protection against heavy weapons.

Coming back to my favorite out-of-print boardgame, Avalon Hill's Magic Realm, the three weapon aspects of Harn combat (Blunt, Edge and Point) nicely line up with Magic Realm's three attack directions (Smash, Swing and Thrust). Like most of my half-formed ideas, i've long wanted to find a way to combine the Harn weapon aspects and Magic Realm matrix into a diceless or near-diceless combat system. My quixotic quest continues.

Saturday, October 9, 2010

Player Skill: Battle of Wits Combat Systems

Man in Black: All right. Where is the poison? The battle of wits has begun. It ends when you decide and we both drink, and find out who is right... and who is dead.

Vizzini: But it's so simple. All I have to do is divine from what I know of you: are you the sort of man who would put the poison into his own goblet or his enemy's? Now, a clever man would put the poison into his own goblet, because he would know that only a great fool would reach for what he was given. I am not a great fool, so I can clearly not choose the wine in front of you. But you must have known I was not a great fool, you would have counted on it, so I can clearly not choose the wine in front of me.

Man in Black: You've made your decision then?

Vizzini: Not remotely. Because iocaine comes from Australia, as everyone knows, and Australia is entirely peopled with criminals, and criminals are used to having people not trust them, as you are not trusted by me, so I can clearly not choose the wine in front of you.

Man in Black: Truly, you have a dizzying intellect.

Vizzini: Wait 'til I get going! Now, where was I?

Man in Black: Australia.

Vizzini: Yes, Australia. And you must have suspected I would have known the powder's origin, so I can clearly not choose the wine in front of me.

Man in Black: You're just stalling now.

Vizzini: You'd like to think that, wouldn't you! You've beaten my giant, which means you're exceptionally strong, so you could've put the poison in your own goblet, trusting on your strength to save you, so I can clearly not choose the wine in front of you. But, you've also bested my Spaniard, which means you must have studied, and in studying you must have learned that man is mortal, so you would have put the poison as far from yourself as possible, so I can clearly not choose the wine in front of me.

Man in Black: You're trying to trick me into giving away something. It won't work.

Vizzini: IT HAS WORKED! YOU'VE GIVEN EVERYTHING AWAY! I KNOW WHERE THE POISON IS!


How I would love to have a Dungeons and Dragons combat system that emulated the battle of wits scene in The Princess Bride.

One of the touted features of original D&D is its' encouragement of player skill. But many people find the old-school combat system lacking in that area. The main criticism of old-school combat is that deteriorates into an endless exchange of blows. While the criticism is somewhat misplaced, (after all, players should be using their player skills to either avoid combat or ensure that the battlefield is of their choosing) once combat is joined, players are at the mercy of the dice, and the vagaries of the DM, who may be permissive or not when it comes to the players' improvised combat tactics.

Some 'modern gamers' point to the 4E combat system as a solution, as it provides myriad tactical combat choices, providing some measure of player control in finding synergistic combinations of combat abilities to defeat the monsters arrayed against them. But the 4E solution feels completely artificial to me: the combat abilities rarely reflect real combat tactics, and so their selection and employment, in my mind, are examples of system mastery, not player skill. After all, if you look at the example of the battle of wits between Vezzini and the Man In Black, Vezzini is using real-life knowledge (basic psychology, geography, recent events) to try to deduce the mind of his opponent.

One of the great strengths of Avalon Hill's Magic Realm combat system is its' focus on player skill. The system itself is rather straight-forward, and uses the following 'real-life' combat principles:
  • Weapon length: longer weapons hit before shorter weapons.
  • Weapon speed: faster weapons hit before slower weapons.
  • Character speed: faster characters act before slower characters.
  • Armor: armor absorbs blows, but can be damaged as a result.
  • Weapon harm: heavier weapons do more damage than light weapons.
  • Attack Direction: there are three attack directions that correspond to the three dimensions: smash down, swing to the side, and thrust ahead.
  • Manuever Direction: there are three manuever directions that correspond to the three attack directions: duck down, dodge to the side, and charge ahead.
  • Fatigue: characters are able to perform certain exceptional actions, but doing so causes fatigue, which constrains future activities.
Using the above principles, Magic Realm employs a deterministic (diceless) combat system. Therefore, the results of a combat round are not subject to chance: each player's skill (in making the best selections of weapons, armor, attacks and manuevers, based upon what they know about the capabilities and strategies of their opponents) is the principal factor in determining his or her success or failure.

For example, in Magic Realm, the Dwarf is very slow. His only fast movement, that does not cause him to become fatigued, is his ability to duck down (which makes intuitive sense, since he is short). Another player, knowing this about the Dwarf, would select a smash down attack against the Dwarf, knowing that the Dwarf is most likely to use the duck manuever. Of course, in true Vezzini fashion, the Dwarf knows that other players are aware of his reliance on ducking, and so may employ one of his other manuevers, thus avoiding the smash down attack of his opponent (even if it meant accumulating some fatigue as a result).

I would be interested to learn if others have devised a way to insert player skill into their old-school combat systems, so as to transform them into a battle of wits between the players and the DM.

Player Skill: Battle of Wits Combat Systems

Man in Black: All right. Where is the poison? The battle of wits has begun. It ends when you decide and we both drink, and find out who is right... and who is dead.

Vizzini: But it's so simple. All I have to do is divine from what I know of you: are you the sort of man who would put the poison into his own goblet or his enemy's? Now, a clever man would put the poison into his own goblet, because he would know that only a great fool would reach for what he was given. I am not a great fool, so I can clearly not choose the wine in front of you. But you must have known I was not a great fool, you would have counted on it, so I can clearly not choose the wine in front of me.

Man in Black: You've made your decision then?

Vizzini: Not remotely. Because iocaine comes from Australia, as everyone knows, and Australia is entirely peopled with criminals, and criminals are used to having people not trust them, as you are not trusted by me, so I can clearly not choose the wine in front of you.

Man in Black: Truly, you have a dizzying intellect.

Vizzini: Wait 'til I get going! Now, where was I?

Man in Black: Australia.

Vizzini: Yes, Australia. And you must have suspected I would have known the powder's origin, so I can clearly not choose the wine in front of me.

Man in Black: You're just stalling now.

Vizzini: You'd like to think that, wouldn't you! You've beaten my giant, which means you're exceptionally strong, so you could've put the poison in your own goblet, trusting on your strength to save you, so I can clearly not choose the wine in front of you. But, you've also bested my Spaniard, which means you must have studied, and in studying you must have learned that man is mortal, so you would have put the poison as far from yourself as possible, so I can clearly not choose the wine in front of me.

Man in Black: You're trying to trick me into giving away something. It won't work.

Vizzini: IT HAS WORKED! YOU'VE GIVEN EVERYTHING AWAY! I KNOW WHERE THE POISON IS!


How I would love to have a Dungeons and Dragons combat system that emulated the battle of wits scene in The Princess Bride.

One of the touted features of original D&D is its' encouragement of player skill. But many people find the old-school combat system lacking in that area. The main criticism of old-school combat is that deteriorates into an endless exchange of blows. While the criticism is somewhat misplaced, (after all, players should be using their player skills to either avoid combat or ensure that the battlefield is of their choosing) once combat is joined, players are at the mercy of the dice, and the vagaries of the DM, who may be permissive or not when it comes to the players' improvised combat tactics.

Some 'modern gamers' point to the 4E combat system as a solution, as it provides myriad tactical combat choices, providing some measure of player control in finding synergistic combinations of combat abilities to defeat the monsters arrayed against them. But the 4E solution feels completely artificial to me: the combat abilities rarely reflect real combat tactics, and so their selection and employment, in my mind, are examples of system mastery, not player skill. After all, if you look at the example of the battle of wits between Vezzini and the Man In Black, Vezzini is using real-life knowledge (basic psychology, geography, recent events) to try to deduce the mind of his opponent.

One of the great strengths of Avalon Hill's Magic Realm combat system is its' focus on player skill. The system itself is rather straight-forward, and uses the following 'real-life' combat principles:
  • Weapon length: longer weapons hit before shorter weapons.
  • Weapon speed: faster weapons hit before slower weapons.
  • Character speed: faster characters act before slower characters.
  • Armor: armor absorbs blows, but can be damaged as a result.
  • Weapon harm: heavier weapons do more damage than light weapons.
  • Attack Direction: there are three attack directions that correspond to the three dimensions: smash down, swing to the side, and thrust ahead.
  • Manuever Direction: there are three manuever directions that correspond to the three attack directions: duck down, dodge to the side, and charge ahead.
  • Fatigue: characters are able to perform certain exceptional actions, but doing so causes fatigue, which constrains future activities.
Using the above principles, Magic Realm employs a deterministic (diceless) combat system. Therefore, the results of a combat round are not subject to chance: each player's skill (in making the best selections of weapons, armor, attacks and manuevers, based upon what they know about the capabilities and strategies of their opponents) is the principal factor in determining his or her success or failure.

For example, in Magic Realm, the Dwarf is very slow. His only fast movement, that does not cause him to become fatigued, is his ability to duck down (which makes intuitive sense, since he is short). Another player, knowing this about the Dwarf, would select a smash down attack against the Dwarf, knowing that the Dwarf is most likely to use the duck manuever. Of course, in true Vezzini fashion, the Dwarf knows that other players are aware of his reliance on ducking, and so may employ one of his other manuevers, thus avoiding the smash down attack of his opponent (even if it meant accumulating some fatigue as a result).

I would be interested to learn if others have devised a way to insert player skill into their old-school combat systems, so as to transform them into a battle of wits between the players and the DM.

Saturday, June 12, 2010

Top Ten Favorite Avalon Hill Games

Michael Curtis was recently waxing nostalgic about an old Avalon Hill game, Kingmaker. This got me thinking about my favorite Avalon Hill games, from my youth. Of course, it is self-evident that any top ten list of Avalon Hill games, that does not include Magic Realm, is flawed.

I give you my top ten Avalon Hill games, which you can take to the bank as the most authoritative list of the greatest Avalon Hill games ever created, as it includes my favorite game, Magic Realm.

10. Circvs Maximvs: What could be more fun that competing with your friends in a no-holds-barred, kill-or-be-killed chariot race? The game features a stadium that is the same shape as the actual Circus Maximus.

9. Richthofen's War: I was never a big fan of other dog-fight and aerial combat games, but Richthofen's War scratched my role-playing itch for World War I combat, as you could play the Red Baron or some other fly-boy, and earn your kills and medals.

8. Wooden Ships, Iron Men: Something about those little ship units, and having to take wind direction and speed into account when planning your attack. I no longer own this game, but would love to play it again. It might be fun to use these rules for a Pirates of the Caribbean game.

7. 1830: I'm sure the newer train-games are better than this, but this is my nostalgia list, so 1830 it is. I loved Sid Meier's Railroad Tycoon game as well, and these two games just seen to go hand in hand. I enjoy playing Ticket to Ride, but there is something about being a Robber Baron in 1830 that puts Ticket to Ride to shame.


6. Acquire: Stock Ticker was a lot of fun, too (back in the day), but Acquire sneaks past it as my favorite capitalist game of yore. I havn't played this game in decades, but it was sufficiently popular that Hasbro reprinted this when they bought up the Avalon Hill properties.



5. History of the World: Sure, this isn't one of the grand-daddys of the history of Avalon Hill, but its a lot of fun to play with non-wargamers.



4. Kingmaker: I never owned the expansion cards, but the regular game was still a lot of fun. I loved the board of England: it uses what might be the actual county or district borders rather than a hex or regular grid.

3. Advanced Civilization: Oh boy. So many great memories here, sitting around the mediterranean game board. My two favorite civilizations are the Egyptians and the Babylonians: part of the fun of playing them is watching the floods wipe out half of your civilization! I can't recall a game that lasted less than six hours, most of them were closer to ten hours. The front runner is always ganged up on by the rest of the players, but pulls out a win anyways.

2. Squad Leader: While this World War II squad-level combat game is a lot of fun, when playing the various historical scenarios, most of our games were of the build-your-own-forces variety. Selecting just the right officer, who you imagined to be you, made the game that much more intense. Advanced Squad Leader both fixed, and killed this game for me.



1. Magic Realm: How could this not be my all-time favorite Avalon Hill game? The game breaks down after month two, as you have, by then, become so powerful that every monster is beatable, but most games only run for one or two months anyway. The highly deterministic Magic Realm combat system is a refreshing change from the D&D d20 combat system, and the open-endedness for both cooperative and competitive play makes for shifting alliances and exciting end-game planning.

Top Ten Favorite Avalon Hill Games

Michael Curtis was recently waxing nostalgic about an old Avalon Hill game, Kingmaker. This got me thinking about my favorite Avalon Hill games, from my youth. Of course, it is self-evident that any top ten list of Avalon Hill games, that does not include Magic Realm, is flawed.

I give you my top ten Avalon Hill games, which you can take to the bank as the most authoritative list of the greatest Avalon Hill games ever created, as it includes my favorite game, Magic Realm.

10. Circvs Maximvs: What could be more fun that competing with your friends in a no-holds-barred, kill-or-be-killed chariot race? The game features a stadium that is the same shape as the actual Circus Maximus.

9. Richthofen's War: I was never a big fan of other dog-fight and aerial combat games, but Richthofen's War scratched my role-playing itch for World War I combat, as you could play the Red Baron or some other fly-boy, and earn your kills and medals.

8. Wooden Ships, Iron Men: Something about those little ship units, and having to take wind direction and speed into account when planning your attack. I no longer own this game, but would love to play it again. It might be fun to use these rules for a Pirates of the Caribbean game.

7. 1830: I'm sure the newer train-games are better than this, but this is my nostalgia list, so 1830 it is. I loved Sid Meier's Railroad Tycoon game as well, and these two games just seen to go hand in hand. I enjoy playing Ticket to Ride, but there is something about being a Robber Baron in 1830 that puts Ticket to Ride to shame.


6. Acquire: Stock Ticker was a lot of fun, too (back in the day), but Acquire sneaks past it as my favorite capitalist game of yore. I havn't played this game in decades, but it was sufficiently popular that Hasbro reprinted this when they bought up the Avalon Hill properties.



5. History of the World: Sure, this isn't one of the grand-daddys of the history of Avalon Hill, but its a lot of fun to play with non-wargamers.



4. Kingmaker: I never owned the expansion cards, but the regular game was still a lot of fun. I loved the board of England: it uses what might be the actual county or district borders rather than a hex or regular grid.

3. Advanced Civilization: Oh boy. So many great memories here, sitting around the mediterranean game board. My two favorite civilizations are the Egyptians and the Babylonians: part of the fun of playing them is watching the floods wipe out half of your civilization! I can't recall a game that lasted less than six hours, most of them were closer to ten hours. The front runner is always ganged up on by the rest of the players, but pulls out a win anyways.

2. Squad Leader: While this World War II squad-level combat game is a lot of fun, when playing the various historical scenarios, most of our games were of the build-your-own-forces variety. Selecting just the right officer, who you imagined to be you, made the game that much more intense. Advanced Squad Leader both fixed, and killed this game for me.



1. Magic Realm: How could this not be my all-time favorite Avalon Hill game? The game breaks down after month two, as you have, by then, become so powerful that every monster is beatable, but most games only run for one or two months anyway. The highly deterministic Magic Realm combat system is a refreshing change from the D&D d20 combat system, and the open-endedness for both cooperative and competitive play makes for shifting alliances and exciting end-game planning.

Monday, March 29, 2010

Novice Magic Realm Session, April 3, 2010

I enjoyed playing Magic Realm at Cal-Con 2010. It was a nice change of pace from the usual dungeon-delving and story-heavy adventures of your typical D&D game.

I was sufficiently inspired by that experience to considering running an introductory (novice level) Magic Realm session this weekend, on Saturday, April 3, 2010 at The Sentry Box. This saturday is the D&D Meet-up, so I will have to check with the organizers, to make sure there is an extra table available. But before I bother doing that, I want to gauge whether there is any interest.

Magic Realm is an Avalon Hill boardgame from 1978. It uses 20 randomly placed, large hex-tiles, to build a "Magic Realm" game-map, also randomly populated with Monsters, inhabitants, and treasures. Each player selects one of 16 characters, for example, the Swordsman, the Amazon, the Wizard, the White Knight, the Witch, the Berserker, the Dwarf, the Elf, the Woodsgirl, or the Sorcerer. Then the players move around the board, and co-operate (and often compete) trying to achieve their pre-chosen, secret objectives. There is no referee -- the players negotiate between themselves regarding their intentions and actions, using the dictums of the rules where applicable.

Magic Realm could be described as an end-game for Dungeons and Dragons, or a more sophisticated version of the old classic boardgame, Dungeon!, in that the players move around a map-board (in MR's case, Magic Realm is mostly an outdoor adventure, with a few cave-complexes scattered about), encountering each other, monsters, friendly and un-friendly inhabitants, and discovering treasure hoards. Magic Realm is a more sophisticated game than Dungeon!, in that there is a 100-page rule-book, and each character has her own unique strengths and weaknesses, as do the monsters and inhabitants.

The first session I would run is intended to be an introductory one, and no knowledge of the rules is required, though I will bring some simplified rule-booklets to distribute. Most of the game-mechanics are straight-forward (other than combat and spell-casting), and unless the players want to try the combat rules, the monsters will not be set on attack mode ... they will simply stop any unhidden players from entering and looting their lairs. The combat rules are very different from anything you have experienced before, and they take some getting used to. Combat is essentially diceless: there is a great deal of strategy involved, some in the initial decision to fight or run-away, some in the decision of what weapon and equipment to use, and some in your tactical choices (each player has 12 actions to choose from). In addition, there are monsters that particular characters are unable to defeat (without magic items or extra equipment).

If there is any interest in trying out Magic Realm, I will check with the D&D Meet-up organizers, to arrange for a table. Incidentally, here's the write-up for Magic Realm, that appears on the Boardgamegeek site, via the MR 2nd Edition rules:

MAGIC REALM is a game of fantasy adventuring, set in a land filled with monsters, fabulous treasures, great warriors and magicians. The scene is set in the ruins of a mighty kingdom, now inhabited by sparse groups of natives and swarms of monsters. Beneath it all are the rich remnants of a magicalcivilization , scattered and lost across the map.

To this scene come the adventurers, seekers of riches and fame, to make a name for themselves in this promising field. Swordsman and Dwarf, Magician and Sorceror, the humans and the half-humans come seeking to loot the legendary riches of a lost civilization. Now you can play the part of one of these adventurers, stepping into an unknown Realm of magic and monsters, battles and treasures.

As a player, you will take on the role of one of the sixteen major characters who are represented in detail in the game. You will control where he goes, what he tries to do, how he handles himself in combat and much more. In the course of the game you will run into deadly monsters, tribes of humans ranging from old friends to sworn enemies, and treasures that will enhance your abilities in many ways.

MAGIC REALM is a complex game designed to recapture the suspense and desperate struggles of fantasy literature. The game creates a small but complete fantasy world, where each game is a new adventure with a new map where everything lies hidden at new locations. The game includes many more playing pieces than are actually used in a single playing. The additional pieces are set up and can appear, depending on the directions in which the characters explore, but many of the treasure troves, treasures and spells will still be set up, unfound, when the game ends, and many of the monsters and natives might never be met. The result is an extremely unpredictable game full of surprises, a game that plays very differently each time it is played.

The complete game system includes hiking, hiding and searching, fatigue, wounds, rest, trade, hiring natives and combat between characters, monsters and natives using a variety of weapons on horseback and afoot, as well as many magical effects.

Between exploring a new land where the mountains, caves, valleys and woods change every game, and not knowing what you will find in each place, you will find each game a new and unpredictable adventure, filled with surprises. You will find this like no other board game you have ever played.

Novice Magic Realm Session, April 3, 2010

I enjoyed playing Magic Realm at Cal-Con 2010. It was a nice change of pace from the usual dungeon-delving and story-heavy adventures of your typical D&D game.

I was sufficiently inspired by that experience to considering running an introductory (novice level) Magic Realm session this weekend, on Saturday, April 3, 2010 at The Sentry Box. This saturday is the D&D Meet-up, so I will have to check with the organizers, to make sure there is an extra table available. But before I bother doing that, I want to gauge whether there is any interest.

Magic Realm is an Avalon Hill boardgame from 1978. It uses 20 randomly placed, large hex-tiles, to build a "Magic Realm" game-map, also randomly populated with Monsters, inhabitants, and treasures. Each player selects one of 16 characters, for example, the Swordsman, the Amazon, the Wizard, the White Knight, the Witch, the Berserker, the Dwarf, the Elf, the Woodsgirl, or the Sorcerer. Then the players move around the board, and co-operate (and often compete) trying to achieve their pre-chosen, secret objectives. There is no referee -- the players negotiate between themselves regarding their intentions and actions, using the dictums of the rules where applicable.

Magic Realm could be described as an end-game for Dungeons and Dragons, or a more sophisticated version of the old classic boardgame, Dungeon!, in that the players move around a map-board (in MR's case, Magic Realm is mostly an outdoor adventure, with a few cave-complexes scattered about), encountering each other, monsters, friendly and un-friendly inhabitants, and discovering treasure hoards. Magic Realm is a more sophisticated game than Dungeon!, in that there is a 100-page rule-book, and each character has her own unique strengths and weaknesses, as do the monsters and inhabitants.

The first session I would run is intended to be an introductory one, and no knowledge of the rules is required, though I will bring some simplified rule-booklets to distribute. Most of the game-mechanics are straight-forward (other than combat and spell-casting), and unless the players want to try the combat rules, the monsters will not be set on attack mode ... they will simply stop any unhidden players from entering and looting their lairs. The combat rules are very different from anything you have experienced before, and they take some getting used to. Combat is essentially diceless: there is a great deal of strategy involved, some in the initial decision to fight or run-away, some in the decision of what weapon and equipment to use, and some in your tactical choices (each player has 12 actions to choose from). In addition, there are monsters that particular characters are unable to defeat (without magic items or extra equipment).

If there is any interest in trying out Magic Realm, I will check with the D&D Meet-up organizers, to arrange for a table. Incidentally, here's the write-up for Magic Realm, that appears on the Boardgamegeek site, via the MR 2nd Edition rules:

MAGIC REALM is a game of fantasy adventuring, set in a land filled with monsters, fabulous treasures, great warriors and magicians. The scene is set in the ruins of a mighty kingdom, now inhabited by sparse groups of natives and swarms of monsters. Beneath it all are the rich remnants of a magicalcivilization , scattered and lost across the map.

To this scene come the adventurers, seekers of riches and fame, to make a name for themselves in this promising field. Swordsman and Dwarf, Magician and Sorceror, the humans and the half-humans come seeking to loot the legendary riches of a lost civilization. Now you can play the part of one of these adventurers, stepping into an unknown Realm of magic and monsters, battles and treasures.

As a player, you will take on the role of one of the sixteen major characters who are represented in detail in the game. You will control where he goes, what he tries to do, how he handles himself in combat and much more. In the course of the game you will run into deadly monsters, tribes of humans ranging from old friends to sworn enemies, and treasures that will enhance your abilities in many ways.

MAGIC REALM is a complex game designed to recapture the suspense and desperate struggles of fantasy literature. The game creates a small but complete fantasy world, where each game is a new adventure with a new map where everything lies hidden at new locations. The game includes many more playing pieces than are actually used in a single playing. The additional pieces are set up and can appear, depending on the directions in which the characters explore, but many of the treasure troves, treasures and spells will still be set up, unfound, when the game ends, and many of the monsters and natives might never be met. The result is an extremely unpredictable game full of surprises, a game that plays very differently each time it is played.

The complete game system includes hiking, hiding and searching, fatigue, wounds, rest, trade, hiring natives and combat between characters, monsters and natives using a variety of weapons on horseback and afoot, as well as many magical effects.

Between exploring a new land where the mountains, caves, valleys and woods change every game, and not knowing what you will find in each place, you will find each game a new and unpredictable adventure, filled with surprises. You will find this like no other board game you have ever played.

Friday, March 26, 2010

Magic Realm At Cal-Con 2010

I am running an introductory session of Magic Realm -- my favorite RPG/boardgame hybrid -- at the Calgary RPG Convention today (Friday, March 26) at 5:00 pm.

Cal-Con runs Friday through Sunday, March 26-28 at the Radisson Hotel on 16th Avenue, just east of Deerfoot Trail.

I had offered to run a Magic Realm session about a month ago, but had not heard anything definitive from the organizers about them scheduling a Magic Realm table. As I am reviewing the Cal-Con schedule, today, in advance of dropping by the convention, I see that Magic Realm is actually on the agenda, under strategy games.

So I am definitely attending Cal-Con tonight!

I had earlier offered to round up a couple of players, if I was permitted to run Magic Realm, but as I did not realize they had taken me up on my offer, I did not arrange for that. Perhaps I'll be running a solo game...

Magic Realm At Cal-Con 2010

I am running an introductory session of Magic Realm -- my favorite RPG/boardgame hybrid -- at the Calgary RPG Convention today (Friday, March 26) at 5:00 pm.

Cal-Con runs Friday through Sunday, March 26-28 at the Radisson Hotel on 16th Avenue, just east of Deerfoot Trail.

I had offered to run a Magic Realm session about a month ago, but had not heard anything definitive from the organizers about them scheduling a Magic Realm table. As I am reviewing the Cal-Con schedule, today, in advance of dropping by the convention, I see that Magic Realm is actually on the agenda, under strategy games.

So I am definitely attending Cal-Con tonight!

I had earlier offered to round up a couple of players, if I was permitted to run Magic Realm, but as I did not realize they had taken me up on my offer, I did not arrange for that. Perhaps I'll be running a solo game...

Monday, February 8, 2010

Resource Cards: The Holy Grail

One of my ongoing projects is to develop a set of resource cards, for use as props in D&D games. The idea behind those is to pass out the resource cards to the players, when they purchase equipment, find treasure, obtain rumors and clues, and so on. They therefore will have some tangible representation of the item or information, rather than simply writing the item or information down on their character sheet. That project was inspired by several things: the Paizo Gamemastery cards, the resource cards from the Civilization boardgame, and of course my much-beloved Magic Realm treasure cards.

While the Paizo Gamemastery cards are beautifully illustrated, I find them a little too large for what I am attempting: the Paizo cards are the size of a traditional playing-card (roughly 2.5” x 3.5”) while I am looking for cards that have a smaller footprint, say 1” x 1.5”.

Lately, I have let my resource cards project languish, but it is not forgotten. Here’s an example of a treasure card from Magic Realm, side-by-side with one of my prototype D&D resource card props. As an exercize in developing some resource cards, I am trying to re-create the Magic Realm cards, but with the addition of some simple artwork. Clearly a work in progress, but you get the idea.

Don’t let the card selection of the Sacred Grail fool you: as I have said previously, I neither like the Paladin class in D&D, nor do I have any interest in playing one. In my estimation, the specialist classes like the Paladin, and the introduction of 4d6 character stat generation, took D&D down the wrong path.

The Sacred Grail treasure, in Magic Realm, is a real boon to that game’s White Knight, as it supplies him with WHITE magic, and thereby gives him the ability to cast spells, away from the sanctuary of the Chapel. Of course, it is tempting for the other players (like me when I am playing the Black Knight) to cheese off the White Knight and simply sell the Sacred Grail to the Order, and thereby gain the 12 gold, but more importantly, the 50 fame points.

Resource Cards: The Holy Grail

One of my ongoing projects is to develop a set of resource cards, for use as props in D&D games. The idea behind those is to pass out the resource cards to the players, when they purchase equipment, find treasure, obtain rumors and clues, and so on. They therefore will have some tangible representation of the item or information, rather than simply writing the item or information down on their character sheet. That project was inspired by several things: the Paizo Gamemastery cards, the resource cards from the Civilization boardgame, and of course my much-beloved Magic Realm treasure cards.

While the Paizo Gamemastery cards are beautifully illustrated, I find them a little too large for what I am attempting: the Paizo cards are the size of a traditional playing-card (roughly 2.5” x 3.5”) while I am looking for cards that have a smaller footprint, say 1” x 1.5”.

Lately, I have let my resource cards project languish, but it is not forgotten. Here’s an example of a treasure card from Magic Realm, side-by-side with one of my prototype D&D resource card props. As an exercize in developing some resource cards, I am trying to re-create the Magic Realm cards, but with the addition of some simple artwork. Clearly a work in progress, but you get the idea.

Don’t let the card selection of the Sacred Grail fool you: as I have said previously, I neither like the Paladin class in D&D, nor do I have any interest in playing one. In my estimation, the specialist classes like the Paladin, and the introduction of 4d6 character stat generation, took D&D down the wrong path.

The Sacred Grail treasure, in Magic Realm, is a real boon to that game’s White Knight, as it supplies him with WHITE magic, and thereby gives him the ability to cast spells, away from the sanctuary of the Chapel. Of course, it is tempting for the other players (like me when I am playing the Black Knight) to cheese off the White Knight and simply sell the Sacred Grail to the Order, and thereby gain the 12 gold, but more importantly, the 50 fame points.

Sunday, January 3, 2010

My First Game of Magic Realm In 2010

The Sentry Box is having it's 30th Anniversary Party this weekend. The Sentry Box is actually older than that, but Gord became it's proprietor 30 years ago.

I made a visit to The Sentry Box yesterday, with my two girls in tow. What should I discover on the used games shelf but another copy of Magic Realm for $50! Gord said it had been there for some time, but I don't know how I could have missed it. At any rate, another Sentry Box customer, who had sold his copy of Magic Realm many years ago and was waxing nostalgic, saw it in my hands and I offered to give it up to him (as I already have one copy). In the end, he decided to keep watching eBay, to see if he could get an unpunched copy.

After returning home, by way of McDonald's -- as a treat to the girls -- I wasted no time unpacking the game to see if all the parts were there. The game was complete! It appeared to be a true "first printing" of the game, as three of the Tremendous monster counters were misprinted, with the wrong monsters on the reverse side of the counters.

Since I had already unpacked the game to confirm its completeness, and had sorted all the chits, counters and cards, I suggested to the family that we take the game for a spin.

We played the first scenario of Magic Realm. The first scenario is basically a scavenger hunt. The characters meet up at the Inn, and challenge each other to visit all six dwellings -- the Inn, House, Chapel, Guardhouse, Large Campfire and Small Campfire -- and bring back one treasure. The character who returns to the Inn first, after visiting all six dwellings, and finding a treasure, would be the victor.

I played the Black Knight. My son DJ played the White Knight. My girls, Ceilidh and Meg, played the Amazon and the Woodsgirl, respectively, and my wife played the Witch. Fortunately for us, we were playing the scavenger hunt scenario, where the monsters block you but do not attack, as in short order we ended up with multiple Dragons, Trolls, Spiders, and Goblins blocking our paths. The Woodsgirl and Witch went in one direction, towards the Ruins and the Guardhouse, while the Black Knight, White Knight and Amazon headed in the other direction, towards the Chapel.

The Witch and Woodsgirl spied a couple of Trolls on their way through some Ruins, but found a secret path and so gave the Trolls the slip, finally arriving at the Guardhouse. Meanwhile, the White Knight, Black Knight and Amazon followed the Cliffs towards the Chapel, running into a couple of angry Giants and a demonic Imp. After making our way past those monsters, the Amazon located the Vault of the Troll-King in the Deep Forest, and looted the Battle Bracelets and magical Living Sword. The White and Black Knights were most appreciative of the Amazon's searching efforts, grabbing the King's Vestments (the Imperial Tabard) and the Lucky Charm from the Troll-King's Vault. My Lucky Charm must have been working at that point, as the Troll-King never appeared to take back his treasure!

Because of the number of monsters blocking our paths, the Woodsgirl had nearly caught up to us by this time, and, after locating the Altar on the edge of the Cliff, she grabbed the glimmering ring and the magic wand. The Witch found the Statue at the base of the Cliff, but could not find any of the treasures hidden nearby. While the Witch continued her search for a treasure, the Woodsgirl, White Knight and Amazon made a mad dash back to the Inn, having obtained a treasure each and visited each of the 6 dwellings. Meg (the Woodsgirl) was the victor, returning to the Inn mere moments before DJ (the White Knight) and Ceilidh (the Amazon) crashed through the Inn door. As for me (the Black Knight), I was still at least a day away, having been blocked by the Dragons, despite my lucky charm, and my wife (playing the Witch) was still looking for her treasure as the other three characters ended the game.

The game came down to the wire, and the kids had a lot of fun. Meg was quite excited to win, which was an unexpected turn of events (she had gone off towards the wilderness at one point).

My First Game of Magic Realm In 2010

The Sentry Box is having it's 30th Anniversary Party this weekend. The Sentry Box is actually older than that, but Gord became it's proprietor 30 years ago.

I made a visit to The Sentry Box yesterday, with my two girls in tow. What should I discover on the used games shelf but another copy of Magic Realm for $50! Gord said it had been there for some time, but I don't know how I could have missed it. At any rate, another Sentry Box customer, who had sold his copy of Magic Realm many years ago and was waxing nostalgic, saw it in my hands and I offered to give it up to him (as I already have one copy). In the end, he decided to keep watching eBay, to see if he could get an unpunched copy.

After returning home, by way of McDonald's -- as a treat to the girls -- I wasted no time unpacking the game to see if all the parts were there. The game was complete! It appeared to be a true "first printing" of the game, as three of the Tremendous monster counters were misprinted, with the wrong monsters on the reverse side of the counters.

Since I had already unpacked the game to confirm its completeness, and had sorted all the chits, counters and cards, I suggested to the family that we take the game for a spin.

We played the first scenario of Magic Realm. The first scenario is basically a scavenger hunt. The characters meet up at the Inn, and challenge each other to visit all six dwellings -- the Inn, House, Chapel, Guardhouse, Large Campfire and Small Campfire -- and bring back one treasure. The character who returns to the Inn first, after visiting all six dwellings, and finding a treasure, would be the victor.

I played the Black Knight. My son DJ played the White Knight. My girls, Ceilidh and Meg, played the Amazon and the Woodsgirl, respectively, and my wife played the Witch. Fortunately for us, we were playing the scavenger hunt scenario, where the monsters block you but do not attack, as in short order we ended up with multiple Dragons, Trolls, Spiders, and Goblins blocking our paths. The Woodsgirl and Witch went in one direction, towards the Ruins and the Guardhouse, while the Black Knight, White Knight and Amazon headed in the other direction, towards the Chapel.

The Witch and Woodsgirl spied a couple of Trolls on their way through some Ruins, but found a secret path and so gave the Trolls the slip, finally arriving at the Guardhouse. Meanwhile, the White Knight, Black Knight and Amazon followed the Cliffs towards the Chapel, running into a couple of angry Giants and a demonic Imp. After making our way past those monsters, the Amazon located the Vault of the Troll-King in the Deep Forest, and looted the Battle Bracelets and magical Living Sword. The White and Black Knights were most appreciative of the Amazon's searching efforts, grabbing the King's Vestments (the Imperial Tabard) and the Lucky Charm from the Troll-King's Vault. My Lucky Charm must have been working at that point, as the Troll-King never appeared to take back his treasure!

Because of the number of monsters blocking our paths, the Woodsgirl had nearly caught up to us by this time, and, after locating the Altar on the edge of the Cliff, she grabbed the glimmering ring and the magic wand. The Witch found the Statue at the base of the Cliff, but could not find any of the treasures hidden nearby. While the Witch continued her search for a treasure, the Woodsgirl, White Knight and Amazon made a mad dash back to the Inn, having obtained a treasure each and visited each of the 6 dwellings. Meg (the Woodsgirl) was the victor, returning to the Inn mere moments before DJ (the White Knight) and Ceilidh (the Amazon) crashed through the Inn door. As for me (the Black Knight), I was still at least a day away, having been blocked by the Dragons, despite my lucky charm, and my wife (playing the Witch) was still looking for her treasure as the other three characters ended the game.

The game came down to the wire, and the kids had a lot of fun. Meg was quite excited to win, which was an unexpected turn of events (she had gone off towards the wilderness at one point).

Thursday, December 31, 2009

Dungeons and Dragons: Colors Of Magic

Some time ago, Akrasia posted his swords & sorcery house rules for Dungeons and Dragons. One of the things I like about those house rules is the classification of spells into three different magic colors (white, gray and black) to simulate a swords & sorcery magic system.

Have I previously mentioned my fondness for Avalon Hill’s Magic Realm? In that game, all magic is separated into five colors: White (boons granted from on high), Gray (manipulation of natural laws), Gold (elvish magic), Purple (command of raw elemental energies) and Black (powers bestowed by infernal agents). I have been giving some thought to applying those “Magic Realm” colors to the D&D spell lists. Here is my take on how the first level D&D spell-lists might look, using the Magic Realm color classification system.

White Magic

Protection From Evil
Bless
Command
Create Water
Cure Light Wounds
Purify Food & Drink
Remove Fear
Resist Cold
Sanctuary

Gray Magic

Comprehend Languages
Enlarge
Feather Fall
Friends
Hold Portal
Identify
Jump
Mending
Message
Push
Ventriloquism
Wall of Fog

Gold Magic

Charm Person
Dancing Lights
Magic Aura
Sleep
Animal Friendship
Entangle
Fairie Fire
Pass Without Trace
Predict Weather
Purify Water
Shillelagh
Speak With Animals

Purple Magic

Affect Normal Fires
Burning Hands
Light
Color Spray
Shocking Grasp
Shield
Audible Glamer

Black Magic

Curse
Find Familiar
Magic Missile
Cause Wounds
Cause Fear
Change Self
Darkness
Hypnotism

In Magic Realm, there are 10 magic-using characters: Druid, Elf, Magician, Pilgrim, Sorcerer, White Knight, Witch, Warlock, Wizard and Woodsgirl. None of the characters has access to all five colors of magic (some have access to two or three colors, and the Magician has access to four, but his control over any of those colors is tenuous). I like the idea of restricting characters to certain colors of magic, as the choice of magic-user class then affects what spells they can access. That is the reason I liked the 2E Specialist Mages approach.

The above re-classification of spells (into colors) puts the typical first level “combat spells” into the following categories:

White – Command
Grey – Friends
Gold – Charm Person, Sleep
Purple – Burning Hands, Shocking Grasp
Black – Cause Fear, Cause Wounds, Magic Missile

Playing with Magic Realm colors (and characters) would certainly change the way first level combat spells were selected.

Dungeons and Dragons: Colors Of Magic

Some time ago, Akrasia posted his swords & sorcery house rules for Dungeons and Dragons. One of the things I like about those house rules is the classification of spells into three different magic colors (white, gray and black) to simulate a swords & sorcery magic system.

Have I previously mentioned my fondness for Avalon Hill’s Magic Realm? In that game, all magic is separated into five colors: White (boons granted from on high), Gray (manipulation of natural laws), Gold (elvish magic), Purple (command of raw elemental energies) and Black (powers bestowed by infernal agents). I have been giving some thought to applying those “Magic Realm” colors to the D&D spell lists. Here is my take on how the first level D&D spell-lists might look, using the Magic Realm color classification system.

White Magic

Protection From Evil
Bless
Command
Create Water
Cure Light Wounds
Purify Food & Drink
Remove Fear
Resist Cold
Sanctuary

Gray Magic

Comprehend Languages
Enlarge
Feather Fall
Friends
Hold Portal
Identify
Jump
Mending
Message
Push
Ventriloquism
Wall of Fog

Gold Magic

Charm Person
Dancing Lights
Magic Aura
Sleep
Animal Friendship
Entangle
Fairie Fire
Pass Without Trace
Predict Weather
Purify Water
Shillelagh
Speak With Animals

Purple Magic

Affect Normal Fires
Burning Hands
Light
Color Spray
Shocking Grasp
Shield
Audible Glamer

Black Magic

Curse
Find Familiar
Magic Missile
Cause Wounds
Cause Fear
Change Self
Darkness
Hypnotism

In Magic Realm, there are 10 magic-using characters: Druid, Elf, Magician, Pilgrim, Sorcerer, White Knight, Witch, Warlock, Wizard and Woodsgirl. None of the characters has access to all five colors of magic (some have access to two or three colors, and the Magician has access to four, but his control over any of those colors is tenuous). I like the idea of restricting characters to certain colors of magic, as the choice of magic-user class then affects what spells they can access. That is the reason I liked the 2E Specialist Mages approach.

The above re-classification of spells (into colors) puts the typical first level “combat spells” into the following categories:

White – Command
Grey – Friends
Gold – Charm Person, Sleep
Purple – Burning Hands, Shocking Grasp
Black – Cause Fear, Cause Wounds, Magic Missile

Playing with Magic Realm colors (and characters) would certainly change the way first level combat spells were selected.

Sunday, December 6, 2009

Warriors In Magic Realm

I was mentioning earlier that I am working on a master list of fantasy character archetypes for use in my upcoming 0D&D campaign. Part of the inspiration for that archetype project comes from my on-going love-affair with Avalon Hill's Magic Realm. As far as fantasy board-games go, I know of no others that have a richer game-play (although you pay for it through its apparent complexity).

Magic Realm provides players with 16 archetypal characters from which to choose. Six of those characters are pure warriors: they have no inherent spell-casting abilities. Two other characters (the White Knight and Woodsgirl) have minor spell-casting abilities, but can, for most intents and purposes, be considered warriors. The six (well, eight) warriors are as follows.

Amazon: she is a skilled warrior and soldier, with excellent speed and fair strength. Her special advantages include skill with a bow and and extra move phase each day.

Berserker: a powerful fighting man with the strength and speed necessary to dispatch the largest monsters. His special abilities include his robust health and his ability to go berserk.

Black Knight: a deadly and feared veteran of many battlefields. His special advantages include skill with a crossbow and his dangerous reputation.

Captain: a renowned hero of many wars. His special advantages include familiarity with missile weapons and his popularity with the inhabitants of the Realm.

Dwarf: a slow but powerful fighter who is at his best when underground, where he is respected as a master of searching, hiding and fighting the monsters who dwell there. His special advantages include his ability to avoid attacks by ducking, his robust health, and his knowledge of caves.

Swordsman: also known as the wanderer, thief or adventurer, he is a wily and nimble rascal, quick to react to any opportunity or threat. His special advantages include his fencing abilities (both kinds, in combat and when buying and selling) and his ability to pre-empt the turns of other players.

White Knight: he is famous for his virtue and his prowess in battle, but moves slowly and tires easily. His advantages include his ability to heal himself and his honorable reputation.

Woodsgirl: an elusive mistress of the wooded lands, she is an expert tracker who is deadly with a bow. Her special advantages include her woodland tracking skills and her deadliness with a light bow.

Warriors In Magic Realm

I was mentioning earlier that I am working on a master list of fantasy character archetypes for use in my upcoming 0D&D campaign. Part of the inspiration for that archetype project comes from my on-going love-affair with Avalon Hill's Magic Realm. As far as fantasy board-games go, I know of no others that have a richer game-play (although you pay for it through its apparent complexity).

Magic Realm provides players with 16 archetypal characters from which to choose. Six of those characters are pure warriors: they have no inherent spell-casting abilities. Two other characters (the White Knight and Woodsgirl) have minor spell-casting abilities, but can, for most intents and purposes, be considered warriors. The six (well, eight) warriors are as follows.

Amazon: she is a skilled warrior and soldier, with excellent speed and fair strength. Her special advantages include skill with a bow and and extra move phase each day.

Berserker: a powerful fighting man with the strength and speed necessary to dispatch the largest monsters. His special abilities include his robust health and his ability to go berserk.

Black Knight: a deadly and feared veteran of many battlefields. His special advantages include skill with a crossbow and his dangerous reputation.

Captain: a renowned hero of many wars. His special advantages include familiarity with missile weapons and his popularity with the inhabitants of the Realm.

Dwarf: a slow but powerful fighter who is at his best when underground, where he is respected as a master of searching, hiding and fighting the monsters who dwell there. His special advantages include his ability to avoid attacks by ducking, his robust health, and his knowledge of caves.

Swordsman: also known as the wanderer, thief or adventurer, he is a wily and nimble rascal, quick to react to any opportunity or threat. His special advantages include his fencing abilities (both kinds, in combat and when buying and selling) and his ability to pre-empt the turns of other players.

White Knight: he is famous for his virtue and his prowess in battle, but moves slowly and tires easily. His advantages include his ability to heal himself and his honorable reputation.

Woodsgirl: an elusive mistress of the wooded lands, she is an expert tracker who is deadly with a bow. Her special advantages include her woodland tracking skills and her deadliness with a light bow.