Rainbow Fantasy II

While rainbow fantasy has warriors and weapons and swordplay, it also avoids killing (except for robots – you can bash them up and not get in trouble) and doesn’t seem to care much about treasure. In other words – it is far removed from the “kill things and take their stuff” genre of fantasy gaming.

In rainbow fantasy, the point is about promoting, for lack of a better term, “goodness”. Evil must be stopped, but should not be killed, for to kill is evil. Moreover, some monsters that appear to be evil turn out to be misguided. In rainbow fantasy, the goal is to stop the evil without taking life, and thus experience points are handed out for exactly that. Killing a monster in rainbow fantasy does not get you XP – and in fact, it should get you something like a cumulative 10% deduction for XP earned on an adventure for each creature purposely killed.

To help this sort of fantasy along, it is important for the GM to do three things.

The first is to make sure that adventurers can choose to stun a creature when it reaches zero hit points rather than kill it. A stunned monster remains unconscious for 1d4 rounds and then awakens with half of its lost hit points restored. The monster must immediately make a morale check to remain in the fight. And speaking of morale checks …

The second is to institute strict morale checks for monsters, perhaps using a modified scale that makes each successive check more difficult. In rainbow fantasy, the bad guys lack courage because they lack goodness, and thus they will run away before it is necessary to kill them.

Finally, they must understand why the bad guys are fighting – what motivates them. They may be agents of “Evil” who are driven to be evil for the sake of it. They may be laboring under a misunderstanding – twisted into aggression by the bad guys through deception, or simply acting out of an innocent misunderstanding. They might also turn out to be far from evil, but in fact potential allies on a quest once everyone has had a chance to get to know one another. This means that talking and dialogue are very important in a rainbow fantasy game, as are reaction checks. Adventurers can earn experience points by understanding their enemies, apologizing for accidental slights and forgiving misunderstandings, and finding a way to live in harmony.

This might not be popular with lots of gamers – there is after all some therapeutic value in pretending to be Conan the Barbarian – but there might be more value in roleplaying solutions to problems that do not involve violence. In the real world in which we live, you cannot solve every conflict you have with swordplay – in fact, you can solve very few problems legally with violence. Practicing the resolution of conflict without resorting to violence and argument can come in pretty handy, as can making sure that the conflict you think you have really is a conflict and not just a misunderstanding.

What it comes down to at the end of every episode of He-Man and the Master of the Universe and She-Ra, Princess of Power is a moral. The challenges faced should be built around a morale, and the key to winning the adventure is identifying the moral and putting it to use to overcome the challenge.

Image found at He-Man.org

Slumming Once Again

After having reviewed David Lewis Johnson‘s fine Gathox Vertical Slum recently, I was delighted to be given the chance of reviewing a recently released adventure for the setting called Quake Alley Mayhem.

From the introduction:

“GVS2: Quake Alley Mayhem is a tournament-style module set in the world of Gathox Vertical Slum, for use with Swords & Wizardry White Box or a similar old school system, focusing on a team of fresh gang members and their attempt to retrieve an artifact for their boss.”

The adventure is nicely done, with a tidy set-up that meshes well with its setting, plus the bonus of being a tournament module – you don’t see many of those lately – and with an emphasis not on fighting, but on dealing with traps. In other words, like the Gathox setting as a whole, it’s not the same old thing.

Quake Alley Mayhem centers around a machine that one gang, the Kermen, stole from another gang, the Purple Rockets. They have this item hidden in – appropriately enough – their hideout. The adventurer’s task is to get it back, and it will not be easy. The chambers through which they must pass are trapped – not all of them, but most of them – and are sometimes guarded by monsters. In addition, the hideout is in a quake-prone area; every 20 minutes there is a quake, and every quake has the chance of altering the hideout’s layout or even dealing damage to the adventurers.

The room descriptions in the 40 page module take up 8 pages, and are well laid out for easy reading and use. The module has a brief introduction, rules on running the quakes, a guide to tournament scoring and random tables for rumors, random encounters, reactions and death and dismemberment. There is a list of three contracts the adventurers can take on to earn additional points in the tournament scoring and to spice up the mission a bit with extra goals. There are also seven pre-generated characters with character sheets so that players can get right down to business. The module also provides a Module Tracking Sheet for the GM and a blank character sheet. And, of course, the module has lots of nice art by David.

Quake Alley Mayhem is a nice introductory adventure for the Gathox setting, and at only $6.99 I heartily recommend it.