Showing posts with label allston. Show all posts
Showing posts with label allston. Show all posts

Wednesday, January 14, 2026

Retrospective: Mark of Amber

Because I’m focusing this month’s posts on the life, works, and legacy of Clark Ashton Smith, I’ve been trying to find roleplaying game products to discuss in my weekly Retrospective series that connect, even tangentially, to him. I’ve been surprised by how difficult this has proven, a fact that’s probably worthy of a post of its own. Still, while pondering the question, I was reminded that fourteen years after the publication of Castle Amber for the Moldvay/Cook/Marsh edition of Dungeons & Dragons, TSR released a follow-up adventure, albeit a rather unusual one.

Released in 1995, Mark of Amber is a strange product, at once a sequel to 1981’s module X2, an experiment in multimedia presentation, and part of a broader effort by TSR to retrofit its “Known World” setting for use with Advanced Dungeons & Dragons. Consequently, this boxed adventure offers a revealing snapshot of TSR in its final years, as it looked backward for inspiration while simultaneously trying out new gimmicks in the hope of reinvigorating sales.

In the abstract, the core idea behind Mark of Amber is a solid one, namely, a return to the old-school weirdness of Castle Amber and expand upon it in interesting ways. Unfortunately, the published adventure is very much a product of its time, the mid-1990s, and all that entails. The tension between the original module’s unrepentant eccentricity and the narrative design impulses then in vogue results in a product that feels caught between two worlds, neither fish nor fowl.

It’s important to remember that, while Castle Amber has many virtues as an adventure, subtlety was never one of them. Tom Moldvay trapped the characters inside a haunted manor populated by eccentrics modeled on figures from Clark Ashton Smith’s fiction. Once ensnared, the PCs were expected to poke around the castle, encountering all manner of bizarre and often dangerous oddities. Castle Amber was thus a classic funhouse dungeon that, despite its literary inspirations, made no great pretensions about itself. It was simply a module where curiosity was its own reward – and frequently its own punishment.

Mark of Amber presents itself as a sequel, taking place decades after the events of X2. The d’Ambreville family still looms large, but the tone has shifted considerably. Gone is the open-ended exploration of a cursed mansion. In its place is a more structured mystery involving murders, secret identities, and dreamlike visions tied to the immortal Étienne d’Ambreville. This shift, I think, reflects a broader change in adventure design. Where Castle Amber invited players to wander, experiment, and uncover strangeness at their own pace, Mark of Amber asks them to follow a plot. Events are paced. Clues are arranged. The Dungeon Master is given a clear narrative spine to maintain.

This approach is by no means unique to Mark of Amber and isn’t even necessarily a flaw. Mystery scenarios, for example, often benefit from structure. Still, it does highlight just how different TSR’s adventure design priorities had become by the mid-1990s. If Castle Amber feels like a haunted museum for the characters to explore freely, Mark of Amber feels more like a guided tour. There are still plenty of strange sights to see and unhinged NPCs to interact with, but the route to them is far more constrained.

To the extent that Mark of Amber is remembered today at all, I suspect it’s largely because of its inclusion of an audio CD. TSR intended it to be played during the session, with specific tracks keyed to certain locations and encounters. The disc contains ambient soundscapes, musical stings, and even narrated segments designed to heighten immersion. This wasn’t the first time TSR had experimented with audio accompaniments, but it was, so far as I can recall, the only time I encountered it myself.

As ludicrous as this might seem now, in 1995 it was actually a somewhat ambitious idea. Tabletop RPGs were still overwhelmingly analog experiences. I doubt every group even had a CD player available at the table and, even when they did, cueing tracks mid-session would almost certainly disrupt play. As a result, the CD was probably more trouble than it was worth. For me, it stands as a perfect emblem of TSR’s late-era mindset: occasionally bold and genuinely experimental, but often out of step with how most people actually played their games.

An equally interesting aspect of Mark of Amber is its place within the evolution of the setting that would come to be known as Mystara. In its earliest conception, the Known World belonged firmly to the Basic/Expert line. AD&D already had its own distinct stable of settings, like Greyhawk, the Forgotten Realms, and Krynn, each with different assumptions about character power and campaign focus. Nevertheless, beginning in 1994, TSR began adapting Mystara for AD&D and Mark of Amber is part of that effort.

How well this translation worked overall, I can’t really say, since I didn’t purchase any of the other AD&D Mystara products. Even so, I sense a certain contradiction here. Mystara was built as a sandbox setting, with clear geography and room for emergent play, while many AD&D adventures of that time emphasized plotted narratives. Mark of Amber embodies this mismatch, taking place in a setting born in the freewheeling era of the early 1980s now pressed into service for a much more scripted style of play.

All of this leaves Mark of Amber as an uneven adventure. It boasts strong atmosphere, memorable NPCs, and an ambitious presentation, but it’s probably best remembered today for what it reveals about the state of TSR and, by extension, Dungeons & Dragons, just a few years before the company was acquired by Wizards of the Coast.

Bringing this back to Clark Ashton Smith for a moment, Mark of Amber is a curious artifact. Its connection to CAS is almost entirely inherited rather than organic, filtered through Castle Amber rather than drawing directly from the source. Where Moldvay’s original module gleefully embraced the weirdness and excess of Smith’s fiction, Mark of Amber seems to me to approach that inheritance with a more cautious, narratively controlled hand.

In that sense, the adventure neatly encapsulates TSR’s situation in 1995. It looks backward to a beloved classic, tries to dress it up with new technology, and then situates it within a setting undergoing corporate redefinition. The result is neither a pure revival nor a bold reinvention, but something in between. It's a respectful sequel that never quite recaptures the anarchic spirit that made its predecessor memorable.

Castle Amber remains, in my opinion, a monument to Golden Age D&D’s joyful strangeness. Mark of Amber, by contrast, stands as a reminder of how much the game (and its publishers) had changed. For better or worse, it shows us what happens when old school weirdness is filtered through the sensibilities of the 1990s, becoming more polished, more controlled, and ultimately less surprising.

Thursday, November 13, 2025

Retrospective: The Complete Priest's Handbook

When the second edition of Advanced Dungeons & Dragons appeared in 1989, one of its implicit goals was to make the game’s classes more flexible and setting-driven. Nowhere was this more apparent than in the treatment of clerics. First Edition AD&D more or less followed the template laid down by OD&D, where the cleric was an odd hybrid of Templar, exorcist, and battlefield medic. This was a pragmatic invention designed to plug holes in early play (someone had to turn undead and heal wounds). The cleric class was thus foundational to the game, but rarely inspiring. If my experience is anything to go by, few players aspired to be a cleric and would only acquiesce to doing so because the party needed healing.

The Complete Priest’s Handbook, published in 1990, represents TSR’s most serious attempt to rethink the cleric, building on what had already been established in the 2e Player's Handbook. Written by Aaron Allston, it stands as one of the most conceptually ambitious entries in the “Complete” series, as well as one I really liked at the time of its release. The supplement's title is significant. Second Edition, you may recall, replaced the term "cleric" with "priest" as the name of the broad class category. “Cleric” became only one example within that category – a type of priest, much as the druid was another. This terminological shift heralded a new approach to divine spellcasters. Where 1e’s cleric was monolithic, 2e’s priest was varied. There could be hundreds of priestly archetypes, each distinct to its faith and overall ethos. Allston’s book took that conceptual flexibility and attempted to make it practical.

At the heart of The Complete Priest’s Handbook lies 2e’s concept of specialty priests as a flexible framework for portraying the servants of specific gods or cosmic powers. Rather than treating every priest as a lightly re-skinned version of the same armored miracle-worker, Allston provided Dungeon Masters with clear guidelines for customizing spell access, weapons, armor, granted powers, and restrictions to reflect each deity’s nature. A priest of a war god might wield swords and command battle magic, while one devoted to a god of secrets could be forbidden to fight openly but gifted with divinations and hidden knowledge. The idea had its roots in Dragonlance Adventures (1987) and the 2e Player’s Handbook, of course, but Allston expanded and refined it in meaningful ways. He demonstrated that the faiths of a campaign world should shape the rules of divine magic, not the other way around.

Much of the supplement reads less like a player’s guide than a campaign design manual. Allston encouraged DMs to think about pantheons, from who the gods are, what their worshippers are like, and how their clergy interact with worldly institutions. He presented religions as social, political, and metaphysical forces, not merely sources of spells. From here, he moves on to designing priesthoods, walking the reader through the process of defining a faith’s beliefs, organization, duties, and other details, with each choice shaping both flavor and play. Allston even made space for philosophical or non-theistic priests, who draw power from devotion to an ideal or cosmic principle. That idea was barely hinted at previously, but, in this supplement, it's offered as an unambiguous possibility (one that I embraced wholeheartedly in my Emaindor campaign from high school).

In many ways, The Complete Priest’s Handbook was TSR’s first real attempt to treat religion as a serious worldbuilding concern rather than an afterthought. The gods and their faiths were no longer just color for the background; they became engines of conflict, patronage, and adventure. The priest was not simply a healer or support character but a representative of a larger belief structure and institution. One can argue that this was always true in AD&D and perhaps it was, but, for many of us, it took books like this to make us think seriously about what that actually meant in play.

Like all entries in the “Complete” line, The Complete Priest’s Handbook included a selection of kits, optional templates meant to add flavor and specialization. Ironically, I never found most of them especially interesting. Too many represented vague social roles, like the Nobleman Priest, the Peasant Priest, and so on, rather than more distinctive archetypes like the Crusader or the Missionary. Arguably, 2e priests didn’t need kits at all. Between their spheres of magic and granted powers, the class already had plenty of built-in flexibility. However, compared to what other classes received in their "Complete" books, this section felt oddly underbaked.

What truly stands out, though, is how The Complete Priest’s Handbook reflects a broader shift in TSR’s design philosophy. Second Edition was increasingly interested in building distinct, coherent settings for AD&D. One could reasonably argue this was motivated by a desire to sell more products, but, even so, it had an intriguing creative side effect: it pushed the rules toward flexibility and world-specific interpretation. Instead of assuming a single “cleric” archetype for every world, 2e encouraged Dungeon Masters to make each campaign’s religions – and thus its priests – unique.

Of course, the book is not without its flaws. Balancing specialty priests was left largely to the DM’s discretion and the examples varied widely in quality. Allston’s approach assumed a polytheistic setting where divine diversity was the norm, leaving monotheistic or dualistic campaigns to do some extra work. Yet, these are minor quibbles compared to the book’s larger accomplishment. The Complete Priest’s Handbook encouraged DMs to shape faith to fit their worlds and, just as importantly, to let their worlds shape faith in return. For a game as rule-bound as AD&D sometimes was, that felt genuinely liberating.

For all my reservations about the "Complete" series as a whole, I still regard The Complete Priest’s Handbook as one of its true high points, a book that took a neglected class and made it central not just to the mechanics of the game but to the presentation of the setting in which it was played.

Wednesday, April 3, 2024

Retrospective: The Complete Fighter's Handbook

AD&D 2nd Edition catches a lot of flak among old schoolers and I completely understand why that is. Nevertheless, as I've stated before, I don't think it's nearly as bad as its somewhat exaggerated reputation would suggest. I played 2e happily for many years and have fond memories of the adventures and campaigns in which I participated. For that matter, I probably wouldn't hesitate to play 2e again if someone I knew were starting up a new campaign using those rules. In short, I think 2nd Edition is just fine, even if it's not my preferred version of Dungeons & Dragons.

That's not to say 2e is not without problems – or, at least, that the larger 2e game line is not without problems and big ones at that. One of the biggest can be seen in its inordinate fondness for bloated (and frequently mechanically dubious) supplements, like 1989's The Complete Fighter's Handbook by Aaron Allston. This was the book that launched a thousand supplements, inaugurating not just the "PHBR" series, which would eventually include fifteen different volumes, but also the "DMGR" (9 volumes) and the "HR" (7 volumes) series as well. These supplements were of varying quality and entirely optional, but, as is so often the case, their mere existence placed a lot of pressure on referees to allow their use in their campaigns, often with disastrous results.

At 124 pages in length, The Complete Fighter's Handbook is an eclectic mix of new and optional rules for use by players of the fighter class and by Dungeon Masters wishing to include additional levels of details with regards to armor, weapons, combat, and related topics. In principle, it's not a bad idea for a supplement, akin in some respects to Traveller's Mercenary, both in terms of its content and the way that its publication changed the game forever. Once The Complete Fighter's Handbook was published, it was inevitable that there'd eventually be Complete Handbooks for every class and race in the game, each one adding further complexity and ever greater demands on the referee.

The book begins with a lengthy, eight-page treatment of armor and weapon smithing in the context of 2e's non-weapon proficiency system. On the one hand, that's a genuinely useful and even interesting subject for players and referees who want that level of detail in their campaign. On the other, it's also a lot of new rules material that most players and referees simply won't want. Ultimately, that's the paradox of this book: there's some good stuff in here, but I'm not sure the juice is worth the squeeze. It's also, as I've said, the first step on the supplement treadmill that would come to characterize AD&D 2nd Edition – not to mention undermining the edition's very raison d'être of making AD&D clearer, simpler, and more accessible. Alas, the need to keep selling books trumps all.

Next up are 24 pages devoted to 14 different "kits," a concept first introduced in Time of the Dragon, along with guidelines for modifying the kits or creating one's own. Unlike the kits from Time of Dragon, those presented here are mostly rather "generic" – gladiator, peasant hero, pirate, etc. – rather than being immersed in a specific cultural or social context. This is the same problem that would later befall 3e's prestige classes and probably for the same reason: it's harder to sell game material that is tied to a specific setting than it is to sell material usable by anyone who pays their $15. 

Then there's a similarly long section devoted to "roleplaying" that is a mixture of the banal ("warrior personalities"), the basic (campaign structure), and the half-interesting ("one-warrior type campaigns"). In many ways, this section exemplifies the Complete Handbook series as a whole: an overwritten mix of good and bad, with much of it unnecessary. The remaining half of the book is like this, too – lots of rules options relating to weapon proficiencies, combat, and equipment, mixed up with occasional bits of advice regarding their implementation. There's simply so much of it that I shudder at the thought of any referee making use of more than just a tiny percentage, because I imagine the effects of using more than that in a campaign would be confusion at best and catastrophe at worst.

That, ultimately, is my primary criticism of The Complete Fighter's Handbook and the books it inspired: it's too much and to little good end. There are a few good ideas scattered throughout but finding them is like looking for a diamond among a mountain of coal. Worse, as I've said, is the way that this book laid the groundwork for a new philosophy not just of play but of publishing that would hobble AD&D 2nd Edition until its – and TSR's – demise. I genuinely wish that weren't the case, because I think there's the germ of a good idea behind this book, but it's buried under so much dross that I find it hard to render a positive judgment in the end – a pity!

Wednesday, September 28, 2022

Retrospective: The Grand Duchy of Karameikos

I was a TSR fanboy, but I was also something of a snob when it came to products released under the banner of plain old Dungeons & Dragons, which is to say, D&D minus the adjective "advanced." To me, that was "kiddie D&D" and unworthy of my attention. At the same time, I had my weaknesses and one of them was new campaign settings. So, when TSR released the first module in its line of D&D Gazetteers in 1987, I was more than a little intrigued, despite its connection to non-advanced D&D.

My contradictory interest in The Grand Duchy of Karameikos was rooted in the fact that it was part of the "Known World" (later Mystara) sketched out in The Isle of Dread, a module I'd used to good effect when it was first released (again, despite my elitist suspicion of D&D – my standards were frustratingly inconsistent in my youth). I was also curious to see what Aaron Allston might do with the region first mentioned in the D&D Expert Rules, since the module boasted of providing "a complete historical, economical [sic], geographical, and sociological overview" of the Grand Duchy and its inhabitants. It was a tall order, to be sure, but the thickness of the supplement – 64 pages – and its inclusion of a "full-size, four-color map" of Karameikos and two of its major settlements gave me hope that it would be worth the purchase.

The module is divided into two sections. The first part is the gazetteer proper, covering the history, politics, and society of the Grand Duchy, including descriptions of its most important locales and NPCs. The second part, which is very short, provides ideas for adventures set in and around Karameikos for a variety of levels of play, from 1st level all the way to 36th. Together, the two sections provide a lot of information for the referee to digest, but they also include lots of inspiration too. Scattered throughout the module are numerous maps for use in play, like typical taverns and manor houses. This is in addition to the large, poster-sized map of the Grand Duchy, its capital city of Specularum, and the frontier town of Threshold. 

Riffing off the details first put forward in the excellent adventure, Night's Dark Terror, which is set in Karameikos, Allston paints a portrait of the Grand Duchy as an analog to one of the eastern European satellites of the medieval Byzantine Empire (here represented by the Empire of Thyatis). Karameikos is rough and tumble sort of place that is slowly in the process of becoming more settled and orderly, but with enough enemies, both internal and external, to keep it interesting for D&D adventurers. In many ways, Karameikos is a nearly perfect setting for the game, since it's just settled enough to provide bases from which characters can operate and just wild enough that there's plenty of scope for exploration (and looting). The place has a frontier feel to it that makes it very easy for the PCs to carve out domains of their own under the suzerainty of the Grand Duke.

Of course, that also means that Karameikos is a bit on the vanilla side. Beneath the Slavic veneer of the place, it's your typical fantastic medieval realm with the full panoply of D&D flourishes: knights, monsters, allied demihumans, thieves, etc. There's likewise a faux Christian Church to which clerics can belong, in addition to dark, secretive cults up to no good. This isn't necessarily a bad thing. As I mentioned above, it's a very solid set-up for a standard model of a D&D campaign and there's enough information here to save the referee a lot of trouble when it comes to framing his adventures. However, if you're hoping for something different, or even just off the beaten path, you'll likely be disappointed.

And I was. I didn't hate The Grand Duchy of Karameikos; that's too strong an emotion for a product like this. Instead, I was simply unimpressed and, as a result, avoided the other Gazetteer volumes that followed in its wake (with the exception of The Northern Reaches, released in 1988). I simply assumed that all the subsequent volumes would be similarly paint-by-numbers in their content – an assessment I would later learn was gravely mistaken and that would lead to my not reading the other volumes in the series until many years after the fact. Live and learn, as they say!

Monday, October 12, 2020

Weird Maps V

     In Sneffels Joculis craterem quem delibat
     Umbra Scartaris Julii intra calendas descende,
     Audax viator, et terrestre centrum attinges.
     Quod feci, Arne Saknussemm.

Which bad Latin may be translated thus:

"Descend, bold traveller, into the crater of the jokul of Sneffels, which the shadow of Scartaris touches before the kalends of July, and you will attain the centre of the earth; which I have done, Arne Saknussemm."

The passage above comes from Chapter 5 of Jules Verne's 1864 novel, Journey to the Center of the Earth. I cite it because comic writer Mike Grell, creator of The Warlord (about which more later today), claimed that it's the source of the name of the hollow earth setting of the comic, the Inner World of Skartaris. 

I have a great deal of fondness for the concept of the hollow earth. It's utterly absurd from a scientific standpoint, of course, but it's fun and a part of many foundational pulp fantasies, such as Edgar Rice Burroughs's Pellucidar (which J. Eric Holmes clearly admired as well). In 1990, the late Aaron Allston wrote a pretty clever Dungeons & Dragons campaign setting based on the concept, showing that, even as late as that date, the pulp fantasy literature from which the game sprang had not yet been forgotten. 

Wednesday, May 26, 2010

Dark Dungeons

No, not that ridiculous Chick tract from the 80s -- the retro-clone of the Rules Cyclopedia version of D&D. As of this very day, it's "officially" done and available either as a free PDF download or as an inexpensive printed volume (hardcover or softcover) through Lulu.com.

I've only had a chance to look briefly at the PDF version, but it looks very good indeed. Best of all, it's completely Open Content, meaning that anyone looking to add, say, domain management or mass combat to their own retro-clone projects will find some useful material here. And of course it's even better for players whose preferred version of D&D is the 1991 Aaron Allston-edited compilation of the mid-80s Frank Mentzer-penned rules.

Check it out.

Wednesday, August 5, 2009

Retrospective: Hollow World Campaign Set

Normally, a D&D product published in 1990 would be well outside the focus of this blog, but I was cleaning my basement this past weekend and came across my copy of the Hollow World Campaign Setting by Aaron Allston. Naturally, I opened up the box and started reading it again, something I hadn't done in a very long time. Though released at the dawn of the Bronze Age, I was immediately struck by how many old school elements could still be found within its pages. Indeed, I suspect that gamers who entered the hobby well after 1990 would probably see many aspects of this product as hopelessly "old fashioned."

That's not say that the Hollow World can be called old school without qualification. The mere fact that it contains over 128 pages of descriptions of nations, cultures, and races is sufficient to dispel that notion, as are the very rail road-y scenario outlines included in the 32-page adventure book ("However you do it, once you have the PCs aboard ship, their fate is sealed."). Yet, this boxed set details not a subterranean realm filled with inhuman horrors or angst-filled dark elves but a lost world after the fashion of the pulp fantasies that inspired early D&D. This lost world is filled with anachronisms -- ancient Greeks, Egyptians, Vikings, and Aztecs share the Hollow World with lizardmen, Hollywood-style pirates, high-tech elves, and Lilliputian animal-riders. It's a gonzo fantasy setting with only the thinnest veneer of plausibility, which probably explains why I enjoyed re-reading it over the last few days.

Hollow World's atavistic old school-ness manifests in a couple of ways, most notably the sandbox nature of its setting. There are no grand plots here and the adventures, while poorly constructed in my opinion, are almost universally local in their focus. The Hollow World is thus a very open setting in which individual referees can create their own adventures without fear of being contradicted by the whims of frustrated novelists turned game designers. New game rules are minimal -- another old school hallmark -- and what rules are present are largely consonant with the Old Ways. The rules for generating Hollow World characters, for example, not only assume but demand that the players use 3d6 in order for ability scores. Of course, like all D&D setting products of this era, Hollow World includes a needless and lengthy skill system that detracts a great deal from the more minimalist approach to rules evidenced elsewhere. Equally troubling is how often the books reference AD&D, as if TSR really didn't have faith in D&D as a separate product line and would rather have killed it off entirely (something they did in fact do several years later).

The Hollow World Campaign Setting is thus an interesting artifact from the last era of TSR D&D in which the game showed any vibrancy whatsoever. It's still a product from a decadent time, but, even within that decadence, there are still echoes of the Golden Age -- faint ones, to be sure, but they are there nonetheless. Hollow World comes from a time before adventure paths and "story über alles" came to dominate the roleplaying scene. Though containing more detail than I think necessary, there's still a degree of minimalism present that I wouldn't have thought likely, given its late date. Furthermore, the literary homages present here appeal to me greatly and serve as a reminder that pockets of D&D's literary heritage survived beyond the Golden Age far longer than I sometimes care to admit. Re-reading Hollow World thus opened my eyes to the reality that even decadent ages sometimes produce works worthy of appreciation.

Monday, July 20, 2009

Aaron Allston Fundraiser

The Fandom Association of Central Texas has established the Aaron Allston Donation Fund to help defer the costs of Mr Allston's recent bypass surgery. Although most well-known as a novelist, Aaron Allston began his writing career in the RPG business in the mid-80s, his most noteworthy product being the Dungeons & Dragons Rules Cyclopedia about which I wrote recently.

Information on how to make a donation to the fund can be found via the link above.