 |
I like how the title screen exemplifies the act of creating a dungeon.
|
Unlimited Adventures
and "The Heirs to Skull Crag" module
United States
MicroMagic, Inc. (developer); Strategic Simulations, Inc. (publisher)
Released 1993 for DOS and Macintosh
Date Started: 31 January 2024
(Title note: Almost every existing reference to the kit calls it Forgotten Realms: Unlimited Adventures and uses the acronym FRUA. However, it does not appear to me that the "Forgotten Realms" setting title, which is present in all the Gold Box games set there, is meant to be part of the kit's title. The manual refers to it solely as Unlimited Adventures every time it appears, although it does also use the FRUA acronym for the default directory.)
It's hard to believe that it's been over four years since I played my last Gold Box game: The Dark Queen of Krynn (1992). I've missed it. There were a few things I never liked about it, but man have I missed its combat system. In the 150 games I've played since Dark Queen, only about half a dozen have exceeded a 5 in the "magic and combat" category on the GIMLET, and most of those were roguelikes. It has been dismal. So I found myself grinning like an idiot while playing the first few battles of "The Heirs to Skull Crag," the adventure that comes packaged with Unlimited Adventures. I've said before that you can't make a truly bad fantasy game with this engine, and I stand by it.
 |
Hold my beer.
|
Unlimited Adventures is one of those rare bean-counting business decisions that also happens to be great for the fans. Strategic Simulations' contract with TSR was extended into 1994 (resulting in Dark Sun, Eye of the Beholder III, and games I haven't yet covered, like Ravenloft: Strahd's Possession and Menzoberranzan), but TSR stipulated that 1992 was the last year of the Gold Box. Someone—I'll try to find out who before we wrap up this game—had the bright idea of releasing the Gold Box development tools to the fanbase. They farmed out the job to MicroMagic, the TK-based company who had written The Dark Queen of Krynn after a prior history specializing in ports for SSI, Origin, and Electronic Arts. The resulting kit allows anyone to make a Gold Box game.
And wow, have people done it. Commenter Abacos was kind enough to put together a master list of all adventures hosted and reviewed on just
one web site, and there are over 650 of them. Abacos's
datasheet is a thing of beauty; it includes the file sizes, the number of reviews, the date, the starting character levels, and other key data elements, including a brief description. It looks like the most popular adventure is "AT1: Dark Alliances" (1999) by Ben Sanderfer. The largest by file size is "The Snow-Woman's Daughter" (2023) by an author named "hans" (he has the top four largest by file size), but the largest by number of dungeons (80) is "As Seen Through the Eyes of Jade" (1997) by Harri Polsa. The most recent one came out just last month: "The Horse Plague" by Ronald M. Green. There are updates of almost all the classic Gold Box titles, including an offline version of
Neverwinter Nights (1990), plus fan sequels and adaptations of
Dungeons & Dragons modules. I will naturally not be able to play all or even a modest portion of them. I'm starting with the adventure that came with the kit, "The Heirs to Skull Crag," and after that I may pick a superlative, a commenter favorite, or just a random roll.
The kit comprises a map editor, a monster editor, and an event editor. You cannot create your own spells. There is no graphics editor; you must select everything from stock art or create your own using a couple of specific graphics programs (the manual mentions Electronic Arts' DeluxePaint and ZSoft's PC Paintbrush, but I don't know whether this list is exhaustive). I've read in a couple of places that TSR gave explicit permission for designers to use any published Dungeons & Dragons artwork as long as they owned a valid Unlimited Adventures license, but I haven't come across any paperwork to that extent. I'm inclined to think it's an urban legend, but if anyone knows an official source, please let me know.
 |
The monster editor lets you rename and change the statistics and abilities of your least favorite monsters.
|
The event editor allows a variety of complex events, both combat and non-combat, including dialogue options and choices. I would be interested if any readers could point me to an adventure on that list that has a lot of role-playing choices, which we haven't seen in the commercial Gold Box games since Pool of Radiance.
 |
Choosing among different event types.
|
Some commenters have said that they'd like to see me make a game, and all I can say is that if I'm going to do that, it's going to be after May when I have more time. It won't be part of this initial set of reviews. However, I did fire up the kit, and it feels user friendly enough. Walking around the dungeon and putting up walls, I was reminded a bit of settlement-building in Fallout 4.
 |
Water pumps and auto-turrets next.
|
I jumped right into character creation with the default adventure, which is provided less for play and more as a template for editing. Character creation remains identical to what MicroMagic developed for The Dark Queen of Krynn, including its icon selector, which has you choose from 49 options instead of meticulously coloring every arm and leg yourself. I was surprised to see that the kit still applies AD&D first-edition class restrictions on races. Only humans and half-elves can be clerics, and the only classes available to dwarves, gnomes, and halflings are fighter, thief, and fighter/thief. Attribute rolls are generous: I rarely saw a single digit, and the average attribute is at least a 14. As usual, the game includes the ability to modify the character to any set of attributes you want, ostensibly so that "it matches a favorite AD&D® game character."
 |
This was my first roll.
|
Based on random rolls, I created:
- Hemlock, a lawful evil female elf fighter/thief
- Ascham, a neutral good male human ranger
- Isaac the Blind, a neutral evil male half-elf magic user
- Thaxla, a chaotic neutral female dwarf fighter
- Choshen, a lawful good male human cleric
- Gary, a true neutral male half-elf fighter/magic user
Characters start with 50,000 experience points, enough that the single-class characters are Level 6 and the multi-class characters are Level 5 in each. The characters also start with a selection of equipment, including +1 weapons and armor appropriate to their classes. That's too bad; I rather like the process of going to the store and equipping the characters. But the game's way makes more sense for the plot.
 |
Selecting the right character icon.
|
(When I was creating the characters, I didn't worry about level caps, as I assumed this would be a short game and I didn't realize that the characters were going to start at a high level. I guess Hemlock is destined to remain a Level 5 fighter forever; a few of the others will get only one or two boosts.)
If the game documentation came with any backstory for "The Heirs to Skull Crag," I overlooked it. However, it's relatively clear from the opening screens what's happening. The party is a group of caravan guards who have just finished escorting a client to the titular keep, which has a small town at its base. Before they've even done anything, the caravan master pays them a bunch of gold and what turns out to be a Ring of Protection +1.
 |
This doesn't look much like a "Skull Crag."
|
I remember when
I played Pool of Radiance, I spent an hour or so before playing imagining how my six characters met each other in the first place, making up backstories for each of them. I did that a bit here, trying to account for the varied alignments among the party members. The backstory works well with my motley party; you could imagine caravan guards coming from all walks of life, not caring much about each other's worldviews when they have a straightforward job to do. I don't know what the official AD&D line on this is, but I've decided that "evil" is just a worldview and doesn't necessarily mean that a character can't have friends, or isn't pleasant enough to be around as long as no major ethical issues present themselves. So here we have a tired group heading into the Thirsty Traveler to toast the end of a lucrative gig, with no plans to talk politics. (And for some reason they share finances and have no problem with Gary taking the Ring of Protection. We'll ignore that.)
Some of the sites I consulted about the game talked about how the graphics and textures had improved from the previous Gold Box releases. I don't know. I think those sites are forgetting about Dark Queen. To me, they seem about equal to the portraits, scenes, and textures in that game. In fact, most of them are re-used from previous games. There are definitely some nice images, and the textures perhaps support a wider variety of materials, doorway types, and environmental features like crackling fires in every house. The problem, of course—and this is one of the key issues with the Gold Box—is that as nice as they look, they are just textures. They don't really tell you much about the real environment. You can't interact with them. They don't even show approaching enemies. Dungeon Master, Eye of the Beholder, and Ultima Underworld ruined this kind of abstraction. Even the NPC portraits feel more like placeholders than the actual NPCs in front of you. They often show backgrounds that don't make sense in context, for instance.
 |
If we're in an armory, why do gothic spires rise behind her?
|
The town at the base of Skull Crag is small and doesn't use all of the spaces in its grid. One big change became clear as I explored the town and, later, the keep: Unlimited Adventures finally supports maps larger than 16 x 16 without playing tricks. The town and its keep are 19 x 19. At first, I thought the town map was just warping the character to unused areas and fudging the coordinates as we saw in previous Gold Box games. There are even areas that look like the "excess" squares could fit. But I confirmed its 19 x 19 configuration in the editor. The keep has the same size and actually uses almost all of it. Moreover, the instructions say that you can go up 576 tiles, and they don't have to be in a square configuration. The keep is 20 x 28, for instance.
 |
The town at the base of Skull Crag. The winding passages to the north and south are also clearly supposed to be going "up" to the keep and "down" the valley below.
|
The town has an inn, a tavern, stables, a general store, an armory, a missile weapon store, and a magic shop that either is always closed or opens later on. I bought arrows in the missile weapon store and was pleased to find that they automatically stacked in my inventory—no more having to go in and "join" them. That might have already been in Dark Queen; I don't remember.
 |
80 gold pieces for 20 arrows seems steep.
|
The inn has half a dozen guest rooms. The innkeeper tells you not to enter any of them. If you do, you get a shocked or angry reaction from the guest within. This was fun. Few of the Gold Box games had this level of world detail.
 |
"Plus, I'm in the middle of turning into a lich."
|
 |
Wow, this inn will rent rooms to anybody.
|
The tavern also has more options than in the last few Gold Box games, including the option to listen for rumors (and without having to look them up in a separate adventure journal!). I hear:
- "The witch in the tower on the west side of town is mighty secretive about her home. I wonder what she's got hidden in there." This refers to a building that we later enter and are automatically teleported to another part of town.
 |
This is what the witch is hiding.
|
- "Bjorn's in a bad mood recently. I heard someone stole his horse. You know, he's killed people for less than that before." No idea.
- "Tinya says her aunt Penelope just died . . . but you can never trust a word she says, anyway. Her name's not even Tinya, you know. They just call her that."
- "Do you remember Kitama and Moraya, the two little ones visiting from Eagle Peak? On their way back home, they were captured and devoured by a roving band of ettins."
 |
This is the work of Tao RodrÃguez-Seeger, grandson of folk legend Pete Seeger, who was on the design team. "Penelope" is Pete Seeger's sister, "Tinya" is his daughter, and "Kitama" and "Moraya" are two of his grandchildren.
|
There are a lot of private homes with fireplaces but no people. As we wander the streets, we meet a few combats with drunk mercenaries, thieves, and the like—nothing hard, but reminding me how the system works. I am surprised that my fighter/mage can cast spells in armor; I thought the series fixed that a while ago. Nothing otherwise seems new in combat or spells, at least so far. I notice the party can't rest or "fix" (a shortcut command that heals all wounds without having to cast individual spells) except in safe spaces, but we've seen that in the games before.
 |
Happy days are here again.
|
Overall, it's disappointing that the authors didn't make a few fixes. I would have liked the ability to select characters with the number keys, for instance, and to switch between character screens or inventories without having to back entirely out and select a new character. These shortcuts are the norm in most other multi-character games such as Betrayal at Krondor. I suppose it's folly to have expected much from a project meant to simply wring a few coins out of an existing property.
The north gate is broken and the keep is blocked by guards, so the only way for the party to leave the city is through that little trail to the south. It presents itself as a tunnel carved through the mountain which releases the characters into the outdoors, although the "outdoors" is a straight corridor with stone walls (at least until combat begins). Walking along the corridor, the party encounters a lone rider on an injured horse being chased by a horde of monsters. An arrow sends the stallion to the ground, spilling the rider, who jumps up and prepares to defend himself. The party runs forward to defend him; we'll assume that the evil members are thinking about reward.
 |
It would be nice if the engine had supported lower-case letters.
|
The battle that ensues is the fifth or sixth of the game, but it is the first authentically challenging one. The party, assisted by the rider (whose name is Sir Dutiocs) and a few road guards, faces a small army of minotaurs, ogres, and hill giants led by an ogre mage. Fortunately, large monsters fare poorly on outdoor maps, where they get hung up easily on trees and rocks and such. The party is able to keep their distance and take out most of the monsters with arrows and spells. I can't tell you how much I dig this battle. It has been literally years since I had truly enjoyable party-based combat.
 |
I really needed my "Fireball" fix.
|
As the last ogre falls, Sir Dutiocs thanks us for our intervention. He was bearing the body of the leader of the Roadwardens, Arelin Starbrow, back to the keep. She was killed by the monsters. He asks us to join him there: "We will have need of valiant fighters such as yourselves to recover the arms of the Roadwarden." He gives us a writ of passage to show to the guards.
As we return to town, the passage collapses behind us, so I guess there's no more leaving to the south. After resting and re-memorizing spells, we make our way to Skull Crag, a multi-leveled fortress with a training hall on the first floor, though none of us are ready to level up yet. The first floor has a Great Hall, guest rooms, a Temple of Sune, and other typical castle features, but there's nothing to do here except store excess items in a vault.
 |
So this is where Sasha ended up.
|
Upstairs, we find Dutiocs meeting with an old man named Morudel of Marsember. Morudel was the "consort" of Arelin Starbrow, who must now be replaced as Roadwarden. One of their children will probably inherit the title, but first Arelin's arms—sword, shield, lance, and helm—must be recovered, as they "embody the power that sustains Skull Crag." Morudel asks me to assist the heirs in accomplishing this task. Their names are Kallithrea, Dazmilar, and Yemandra, and Dutiocs tells me where I can find them in the keep and town.
 |
This guy looks a bit old to have been romping with the leader of a knightly order, but that's what happens when all your art is repurposed.
|
As I've said many times before, I always prefer the low-key, low-level, local quest to the world-saving adventures that most RPG heroes get up to. So far, "Crag" has checked that box. I'll wrap up here and see if I can win it in one or two more, then move on to some other modules.
Time so far: 2 hours
(apologies about the preceding comment, feel free to delete)
ReplyDeleteI'll be amused if this afterthought of a product scores a higher GIMLET than some of the commercially-released Gold Box games. It doesn't feel entirely impossible!
"Some commenters have said that they'd like to see me make a game, and all I can say is that if I'm going to do that, it's going to be after May when I have more time."
ReplyDeleteOh my - what a lack of imagination from some commenters! I envision the commenters MAKING the scenario, with each commenter only allowed said one dungeon and to add dialogues / events / whatever to what the previous commenter sent him - with no other coordination on a general plot. A round-robin scenario, if you will.
I like this idea!
DeleteHopefully not, that sounds like absolute hell.
DeleteThe biggest challenges would be the organization and the inevitable delays, but the basic idea is great.
DeleteThe Legend of Grimrock community has done something similar. The result is fun because of all the different ideas, but overall really more of a curiosity.
DeleteThe IF community built an exquisite-corpse-style Lovecraftian text adventure called Cragne Manor that wound up with 80 authors - it‘s unwieldy and bonkers and magnificent. There were organizers who laid out an overall structure, but just at the level of “you’re doing a hallway with exits N and SW, and the player should find a book here. Go!” I was amazed it wound up working as well as it did - I did a Let’s Play of the whole thing a couple years ago:
Deletehttps://intfiction.org/t/lets-play-cragne-manor/56472
While the program doesn't provide a method for it, back in the 90s the community figured out how to import art assets pretty quickly. Doubtless the source of those big file sizes.
ReplyDeleteThis was one of my first CRPGs and I also got on AOL for the first time when we got it (1995). It was in a 5-disc set of SSI games--UA, Dungeon Hack, Fantasy Empires, Stronghold and Dark Sun. No manuals, just a code page, so we had to figure it out. I still have those discs and in fact found this blog searching up Stronghold when I felt like playing it again to see if there were any tips on how to beat it, because I never could as a kid.
DeleteAnyway, regarding the assets, AOL had a keyword for this game (it was only UA back then, and I think it became more FRUA later; my sister and I called it UA for sure) and that's where people uploaded and downloaded their ripped assets. I downloaded a ton, thinking to make a game, which of course never happened. But I sure loved getting ready with "new" character pics on my slow modem. I just found and got rid of those floppies where I kept them all last year actually. And now after reading all the entries on games here I recognize so many as coming from Bard's Tale or other Gold Box games. This game is my nostalgia, LOL. I even have drawings of my characters based on the UA icons I used for them. I remember trying to relate to my friends in high school discussing Final Fantasy 3 (VI) with what I played on UA. Good times.
Except for Dark Sun, that sounds like the Fantasy Fest! collection SSI released in 1994. I still have the box lieing around somewhere. I mostly played Dungeon Hack and Stronghold. I didn't give UA much of a look, for someone with no Gold Box experience it looked very outdated for the mid 90s.
DeleteYeah, the CDs have 1995 on the edge so I am guessing that's when it was, and my memory puts it right around there. I could beat Dungeon Hack, get to a pretty good point in Stronghold, and I didn't get very far in Dark Sun, but as a kid who liked to write, UA was fun for thinking I could make a module. I was the opposite and never had any clue about the Gold Box games at all, and even later on I heard about "Gold Box" D&D games but never had any clue they were this engine until I started reading all the back entries on the blog here. We had a C64 before our first Windows Packard Bell which is what I played this on, but we only had kiddie cartridge games mostly for the C64 and CRPGs were new to me (though I did play the DragonRealms MUD on AOL back then too).
DeleteI remember searching for "Fantasy Fest" back when there was no Google and AltaVista was the big search engine. That's when I discovered that Internet was 99% porn.
Delete@PO: I think that was like, a big annual swinger's convention back in the 90s?
DeleteI did wonder about the pictures I got when I searched if I got the box contents right.
DeleteThough it looked more like a mix of carnival / gay pride parade than anything pornographic.
Maybe that was the outdoor map and the dungeons were different...
DeleteNowadays there are more non-porn on internet than porn....
DeleteI haven't been paying attention to your list of upcoming games, so this is a pleasant surprise. Gold Box games are always interesting to read about, if they're not all as fun to play as Pool of Radiance. Also, for about the last week I've been playing through a fan-made module using the Temple of Elemental Evil engine called Paladin's Cove, and it's superb despite technically still being in beta.
ReplyDeleteI was in the UA fandom for years. I’ve played maybe dozens of different UA modules. I never played Heirs to Skull Crag.
ReplyDeleteDark Alliances isn’t my personal favorite but I think it’s the one you’d enjoy most. The plot is a little silly but the pacing of the questing and exploration is spot on. Very PoR inspired.
Agreed James. Dark Alliances really captures the best of the Goldbox series as a whole, and Pools of Radiance in particular. It will be catnip to Chet (Chetnip?).
DeleteAnd Chet, it is worth exploring other styles of designs, even if you do so in a brief entry or whatever. There are some *very* clever designers out there who figured out lots of needs tricks.
Tried to post this twice on the laptop and had the comment get eaten; trying once more on mobile but apologies if a triple post somehow shows up!
ReplyDeleteExcited to see you get to the Gold Box's last hurrah -- I played a bit of UA for the first time last year when I was casting about for something that scratched the Pool of Radiance itch, and fired it up again a week or so ago when I saw it was coming up on your list. Couple thoughts on modules:
-I just played AT1, and it is indeed very fun and meaty -- there are lots of callbacks to earlier Gold Box games, both in terms of characters and settings but also the plot structure, which is satisfying. So I think that one's definitely worth a play, though one thing to flag is that spellcasters are somewhat hobbled (there are no wizard scrolls that I found, and clerics are restricted to level one spells). I'm halfway through the sequel, AT2, and finding it much less solid, sadly -- it's very linear, with a lot of samey, slow fights; combined with the spellcasting restrictions and the complete absence of any training halls or shops, it definitely feels like a slog.
-I haven't had much success with conversions of pen-and-paper modules; the balance often feels wildly off, both because balance was often an afterthought in those days, and different NPC and monster abilities translate inconsistently to the Gold Box engine, and often authors prioritize fidelity to the originals over playability. With that said, I did play a couple Ravenloft modules that had some roleplaying choices and nonlinearity -- though I dropped them after the second one since the combat was unbalanced and tedious. These were the Grand Conjunction series by Darius Whitehart.
-There's a mega-series of like 40 or 50 interlinked modules called "The Realm" that many folks point to as the apex accomplishment of UA. I found it hard to figure out how to start and proceed through this giant series -- it's not linear -- and many of them are pen-and-paper conversions that had many of the issues I flagged above, so I didn't get far into it. It's probably a bigger commitment than you're looking for but I'm a bit curious about what a series attempt at sampling it would look like.
-Beyond AT1, my other favorite modules have been by Nol Drek; I played his recent-ish conversions of the AD&D 2nd Ed campaign Night Below, and the first Pathfinder Adventure Path, Rise of the Runelords. Unlike most conversions, he streamlines so things so they're very playable in Gold Box form; there's enough plot to move things along, the combat leans more towards big, enjoyable set-pieces than slogs, and the XP and loot come fast and furious. They're very much beer and pretzels concerns, but there's nothing wrong with that!
The Realm is all module conversions, that’s why he was able to produce dozens of them. The linking schtick is that they share the same hack set so custom items found in one module are transferable to all the others.
DeleteYou might want to give "The Sect" a try, if you're looking for something another big campaign-style design. The combat is difficult, and it is both expansive in scope and extremely dense in terms of stuff to do.
DeleteIf you're interested in something less traditional, maybe take a look at past newsletter contest winners. When I discovered FRUA, I tried out the various newsletter contest winners, and that ended up being a very solid way of playing designs I never would have otherwise.
The official "The Realm" website (https://therealm.goldbox.games/Menu.htm) has three different recommended game orders: "west", "east", and "south", each followed by "the final diamond". It's still pretty convoluted, and you won't hit all the modules if you take that path, but it's the author's recommendation.
DeleteI found that using the same party made it too powerful if you kept all the loot. There's no story connection between the modules anyway, so it might be better to just treat each as a stand alone adventure.
DeleteYou could make a house rule such as "each character may keep one item" (or one item per module?)
DeleteI'm surprised that a 1993 computer game doesn't yet use the 1989 tabletop D&D rules, which do allow for more race/class combinations (i.e. elven rangers, and clerics of any race).
ReplyDeleteYes, evil characters can have friends (anyone can) and can be pleasant to be around (because that depends mainly on charisma score). In early-edition D&D, the alignment to watch out is Chaotic Neutral, because the rulebooks describe this as acting completely random for no reason, even if that gets their friends (or themselves) killed. TVtropes calls this "Chaotic Stupid", and later editions have a more sensible interpretation of this alignment.
The thing about FRUA is that it’s basically Pool of Radiance with the front end spruced up slightly. The core engine including the combat was written in 1988. It still has the limitations on game text that caused the old Journal Entry system which is an even more incredible thing for a 1993 game, which it isn’t actually, it’s mod tools for a 1988 game.
DeleteSure, but adjusting a table of which class/race combinations are valid, that can't be difficult. They should have made it a selling point, "Now supporting 2nd edition D&D!"
DeleteA lot of module modules authors did set the racial level limits to the 2E values for their modules but there are qualitative differences between the two editions that aren’t as simple as changing a number in a table.
DeleteIt’s the case of pushing an engine as far as it can without doing major rewrites. Like I can imagine changing classes would require so much to change including the AI routines and spells (which I imagine to be very hard coded). If more money was put into this it would have been great. However even the BioWare Neverwinter Nights has massively missing bits in their toolkit which they never fixed. Even in NWN 2, they focused more on the persistent worlds which only mattered to people who wanted a cheap WOW. That was a company with lots of resources and time, which FRUA absolutely didn’t have.
DeleteOh this is absolutely delightful. I can't believe I had no idea there was a commercial Goldbox scenario editor and that it has a still-living scene for making new RPGs. Very excited to read more about this.
ReplyDeleteSame here. I had heard of a Gold Box scenario editor before, but I figured it'd be a niche product with maybe a few dozen modules available online. Finding out there's actually hundreds and hundreds of meticulously crafted scenarios all in one convenient database...it's amazing. I haven't played anything Gold Box in close to a decade but I'm already tempted to hop on the archive and find something that looks neat. What a cool project.
DeleteWe need a FRUAAddict, covering all the FRUA modules chronologically!
DeleteIf you didn't already have your own blog, I'd say that sounds like someone volunteering.
DeleteNot enough unit replaceability for me!
DeleteThis is the sort of thing that would tempt me if I wasn't already doing my own thing! I also have my own abandoned Neverwinter Nights module and collect dodgy RPG Maker games.
DeleteAnyway, my UA experience is small compared to Neverwinter Nights (the later game w/ builder, not the early multiplayer game) but this is probably the one I was looking forward to most this year.
There is a notable crossover from original AOL NWN and UA in the form of the UA module Challenge of the Grey Company, which was inspired by the author’s NWN guild and uses his online friends heavily as NPCs.
DeleteI see the charm of the tactical, grid based combat. My problem with it is that I find it becoming tedious in combat heavy games, which includes most old school RPGs. For me, a system like Wizardry works better in that case. I like the more tactical combat in games like Jagged Alliance 2, where you fight about 50 of them the whole game, on very distinct maps.
ReplyDeleteIt’s a travesty that the Gold Box combats don’t take place on customized maps. That would have added a lot.
DeleteThe maps do take the form of the surrounding terrain. I just wish they'd started the party in the square BEFORE the encounter that triggers the combat, which would make more sense logically and would give the party time to buff without having to reload.
DeleteThe good thing about the battles getting tedious is that the "quick combat" system works quite well. I use it a lot when it's clear that I've already won and I just need to mop up the rest of the foes, or when they start running and my characters have to chase them down.
The very first Gold Box game, Pool of Radiance, had battles that could take place at various ranges: sometimes you started right next to the monsters, but other times you started up to 15 squares away. Although even there, whenever you'd reach a fight where you'd want to cast buffs, the monsters start right next to you, so you never had the oppourtunity to do so.
DeleteSubsequent Gold Box games scrapped this; in those games you always started next to the monsters (except in wilderness battles).
I often find the “quick” option uses up my magic ammo on zero-threat baddies and sometimes has quirks like clerics trying to turn undead every turn even though it only works once per combat, but it’s certainly better than nothing!
DeleteUA at least allows for variable starting distances.
Delete@Tetrapod: This. That‘s why I did not use quick combat in the Gold Box games after trying it in PoR. The ‚AI’ just did not seem good enough to me to hand over the combat to it and risk wasting precious ressources or unnecessarily deplete important spells. Don‘t know if that improved afterwards.
DeleteThe AI in the Buck Rogers games was cute. It would also have yout character use grenades, which did more damage to the party than to the monsters.
Deletethe newer dq games have cool auto battle settings like save magic, no magic, etc. i know this is old but it would be nice to see someone patch those settings into the ai.
DeleteI did not even remember PoR had quick combat. I remember quick combat from Realms of Arcania, where your choice was for your mages to spend their precious magic points, or to run into melee combat and get killed. So the only time I used it was when you could block the path to the enemies with your fighters. And that game would have needed a good quick combat option.
DeleteI think I almost never play RPGs for the combat - the combat is just a means to progress either the characters or the story. The few exceptions are when you beat an enemy you couldn't beat before the first time, and when you start swatting enemies who gave you trouble before like flies. Which is probably why one of the few combats I remember from PoR is the one with the trolls.
I am by no means a D&D guy, but even I recognize some of those images. I'm pretty sure one of them, the guy on horseback, was on the cover of either the 2nd Edition Player's Handbook or Dungeon Master's Guide.
ReplyDeleteIt's the 2E Player's Handbook, yes.
DeleteTSR (who owned D&D back then) was always big on re-using art.
DeleteThat's also how they bungled 'Spellfire', hot on the heels of 'M:TG' to emulate their success.
DeleteIt is a bit distracting, in retrospect, seeing these images ripped from books between pixel art images.
Delete"However, it does not appear to me that the "Forgotten Realms" setting title, which is present in all the Gold Box games set there, is meant to be part of the kit's title."
ReplyDeleteI think going from the initially broad UA to the more specific FRUA may have been SSI reining in expectations that would-be scenario designers could reproduce _any_ situation from any of the Gold Box games -- certainly there are exotic race/class options and "phase of the moons" variables present in the Dragonlance (and lots of wacky stuff in the Buck Rogers ones) that FRUA doesn't attempt to even vaguely gesture towards.
(And who knows, if this one had sold a million units, perhaps there would have been expansions for DLUA and BRUA.)
It does make more sense with FR as part of the title. Otherwise, the adventures are quite limited.
DeleteThis makes sense -- I've played a couple Dragonlance modules and the implementation of the draconians' abilities (especially what happens when they die) has generally been pretty wonky, which surprised me since they're of course coded up in the three official DL games.
DeleteI suspect marketing was part of it too -- in the mid-90s Forgotten Realms was TSR's biggest campaign setting so linking the game to it, rather than just generic DnD, might have helped get (a very small bit of) additional attention.
"It would be nice if the engine had supported lower-case letters."
ReplyDeleteIt does. You can easily change the default fonts in the Editor. You can also create your own fonts. Many module makers used specific fonts to create atmosphere.
As for the modules themselves, they are a very mixed bag, and sadly rarely up to the standard of the original Gold Box games. Unlike for example user made maps made for games like the Heroes of Might and Magic and the Age of Wonders games, which are often far superior.
The games made by Ben Sanderfer seems to come closest to the GB standard, but his earliest maps won't work with the patched version of FRUA unless you edit them.
Many of the early modules have the Gold Box feel, with an amateurish charm to them. I reviewed lots of them at ua.reonis.com, but sadly it now seems ro be defunct, and the Wayback Machine has not archived all of it.
After the initial years, hacked (mainly artwork, but also rules sets) modules became more and more prevalent, and the focus shifted more to story telling than to any tactical combat.
As for The Realm series, as pointed out by others it has its own problems, mainly being too faithful to the source material. Detailed room descriptions, empty town maps instead of menu towns, and generally too easy combat were my main objections. I played about half of them, of which I think Keep on the Borderland was the best of the bunch, and maybe the best overall module I played.
I do wonder if any of the custom modules has a working economy, that alone would set it apart from all the official Gold Box games.
ReplyDeleteThis guy looks a bit old to have been romping with the leader of a knightly order
ReplyDeletePoor guy got hooked on Potions of Speed. Just say `no' to magical aging!
Abacos's datasheet is a thing of beauty
ReplyDeleteThank you for the praise.
I thought that the RoseDragon database lacked two things: a sorting option and a criterion for choosing. A spreadsheet easily does the former, then I added two of the latter: number of reviews (and on which UA Newsletters; this was the time-consuming part) and number of modules by the same author.
I am very bad at selling myself, but if anyone reading this thinks my effort is worth it, you can find me on GameFAQs (e.g. Kingdom of Syree) and offer me a drink (or even just as many cents as the letters in "good job").
As someone who is in the field of data science myself, I know that no great dataset has ever existed that wasn't the product of someone putting personal time and effort into coding and cleaning.
Delete"Some commenters have said that they'd like to see me make a game"
ReplyDeleteYup, that was me, think of the possibilities!
I'd suggest getting a notebook to jot down ideas, so you're properly prepared come May.
What would be even better is if I could give that notebook to someone else and they could design the game.
DeleteNow that would kind of defeat the purpose of the whole exercise, wouldn't it...
DeleteOr wait, is this a subtle hint that you're sending me on a secret mission?
I'll take that on. I've built massive CRPG's (Prelude to Darkness, Hinterland). I need a side project currently...
DeleteI had a really good time with FRUA as a kid. My module was this sort of meta affair, where a dragon had written herself into the module as a Mary Sue character. The party goes on a standard dungeon crawl, but the action keeps getting usurped by this DMPC. You were supposed to figure this out and at the climax confront the dragon about making such a lousy universe for the party to live in. We didn't have Internet, so aside from my siblings, nobody was subjected to this masterpiece, now lost to time.
ReplyDeleteI was active in the AOL FRUA community for quite some time but dropped away when I went to grad school. I can't recommend the handful of modules I designed; the first is very brief and more of a demo, while the one I'm most proud of was a Tomb of Horrors conversion and is notable mainly for some clever event programming, all of which is invisible unless you look in the editor. (I did work out how to execute subroutines in FRUA, but I'm unsure if anyone ever took advantage of that.)
ReplyDeleteI'm not as familiar with more recent modules. The Realm is best avoided (as mentioned above, it's all published module conversions). Harri Polsa did heavily hacked modules focused around a fixed pregen character, so you won't find RPG-style choices and decisions in his work like you're looking for. (Other mods with pregen characters may run into the same problem.) Sandifer and Drek are good choices; hans came in as I was leaving so I can't comment on his work.
There are several major hacks including the unfortunately named "Oriental Adventures," a super-hero hack, a Call of Cthulhu hack, and a Dragonlance hack. They make some big changes. I don't know if that's outside the scope of the Addict project, though.
The quality varies wildly, but the best modules are certainly as good or better than the Gold Box modules within the limitations of the engine. Playtesting and bugs are often the biggest problems, especially as you can introduce bugs in coding a game as well as running into the engine's own bugs. Hacks to the engine to add things like more text capacity or more art may not always behave well, either.
I recognize your name.
DeleteI think soem of your modules fell into "the Gold Box feel, with an amateurish charm to them" which I mentioned earlier.
@Narsham. This is an honest question, but what exactly is unfortunate about 'Oriental Adventures'?
Delete“Oriental” as a word to refer to Asian people and cultures has been viewed by most folks as at least somewhat tactless for a couple decades now. It’s a term applied to a set of peoples, rather than used by any of them, and definitionally places them as objects rather than subjects in their own right (since the word literally means “eastern”, i.e. east of Europe). It also flattens a huge diversity of different cultures, ethnicities, nations, etc. so it’s kind of useless qua word, too.
DeleteThe fact that the DnD Oriental Adventures supplement these modules are riffing on fell prey to all these issues - I’m pretty sure not a single person associated with the book was Asian, and it conflates a whole lot of different “Asian stuff” without much regard for where it actually came from — means it doesn’t have a great reputation in most circles today.
(Not a great reputation in terms of these issues, I should say - my understanding is that the mechanics are solid by 1st Edition AD&D standards. And by the standards of a bunch of white Midwesterners in the early 80s the authors seem like they were trying to be respectful and were legitimately excited about this stuff. But these days it’s hard to hear the name without wincing, and the content’s been long superseded).
Delete"It also flattens a huge diversity of different cultures, ethnicities, nations, etc. so it’s kind of useless qua word, too."
DeleteThat's what the word "Asian" does. "Oriental" is at least somewhat more specific; you know it will most probably involve martial arts, ninjas, samurais and such in the Far East.
And probably be as "historically" accurate as the usual portrayal of vikings wearing helmets with horns.
Oriental is basically just a fancy word for eastern, which in context is just another word for Asia, usually east Asia. It's been considered somewhat dodgy to refer to a person as one for a whlie, but objects are still refered to as being oriental, for example, oriental rugs. It's mostly an American issue with the word, as it doesn't really matter if you don't speak the language what word for east another language uses. Oddly, Orient is actually more specific than Asia, which applies to any country from Turkey to Japan, whereas Orient is mostly east of India.
DeleteNo idea if the modules are any good, never touched 'em myself, but if what Tetrapod says about them is true, then I struggle to see why there's much problem with it beyond the now awkward choice of name. Complaining that there's an east Asian setting with a bunch of different stuff, which might not be Asian seems odd. It would be more odd if it were an actual transplant of a real Asian country, considering how everything else is a weird mish-mash from multiple countries, cultures and even fiction. Fits in perfectly. If you want the real countries for some weird reason, you can always homebrew it so that your version of Faerun has China, Japan and Thailand.
I haven’t played any of the modules, to be clear - was just explaining why Narshem referred to OA as “unfortunately-named”! But yes, I doubt there’s anything especially problematic about the content of the fan-made modules.
Delete(As an aside, I’m not sure the word actually, or at least always, refers to areas east of India - the Orient Express got its name because it went to Constantinople/Istanbul, for example).
I'm confused why the knights don't just pool their gold and splurge for a 'raise dead' spell for their deceased leader, especiallysince the dude bothered to bringthe body back. There has to be a trope for that...
ReplyDeletehttps://tvtropes.org/pmwiki/pmwiki.php/Main/PlotlineDeath
DeleteAs the cartoon says, "Potions don't work... in cutscenes."
There appears to be a massive mechanical spoiler for ADOM under the "Role-Playing Game" tab there, so don't click it, Chet!
DeleteIt’s kind of a funny comment on the nomenclature debates that ADOM is listed under “RPG” and there’s a separate “Roguelike” tab with some JRPGish game.
DeleteThat's a wiki thing. Whoever added For The King to the site probably created the "Roguelike" category at the same time on the assumption that the RPG section was getting bloated, but didn't move anything else. TV Tropes often doesn't even separate games by genre unless the page itself is very game focused.
DeleteSolasta: Crown of the Magister subverst this trope brilliantly.
DeleteLight spoilers follow: I pretty much stopped playing Bethesda's Starfield when it used this trope. It was just so stupid...
DeleteNot that there aren't a lot of reasons to stop playing that game, but I was having a decent time up until that point.
The module I liked the most was "The Sect", but "AT1: Dark Alliances" was great too. Nice unhacked modules for trying out are "Paladin 1: Restoration/Gundahab" and "The Bell and The Staff".
ReplyDeleteIf you are really planning to make a module, be aware that the event system is not designed with user friendliness in mind. Simple encounters are easy to set up, but if you want some complicated stuff like player decisions with consequences, then it will be quite cumbersome.
ReplyDeleteI tried to play Game 39 (lets say it could have been a Pool of Radiance remaster) but it was...weird to say the least and a real bummer too since i really like all the QoL and other goodies of FRUA.
ReplyDeleteHere's some further readings about game 39 PoR module https://www.reddit.com/r/Forgotten_Realms/comments/1hu774b/forgotten_realms_unlimited_adventures_pool_of/
perhaps someone who has worked with FRUA before can fix these issues since they're not actually bugs but mistakes of the og person who made the PoR module
I don't know if you were the commenter in that thread, so I apologize if you are, but I find the reasons for not just playing the original game rather silly. The graphics may be a bit more crude, but they were designed specifically for that game and thus meant to depict the people and things they depict. And I've long since come to the opinion that the "Fix" command makes healing to easy and thus rewards recklessness in combat.
Deletei'm not the OP of that reddit post.
Deletei've played the original PoR years ago, i've also played NWN 1 and 2 modules for PoR and than i was going to try this one but it's no good cuz of the problems mentioned in the reddit post.
The graphics don't matter to me as much as that i wanted to try another flavor of PoR but i guess i'll just play some of the top modules recommended by other comments.
NWN mentioned and i can't wait for you to play it! i also hope you play some of the top modules of NWN from NWN vault, i mean the modules for NWN are what kept the game alive all these years!
"I like how the title screen exemplifies the act of creating a dungeon."
ReplyDeleteThat image is a recycled book cover that originally showed a woman inside the sphere.
And yet, it works.
DeleteWill you be playing the best FRUA modules now alongside the original game's release year, or only when you get to the year in which they were published?
ReplyDeleteYou raise an intriguing idea. If I sampled no more than two FRUA games per year and then played them in their release years, the Gold Box could continue to be a part of my blog indefinitely, and I'd get to play a lot more of them. On the other hand, there's sense by which a FRUA game released in 2000 isn't really a "2000 game" since its basis is a 1993 technology.
DeleteI still couldn't play them ALL this way, as there are 86 adventures for 1993 alone. And aren't other creation kits going to come along that pose the same problem? Still, I'll take other opinions on this.
There aren't that many creation kits that resulted in significant libraries. Although now that I think about that I'm curious how you would approach RPGMaker games if and when you got to that era. They're all technically PC based but they're an attempt to mimic the genre conventions of console RPGs.
Delete1991 has the Bard's Tale Construction Set, which as far as I can tell doesn't have a significant amount of fan-created content; and it has ZZT, which *does* have a ton of content but I don't think any of them are RPGs by your standard.
DeleteThe next big construction kit I'm aware of is Blades of Exile in 1997, and that one does have a ton of material.
Realmz from 1994 (which actually direclty inspired Exile) is relatively niche, but has a few modules for it.
DeleteTbh I think there are already more than enough games in you master list. But its still your blog, so when you feel the itch for another Gold Box like game just do it.
Deleteits/it's
DeleteI would fully enjoy seeing the occasional cheeky indulgence back to FRUA! I'm sure there would have been some droughts where you'd prefer to dip back into this system for a break
DeleteThere is Eamon, which according to Jason Dyer and from what I can tell Explorador RPG, is more on the RPG side of things than adventure side, and you didn't really do much there. By the same token, I remember bringing up the unofficial commercial expansions to Ultima 4 (or maybe 3) and you didn't think they were worth the time.
DeleteIt's ultimately a case of, do you think you're going to get any value from it? Either by directly playing them or by having the option to pick up one in-between annoying games?
It's not a bad idea.
DeleteMost modules will probably take far less than a regular RPG in the master list, and it would give you some deserved comfy familiar gameplay when you wade through what are considered the Dark Ages of RPGs.
We are talking about what, 20/25 hours every 3/4 years?
It's really nothing more than a blip in the overall project scope.
Yeah, Eamon is a good counter-example. In general, my tendency has been to sample only a couple of kit-created games when I cover the kit itself and not to individually number and rate them.
DeleteI'll mull it over a bit. I'll probably take a break between Skull Crag and the next ones anyway.
@Morpheus... commercial expansions to Ultima 3 and 4? I hadn't heard of that before. Please share a link if you have one.
Delete@Anon: I understand Morpheus is referring to Ultimore, new 'scenarios' done back in the day using the U3 engine.
DeleteHe first mentioned them a couple years ago in a comment and then in March 2023 based on a new post elsewhere there were two threads talking about them and related stuffhere and here.
As I found that interesting, I did a bit of research back then to compile info on the subject, but never got around to sending it to our host or posting it here. Might be as good as any a time to do the latter now, once I've checked my notes. Probably on the U3 'Won' post where the first linked thread is.
Pix had a look at Ultimore as well.
DeleteYeah, Ultimore, and apparently there's another one that I forgot about/probably isn't currently saved.
DeleteAh fun! When MicroMagic released the v1.1 patch for FRUA, they were kind enough to include on the disk the designer manual I wrote ("A Technical Manual for Adventure Design") to help module designers better understand the editor tools for the game. The documentation that came with v1.0 was... well, lacking. It doesn't look like Steam included that version with Collection Two (or, more likely, SSI didn't include that version when they lumped UA in everything else on C2).
ReplyDeleteI remember that text. It was very helpful for understanding the events.
DeleteIt seems (yes, I'm qualifying that ;-)) indeed doubtful TSR would have allowed UA owners to use D&D artwork, given their contemporary nicknames of "T$R" and "They Sue regularly".
ReplyDeleteJust a year after UA was published, TSR released a slew of cease-and-desist letters concerning alleged unauthorized use of D&D content to many sites across the internet, most of them just fan sites, some of which did not even contain such copyrighted material.
And TSR's online policy as of 1997 also does not sound as if it allowed anything like it: "All of TSR's copyrighted material (including characters and their distinctive likenesses, unique magical items, monsters, artifacts, artwork, and other material) cannot be used in personally published materials unless the personally published materials are stored only on TSR-approved sites". At first glance I did not spot any express exception for owners of UA.
Regarding your comment "I don't know what the official AD&D line on this is, but I've decided that "evil" is just a worldview and doesn't necessarily mean that a character can't have friends, or isn't pleasant enough to be around as long as no major ethical issues present themselves," I'm actually currently playing a Lawful Evil character in my D&D group (currently Pathfinder, but I digress), who is an inquisitor of Asmodeus. your thoughts are fairly spot-on, with regards to how my current group treats alignments (one of our previous campaigns had us playing a group of pirates, almost all of whom had some variation of Evil alignment). As an inquisitor, my character seeks to bring order and prosperity to the world, and avoids killing when it isn't necessary; of course, he's also the first one to suggest killing a foe who he deems too dangerous to live (which has put him in direct conflict with other members of the party, who might be more inclined to truce or attempted rehabilitation of criminals). Early D&D materials tended to have a very black-and-white mentality when it came to character alignments, sometimes going so far as to reduce a character's entire personality to their alignment. Thankfully, most modern players usually take a more nuanced stance on such topics.
ReplyDeleteAs manual of one early CRPG helpfully claimed, "good characters in party are those who will help an old lady walk across the road; neutral are those who will help her for a lucrative reward; evil ones are those who will help her but steal all her valuables on the way. And the real evil they are fighting? This guy would lead the lady HALF the way."
DeleteFunny how this changes depending on perspective. From one perspective, early DnD "reduces" entire philosophy to a "mere alignment". From the other, an alignment WAS a whole philosophy, and then the critique that could be leveled is that there's not enough of different enough philosophies. (basically, they were like political coordinates a bit: neutral evil = social darwinist alt-right, lawful good = left-leaning liberal, who, even in a despotic monarchy, tries to work from inside the system as if it was a problem-free democracy, etc). But your words made me wonder: if it's possible in your world to have evil paladins (and, I must suppose, good fiend-worshippers also?), then are there evil celestials or a chaotic good devil or two? (I'm asking non-negatively, without sarcasm, after all it's deities who grant powers to paladins usually, and it's fiends who grant powers to fiend-worshippers?)
DeleteIn most settings that allow evil Paladins (which includes both the current versions of D&D and the Pathfinder games that essentially forked 3.5e D&D), the evil Paladins are powered by the gods of evil, not fiends.
DeleteBeings like Angels and demons are literally made of their alignment - an Angel is constructed of pure elemental Good and a Demon is made of Evil. There's official WOTC stats for a succubus paladin of a Good god, who is notably vulnerable to every alignment based attack - she's Lawful Good because of her class, and thus vulnerable to chaos or evil weapons. She's also vulnerable to Smite Evil because she's literally made of evil despite having sworn herself to Good.
"succubus paladin of a good god"
DeleteThis seems like a situation calling for that fake Police Squad title card.