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Tuesday, September 27, 2016

Guest Post: Why the Economy Sucks in the SSI Gold Box Games (Part 1)

In the midst of my experience with Pools of Darkness, I thought it was time to offer this guest post, written by frequent CRPG Addict commenter OldWowBastard. Aside from the overall title, I found Bastard's article a great primer on the development of D&D games and the adaptation of tabletop rules to a CRPG format.

I edited the content and provided the images, so if any errors remain, that's on me.

****

Why the Economy Sucks in the SSI Gold Box Games
Part 1: Examining SSI's adherence to AD&D rules
by OldWowBastard
   
When it came to "riches" and "making your fortune," this advertisement for mercenaries certainly didn't lie.
   
Strategic Simulations, Inc. (SSI) acquired the license to create officially branded AD&D computer games from TSR, the owners and creators of D&D and AD&D, in the mid/late 80s. Of the products created by SSI between 1987 and 1995, the "Gold Box" series of games (so named due their distinctive gold packaging) was the most popular. Between 1988 and 1993, 13 games were released in this series.

SSI created ten of the Gold Box titles in house. A series of 4 is set in the Forgotten Realms: Pool of Radiance (1988), Curse of the Azure Bonds (1989), Secret of the Silver Blades (1990) and Pools of Darkness (1991). They also created a series of 3 games set in the world of Krynn: Champions of Krynn (1990), Death Knights of Krynn (1991), and Dark Queen of Krynn (1992). The SSI series is rounded out by two Buck Rogers XXVc adventures--Countdown to Doomsday (1990) and Matrix Cubed (1992)--and a Forgotten Realms: Unlimited Adventures construction set (1993).

An additional series of two Forgotten Realms games, Gateway to the Savage Frontier (1991) and Treasures of the Savage Frontier (1992), along with an early MMO that was run on AOL, Neverwinter Nights (1991), were created by outside studios, using the SSI tools, under license from SSI.

This series of games is generally regarded by RPG and CRPG fans as one of the best adaptations of the AD&D 1st edition style rules. Their adaptation of the AD&D 1st edition combat system in particular is well executed. To the point that, despite the aging interface and older style of presentation, many still find these games very enjoyable. 

Unfortunately, as many fans know, there is one glaring flaw in these games: they essentially lack any sort of useful economy. Money, in almost every game in the series, is essentially useless, because of the fact that the party is given copious amounts of it, at every turn, as a reward. Unlike most other games of the era, there is simply nothing worthwhile to spend money on. In an average play-through your party will throw away literal mountains of copper, silver, gold and platinum.

My goal, in this article, is to examine the how's and why's of this situation, and to essentially assign responsibility for this state of affairs as I see it. During the course of this post we will discuss several points about these games. SSI's company line that they were forced to use the rules as written, the changes made by SSI to the written rules, how money sinks were avoided, and how they clearly followed treasure tables, while ignoring written rules in the DMG that were supposed to be used in conjunction with said tables.

Let's begin.

0. A quick discussion on the origin of the rules

It makes sense to review the origin and purpose of the AD&D 1st edition ruleset, and do a quick review of the versions publicly available when these games were released, prior to any deep dive discussion. At the time, the general perception of D&D/AD&D, and the commonly accepted playstyle, were heavily shaped by all of the available versions.

It was quite common, in active play at the time, for the rules from the disparate rule sets to be intermixed as “house rules”--especially since at least one of the systems “suggested” that one start with Basic and then move to 1E.

0.1. OD&D

Dungeons and Dragons was originally released in 1974 as a boxed set of 3 booklets. This ruleset is generally referred to as OD&D, or the LBBs (an acronym for Little Brown Books, as the three booklets were brown and fairly small in size). It was originally attributed to Gary Gygax and Dave Arneson. This game was initially, essentially, an expansion of the Chainmail wargame/mass combat rules released by Guidion Games written by Gygax and Jeff Perrin in the early 1970s.

One of the original "Little Brown Books."
   
This was a fairly bare bones release. Combat rules were omitted, and referees were instead supposed to use systems from the parent game, Chainmail. In its earliest form, the game only had three classes: fighting man, magic user, and cleric. Hobbits, dwarves, and elves were included; the former two were only allowed to be fighting men, while the latter could be a fighting man or magic user, per the player’s choice at the start of each day.

Every aspect of this ruleset, from syntax to rules descriptions, assumed the reader had an extensive background in wargaming. Miniature sand table scale was often used in place of specific ranges or areas of effect, for example.

Very little direction was given to the DM (then just called a referee) in terms of creating a campaign world, lore, or story. He was supposed to instead just build a dungeon and stock it with an assortment of traps, treasures, and monsters.

If one wanted to attempt overland exploration, the referee was instructed to use the hex map from Avalon Hill’s Wilderness Survival game, or another similar pre-generated map, and simply utilize the wilderness random encounter tables. Said tables included fairly deadly challenges, so this was generally considered an option for higher level characters.

0.2. OD&D Supplements

OD&D was quickly supplemented as the initial rule set exploded in popularity.

Its first supplement, Greyhawk, introduced the thief and paladin classes and added new combat rules that allowed referees to run the game without owning a copy of Chainmail.

Its second supplement, Blackmoor, added the druid and assassin classes and included the first pre-made scenario. This supplement contains one of the first appearances of the term "Dungeon Master."

Eldridch Wizardry and Gods, Demi Gods and Heroes added psionic rules and stats for deities and heroes, respectively.

By the time the last supplement was released, most of what would become the core of AD&D was in place. A few classes still not in the game officially (ranger, monk) had been detailed in Dragon magazine (TSR’s AD&D magazine) or the Strategic Review (its predecessor.)

0.3. Holmes Basic

By 1977, D&D had become fairly popular, but as the rules were spread around a boxed set and 4 supplements, it was a bit unwieldy for the novice.

Dr. J. Eric Holmes essentially volunteered to re-write the game for a “younger” audience, in a single package, which resulted in the version colloquially referred to as the "Holmes" edition of Dungeons and Dragons. Technically, it is the first product that was titled Basic Dungeons and Dragons.

This version was released shortly before AD&D 1st edition and is essentially a bridge between OD&D + Greyhawk, and AD&D 1st edition. It is a re-write and distillation of the OD&D rules, plus the Greyhawk supplement and monsters from a few other sources. It includes the thief class from Greyhawk but omits the paladin from that supplement, for example. It only covers levels 1-3 and instructs players and referees to graduate to AD&D after that point.

0.4. AD&D 1st Edition

By 1976 or so, OD&D had been widely adopted and heavily extended by third parties. Gygax was frustrated to receive letters from campaigns that had characters with levels in the 100s, capable of defeating entire pantheons of gods.

This frustrated TSR; having seen the success of Judge’s Guild’s adventure modules and campaign info, they had plans to release similar supplemental published materials for DMs. These materials were difficult to produce if a baseline for the game did not exist. A module for characters level 8-12 would be useless for a DM in a campaign that had characters in the 100s, and allowed characters to surpass those levels in a single encounter.

D&D tournaments at gaming conventions had become quite popular as well, so there was a desire to better codify the ruleset in order to facilitate easy tournament DM-ing.

Primarily due to these factors, AD&D 1st edition was created.
 
The Dungeon Masters Guide leads off the first edition rules.
    
As this edition was written on a fairly rushed schedule, rules are often explained in a contradictory or unclear manner. Disparate sub-systems are utilized to resolve similar situations, often because the writer or creator of sub-system A did collaborate with the creator of sub-system B.

This is a drastic contrast to something like the D20 system when most actions boil down to “roll a D20, add bonuses, try to hit a target.” Some of those flaws are examined in a bit more detail in the body of this work.

It is worth noting that there is also some evidence that AD&D was created to split the product line, so TSR could stop paying royalties to co-creator Dave Arneson. Arneson brought suit against TSR for royalties and, by all accounts, eventually won a “per book” royalty rate for all AD&D 1st edition products.

0.5. B/X - Moldvay/Cook

By 1980, Dungeons and Dragons had experienced a massive surge in popularity due in part to the hysteria surrounding the disappearance of James Dallas Egbert.

AD&D 1st edition was completed with the release of the Dungeon Master’s Guide in 1979, but early acceptance was not universal, and as the rule set was built for tournament use, it was a bit complex to DM. As a result, with the influx of new users, there was a clear need for a new ruleset that was easily understandable and teachable. Moldvay/Cook was written to fit this niche.

In most cases, rules are influenced by OD&D and AD&D but are presented in a clearer and more concise manner. Subsystems tend to be minimized, and the language used is geared more towards elementary or middle school aged readers, as opposed to the “high Gygaxian” (complex prose that mixed old English and obscure wargaming terms with actual colloquial English) used in 1E.

It was fairly common for people to use the “meat” of the rules from this system (e.g., how to adjust combat and exploration) while using the “fun stuff” from 1E: spells, classes, monsters, magic items, and so forth.

0.6. BECMI

After the success of B/X, and with the impending release of the D&D Saturday morning cartoon, TSR decided to revamp the “Basic” D&D line one additional time in 1983. This resulted in the release of the BECMI (Basic, Expert, Companion, Masters, Immortal) set of boxed products.

These releases featured high-quality illustrations by Larry Elmore, with interior art by Elmore and Easley. This was the origin of the iconic “Red Box” D&D Basic Set, which was the first product released in the series. It was a fairly massive step up in presentation for the D&D or AD&D line, by the standards of the day.

Initially, the rule set was identical to Moldvay/Cook up until the Companion set. Beyond that, TSR introduced new material (e.g., the immortal rules, weapon mastery, proto-"prestige" classes) or massively re-written versions of OD&D or AD&D rules. The Basic and Expert sets were essentially a re-presentation of the B/X versions of those products, albeit with the introduction of a "solo" adventure to allow one to learn to play without a group.

This product line was the most common introduction to D&D or AD&D for most people in the 1980s. As with B/X, it was fairly common for 1E DMs, in the mid- to late 1980s, to incorporate combat, surprise, and exploration from this edition, alongside the classes, spells, weapons, magic items and monsters from 1E.

1.0 Rule changes

SSI has always stated that their license with TSR required them to follow the AD&D 1st edition rules. Their stance is that any issues with the economy were endemic to the rule set. From the CRPG Addict’s discussion with SSI Producer Victor Penman (contained in a posting on Champions of Krynn):

I asked Mr. Penman about [the problems with the in-game economy], and he attributed this problem mostly to the AD&D rules, which gave experience rewards based on both enemy hit dice and the amount of treasure collected…. TSR required SSI to use official rules for both experience and treasure… Penman somewhat brusquely told me that, "Following the rules and providing XP were our concerns, not what people spent money on."

Unfortunately, this statement is heavily inaccurate as SSI modified the AD&D core rules substantially in order to fit them into the paradigm of the game they wanted to make. Changes were made at several levels in order to adapt a table top, human moderated experience, into a computer based, pre-programmed experience. In some cases, rules were changed as their written implementation would not work in actual play. The rest of this article examines the many changes that SSI was not afraid to make to AD&D 1st edition rules.

1.1 Combat

Arbitration of combat in AD&D 1st edition has in practice been performed incorrectly more often than it has been performed correctly. This is due to several reasons, including the complexity of the rules, their general incompatibility with "heroic" roleplaying, and the fact that many of the rules used to arbitrate combat are documented in the DMG in a manner that is simply not clear or well organized.
     
Combat in a CRPG allowed implementation of more complex mathematics than pen-and-paper players were willing to put up with.
   
For a quick illustration of the “complexity” statement above, I will direct the reader to the ADDICT document, which comprehensively details how to accurately arbitrate the surprise and initiative rules in AD&D 1E, when all of their apparent inconsistencies have been accounted for. This document is 20 pages, including footnotes, and it details nothing beyond “which side is surprised at the start of an encounter” and “what order to actions occur in combat, in the course of a round."

Rules of a complexity to require a subsequent 20-page long companion document to explain are built to spill, and were obviously rarely, if ever, run by the book in actual play.

As noted above, combat in the Basic versions of D&D available commercially alongside AD&D 1st edition was substantially less complicated and easier to run. Those rules allow for a simple “roll a die, the side with the [higher|lower] number goes first” for the purposes of determining initiative, for example. Much simpler than the aforementioned 1E rules.

As a result, many players substituted B/X or BECMI rules with AD&D combat rules, as their approach to combat was substantially clearer and streamlined.

Many of the combat changes made in the Gold Box games resemble a B/X or BECMI rule set approach, and they ignore rules that were key to combat pace and feel in AD&D 1st edition.  Several of these changes are outlined below.

1.1.1. Moving into melee/charge

As written, a character may not move into melee range and attack an opponent in the same round, without using the "charge" maneuver. Charge provides the victim with a to-hit bonus, opens the charging party to some special attacks, and removes the ability of the user to use dexterity-based armor class modifiers. When charge is used, the combatant with the longest weapon strikes first, regardless of initiative.

To counter, the combatant receiving the charge may “set” a spear or pole arm to receive the charge; if they successfully hit the charging opponent, the weapon will do double damage. This makes charge into a somewhat risky maneuver. This becomes additionally risky, as the receiving combatant with a spear or pole arm “set” to receive a charge will also strike first, unless the unit initiating the charge is using a longer weapon.

Alternatively, a character or monster may choose to move into melee range without utilizing a charge. If this option is taken, no attacks may be made by the moving party as the round is spent closing into melee range carefully while fending off any "attacks of opportunity."
   
Karnov has no problem charging and attacking the pyrohydra in one round.
   
SSI completely ignored these rules in the Gold Box games. There is no charge maneuver. Characters can move into melee range, without an attack of opportunity by their opponent even if said opponent has a longer weapon, and then perform a standard melee attack. [Ed: is the ability of characters and monsters to "Guard" in the SSI games related to rules about charging and setting weapons? Or was this a separate action in the tabletop rules?]

Given the risk associated with a charge, this change has a dramatic impact on the pace and nature of combat. One can move into melee multiple times in a round, if multiple attacks are available, in an SSI game. One cannot do so in the rules as written. The written rules allow a set of units effectively to block access to a more vulnerable unit; without those rules, it becomes easier for units to target vulnerable foes without a chance of impediment. Thus, these changes drastically alter the feel and flow of combat.

This was likely done because the average CRPG gamer would have seen that set of terms as unacceptable. “I have to move to the monster and just sit there a round before I can attack?! Wtf?!” would likely have been a common reaction.

Most AD&D 1st edition players ignored that rule as well. BECMI and B/X allow one to move and then strike without a charge, and that was generally the accepted play style.

As a result, in terms of "popular play style," the SSI modification was truer to a standard experience. It was however a clear and obvious example of a drastic change to a very basic rule to improve the gameplay experience.

1.1.2. Item/treasure breakage

Another important rule that was omitted is the concept of item breakage during combat. In AD&D 1E it was fairly easy for magical items and treasure to get destroyed in the course of combat.

"Cone of Cold," for example, was developed specifically by Gary Gygax’s son Ernie, because he was sick of ruining all of the treasure they’d find when he’d cast a "Fireball" at a group of opponents.

Per the table on the 1E DMG page 80: "Metal, soft or Jewelry" saves against a Fireball on an 18-20 on a d20 roll. So, with RAW, anytime you’d cast a fireball you have an 85% chance of melting any gold or jewelry on the target. It only fails its save 5% of the time vs. "Cone of Cold" or "Ice Storm," though.

It should be noted that this applied to everything. A character caught in a "Fireball" had to roll for any money on his person, any jewelry, any armor or weapons.

Metal, Hard, saves 75% of the time, with a +5% bonus per +1 on a magical item, but that still means over time you’d lose a lot of treasure, and personal weapons and items, to fireballs. Even a +4 or +5 suit of armor would, statistically speaking, get blown to bits by the twentieth-ish fireball that hit you, since they would still fail a save on a 1 d20 (5% chance).

These rules were, it should be noted, generally not used in "standard" play. It’s pretty cumbersome to make 7+ die rolls, per character, per fireball. As a result, most people would not have expected them to exist, and their exclusion is understandable.

It should also be noted that the BECMI and B/X versions of D&D did not include this rule. I cannot find them offhand in OD&D, but it has been stated that Gygax used them with that ruleset, so I may simply have missed them or they may be in the parent Chainmail rules.

Whatever the case, there is simply no mechanism whatsoever for breaking or destroying player inventory or treasure in the Gold Box titles.

My spellcaster prepares to destroy the enemies and, according to the rules, most of their stuff.
   
1.1.3. Firing missiles into melee

In the rules as written, it was somewhat difficult to hit a specific target when firing into a general melee. Specifically, one was not allowed to pick the target and instead the target hit would be diced for.

Essentially, the DM was instructed to assign a value to each unit in melee, based on size, and then roll to determine which combatant was hit based on said value. An example would be two medium sized combatants and a large one in a combat. DM would assign a value of 1 to each medium target, and 2 to the large one. He’d then roll a D4, 1 indicating medium target 1, 2 indicating medium target 2 and 3-4 indicating the large target.

Therefore, in a melee of 4 friendlies and 4 hostile opponents you would have a 50/50 chance of hitting an ally, if you fire into said melee.

In the Gold Box games these rules were removed, and you can target any combatant within range with missile fire.

1.2. Monster reactions

Rules for resolving how non-plot-based, wandering monsters react to PCs in AD&D 1st edition are covered in a few tables in the DMG. These tables are heavily based on dice results, and while there is room for player action, good or bad dice rolls can have a stronger effect in many cases than player action.

In SSIs Gold Box games, most of the time monsters will attack immediately. In the cases they do not, there are a few different potential options.

1) Party is presented with a basic yes/no, attack/run, set of binary options. In some cases, you are provided a legitimate fight/do not fight option and can bypass said combat. In others this is more accurately a "fight this now, or come back later" choice as said combat must be completed in order to clear the area and/or progress the plot.

2) Party is presented with an "attitude" menu, do they react Haughty, Sly, Meek, Nice, Abusive? Monster response is pre-programmed to those cases, it appears. Monsters respond as programmed. In Pool of Radiance, for example, acting "abusive" towards lower level humanoids will generally make them flee.
    
Encounter options in Pool of Radiance replace what was supposed to be a more flexible system.
    
This is drastically at odds with the system presented in AD&D 1st edition. The system presented in AD&D 1st edition would allow most parties to avoid those "truly" random encounters. Any monsters not specifically angry at the PCs current incursion can potentially be convinced, or die-rolled, into a neutral or even potentially positive stance.

Gary Gygax himself often stated that avoiding combat was preferable to combat, in D&D. This is supported by several facets of the game. An easy example is the fact that gold and treasure XP is often much higher than the XP acquired from killing monsters.  

One can see why this system was adapted, as the permutations possible in the written system would be almost impossible to arbitrate or control properly in a game. In an organic situation, the DM can simply play the role of the monsters and react to the PCs accordingly.

Programming a similar set of reactions would not have been a real option in the late 1980s. This process requires human judgment to be applied in a very situational manner. There are also no accommodations in the Gold Box engine to allow complex player interaction with monsters. There’s no “I give the orcs 300 gold and tell them to not bother my party of Level 6-9 heavies” button.

Due to those programming limitations, and the inability of a “digital DM” to accommodate those types of plans, SSI simply ignored these rules and re-wrote them to fit their engine. Although understandable, it is nonetheless a dramatic re-write of a rule that is very core to the source game.

1.3. Classes

AD&D 1st edition includes several classes that were not included in the Gold Box games. Assassins, illusionists, druids, and monks simply do not make an appearance in this series. As many know, the paladin and ranger are not present in Pool of Radiance, the first game in the series, as well.
    
Even a late entry in the Gold Box series omits several canonical classes.
    
I've never seen a reason provided for this specifically, but when you look at each class there are some issues with each that prevent an easy translation into a CRPG.

It’s easy to see how the illusionist's spells are a bad fit as they require human arbitration and player DM interaction to work properly. Spells like "Phantasmal Force" are the bread-and-butter of the class, but are wholly open ended. Do you cast "Phantasmal Force" and make a dragon appear to breathe fire on a pack of orcs, causing them to save vs. magic or die from heart attacks? Use it to create an illusionary magic item to bribe them with? A majority of the illusionist's spells fall into the “tell me what you’re going to do with this” category, in a way that was not parse-able by systems in 1988. It’s a class that demands creative play, and that is simply not possible in a CRPG context, with 1980s resources.

Druids have a number of odd open-ended abilities; one example is a 3/day shape shift into "any" animal form (within size limits) that again would be nearly impossible to program around, especially in 1988. They also have a spell list that is similar to the cleric, but different, with a number of more wilderness-oriented spells. Many of them are summoning spells or, essentially, follower-acquisition spells. Based on a deep look at the 1E druid, a lot of their power comes from their ability to collect animal “henchmen” or summon animals which would have required additional programming to accommodate.

Since memory-per-disk was a limitation, including the druid's and illusionist’s additional spells would likely not have been possible.

Assassins were likely omitted due to the nature of their primary special ability. Essentially, they can assassinate a target, on a successful D100 roll, based on their level and the target’s level. This ability as discussed in the DMG (p. 75) indicates that the ability works for a PC assassin as follows:

1)  The assassin’s player details the assassination plan to the DM

2)  DM takes a few environmental and situational factors into account; for instance, does the target trust the assassin, how well guarded is the target, are they impaired or asleep when the attempt occurs.

3)  DM then consults a table, cross checks the assassin’s level vs. the target’s, and modifies the percentage chance of success based organically on factors from item 2 above. There is no written guidance on how to arbitrate those modifications other than “you may adjust slightly for optimum conditions” and “you must deduct points if the intended victim is wary, takes precautions...”

4)    Assassin PC rolls a D100 and needs to roll under the % determined by the DM in step 3. If they succeed, the target is successfully assassinated. If they fail this roll, there is no guidance on how to arbitrate the failure, other than “weapon damage always occurs and may kill the victim even though ‘assassination’ failed.”

This ability is quite open-ended, and the rules seem to hover between it being an all-encompassing ability (e.g., the D100 roll includes every step of the assassination) or a more limited one (e.g., the D100 roll is to kill the target only, other factors do not matter). While the rules for modifying the role seem to indicate it is an all-encompassing roll, the “Weapon damage always occurs...” addendum seems to indicate the opposite.

Due to the complexity involved on either side, and the potential for plot disruption, I can see why this class was exorcised.

Lastly, monks have some open ended abilities like druids that would be hard to arbitrate. At lower levels they are somewhat useless, they cannot wear armor, and they do not get dexterity modifiers to AC. This prevents them from being a front line fighter, as they’re very easy to hit and do not have a large enough pool of hit points to make up for their lack of AC. Their unarmored AC and open hand damage, which both improve per level, become unbalanced around level 7, and then later become game-breaking by Level 14 or so.

These classes are a core part of the game, but they were exorcised completely. A massive change to the rules.

1.4. Races

AD&D 1st edition, in the original form, had at least one playable race that the SSI games omitted: the half-orc. To this day, I have yet to see a reason or justification for this. In my own mind, I cannot find one. This race was removed from AD&D 2nd Edition, which was released shortly after the first Gold Box game, but the reason for their omission is simply unknown.

Programmatically, I cannot see how including the half-orc could have caused any problems outside of minor memory overhead, particularly since there are half-orc NPCs and enemies in the game. Their lack of inclusion as a PC race is simply puzzling.
   
If this bandit leader can be a half-orc, why can't I?
   
They were dropped from 2E, apparently due to TSR’s desire to reduce parental and religious backlash against the game, and as this product came out so close to 2E it is possible they were omitted for similar reasons.

Half orcs were brought back into 2E with the release of the Book of Humanoids player’s book. Regardless, they were omitted here which is a clear change to the rules.

1.5. Spells

The following sections detail changes in the adaptation of the spell system to the Gold Box titles.
   

1.5.1. Missing spells

AD&D 1st edition, as written, contains a plethora of spells available for your spell casters to utilize in the course of role playing. Some, like "Fireball," are holdovers from the game's wargaming roots, and therefore were included as they are easily administrable in a combat situation, and are generally created wholly for that.

Many others, however, are substantially less destructive. Some are only useful in specific situations, when utilized by a good player.

In the Gold Box games, a majority of the spells involving travel, enchanting, divination, or really anything outside of the combat game and combat resource management portion of the game, are omitted.

In many cases the number of spells omitted per level exceeds the number included. This is exacerbated if you count the spell lists in Unearthed Arcana as “canonical,” which technically they would be.

Again, any justification for their exclusion would be pure speculation on my part. Many of the omitted travel spells would be game-breaking in the exploration portion of Gold Box games. "Fly" or "Teleport," for example, both really break something like Secret of the Silver Blades. "Teleport without Error" breaks any geographic barrier that could be thrown at you.

Why hike through miles of Ice Crevasses when your mage can just cast "Teleport without Error" and bam, you’re at the Dreadlord’s castle, in his boudoir, and he’s staring at you in his Lich undies with a confused look.

Many divinations could be game-breaking as well. "Speak with Dead" would allow a plot bypass in any “we need info from this guy” situations. "Contact Outer Plane" would as well. "Clairvoyance" spoils the encounter behind the door in front of you. [Ed: But including it would have solved one of the most frustrating issues with Gold Box combat: you don't know it was time to buff until you've already stumbled into combat.]

In a tabletop game, the DM has to find ways to work around this stuff, if they would break the game. Or you allow them and work around it. In a CRPG, it would be impossible; hence, their omission.

1.5.2. Spell Books

In AD&D 1E, magic users needed to access their spells in written form to study them. Said spells were written in either standard or travel-style spell books. These were heavy items, with limited spell capacity. In the context of a normal game, it would be quite difficult for a traveling magic user to have access to every spell he or she had written down.

Loss of a spell book, or several spell books, would be a major crisis as the character would need to somehow re-acquire their lost spells and pay for new books. This would likely require substantial expense and adventuring time.

Spellbooks from enemy spell casters become useful items in this context. Need to learn "Fireball"? Kill that mage that just cast it on you, take his spellbook, and read.

This concept of the spellbook as an inventory item, or series of inventory items, was hand-waved in the Gold Box games and was simply omitted.

1.5.3. Spell components

In 1st edition AD&D, many spells require an additional material component to cast. In some cases, these components are somewhat trivial in nature; for instance, the primary component for "Fireball" is a bit of bat guano. In other cases, they can be somewhat expensive. "Raise Dead" requires a 1,000-gold-piece gem.

These were completely omitted in the Gold Box games.

Including them would potentially have been simple. A store or two could have been devoted to spell reagents/components a la Ultima IV, and/or they could have potentially been harvestable from downed foes.

That said, the first game in the series was created when disk storage was exceptionally expensive. Their inclusion would have incurred a cost at several layers, and was likely not considered worthwhile as a result.

These components are often hand-waved by DMs when they’re not exceptionally expensive in nature. So their omission is understandable.

1.5.4. Magic item creation

Magic Item Creation in AD&D 1st edition is allowed, and is a very valid money sink. That being said, the rules in the Pre-3.x versions of AD&D/D&D are much less codified, and structured, than the ones you would find in 3.x+, Pathfinder, et al.

A DM is first instructed to force the players to pay a sage or high level character for the initial formula for any magic item created, be it a potion, weapon, armor, wand, or other item. As written, the processes involved in creating magic items are simply not known to common folks.

From there, we have a ton of very loose procedural rules. For potion creation, a lab must be built at a cost of 200-1000gp, plus a 10% upkeep cost. Potions generally cost 200-500 gp to create and require rare and hard-to-acquire substances. A list of suggestions for various potions is provided: troll blood is a potential ingredient for a Potion of Extra Healing, for example. Said list does not cover every potion detailed in even the 1E DMG, so most of this is left to the DM to determine.

Mages from levels 7-10 can only brew potions if they pay an alchemist for assistance; mages from 11+ can brew them without aid. There are no rules listed to allow clerics to brew potions.

Scrolls can be scribed by any spell caster 7th level or higher. In this case, the rare ingredients are used to make the ink used to scribe the scroll. Suggested items to make said ink really are not purchase-able and require the mage to gather them from downed foes, in most cases. The rules required to make said ink are codified well, unlike the potion ingredient rules.

There is a chance of failure per spell scribed, modified upwards by the spell level, and downwards by the inscriber's level. A failed attempt means the entire scroll is ruined, and any ink already used is wasted.

Other items have much more vague guidelines involved. Essentially they instruct the DM to make up the costs on the fly, depending on the item the player wants to build. A Ring of Protection, the book's provided example, would require a masterwork-quality non-magical ring as a base. 5000gp is given as an example cost for a "base" item.

Mages need to use the "Permanency," "Enchant an Item," and/or "Enchanted Weapon" spells to make items with a +x factor, such as a Longsword +1.

In other cases, the mage would need to cast spells into a desired item then “seal” it in with a "Permanency" spell. In most cases, the spells required to enchant an item with a specific trait are basically left up to the DM to determine.

Between limited spell durations, and failure chance, there was an odd balancing act in place with this process. Enchanting a +5 weapon, for example, would be tricky due to the time limit and long casting time of "Enchant Weapon" and "Permanency." Additionally, a player was not told during the enchanting process if a step failed, and would instead be told at the end. Basically this kept PCs to the creation of +3 or +4 weapons/armor, unless they were exceptionally lucky, or very high level. Spell memorization limits came into play here was well.

As a result of this balancing act, the mage performing the enchantment would often need to cast some spells from scrolls. This would likely require the mage in question to pre-scribe the scrolls needed for the enchantment, incurring additional time or monetary costs.

For clerics and druids, the rules are absurdly simple and much clearer: pray daily, at a special altar, and there is a 1% cumulative daily chance of the item being empowered by the cleric's deity. So by day 50+ or so you're pretty much set.

Regardless of the item made, or method, any non-scrolls or potions made incur several days of inactivity on the part of the creator. 1 day/100xp value of the item is suggested. This is a fairly bad penalty, as a Mage that creates a Staff of the Magi, for example, would have to rest for 150 days afterwards.

More complex items are explicitly excluded from creation. Any of the Manuals that provide XP or improve stats cannot be created, nor can items like the Hammer of Thunderbolts. There is little codification as to which items are supposed to be excluded. This is again left to the DM to determine.

It is a bit disappointing that these rules were excluded from the Gold Box games. In Curse of the Azure Bonds, for instance, a sage in each town might have sold a magic item recipe for a high price. You could then undergo the required steps to make that item, if it seemed worthwhile, burning more money in the process and perhaps taking the mage character out of commission for part of the gameplay. [Ed: I'm thinking of a system that combines the way weapons and armor are created in The Magic Candle with the way characters must leave the party to work regular jobs.]

That being said, this is a completely understandable change. As-is, a mage does not have direct access to "Permanency" until they can cast 8th level spells, so it’s omission outside of Pools of Darkness and Dark Queen of Krynn is in line with the games' own power curve. If they had included a magic item creation process in those games, they would have also needed to provide "Permanency" scrolls.

These games also had memory restrictions that forced them to include text in an external manual; I cannot imagine they would have had room left over for an item creation sub-game that would have involved collecting “parts” from fallen foes.

1.6. Experience from story/plot actions

In Champions of Krynn, SSI started to include experience rewards for completing plot points. These were often rather substantial XP rewards and in later games are quite essential in the overall leveling process.

In the AD&D 1st edition rules, there is no precedence for this. As mentioned in the 0.x sections above, AD&D 1st edition is really just a distillation of the 1974 D&D rules, with the 3 supplements added in. OD&D circa 1974 was a game of exploration, not story. Story happened because of the exploration, but characters were in the dungeon because it was there, not because of a plot justification.
  
A character gets experience for talking his way out of combat. This isn't supposed to happen.
    
OD&D was a sandbox game and AD&D 1st edition, when written, was not modified to be a story-centric game. As a result, Gygax did not consider or include rules for XP rewards due to plot points. XP was given for defeating foes, gathering treasure, gaining and creating magic items, and a few other edge cases.

One could argue that the XP rewards for treasure, since they were only given once the treasure was successfully brought back to civilization, were used as a meta reward to include any plot-specific XP gained in the course of said acquisition. This is my personal belief as well based on my interpretation of the rules; 1 xp per gp was simply used as a blanket reward for successful adventuring.

AD&D 2nd edition did include rules for story-based XP rewards as the game had evolved into more of a story-telling game than a sandbox dungeon/wilderness exploration game. It should be noted that AD&D 2nd Edition core rules do not provide XP for treasure as a baseline. They do acknowledge that as a potential optional rule, but even in the suggested optional rule description, xp is supposed to be rewarded for gold at a ratio lower than the 1:1 that 1E had. They recommend 1 xp per 2-5 gp in those cases.

As SSI included story rewards, they did not stick to 1st edition rules.

1.7. Unearthed Arcana omissions

In 1985, TSR released the Unearthed Arcana expansion volume for the AD&D 1st edition rules. This volume detailed several new character classes (cavalier, barbarian, thief-acrobat) expanded existing classes (notably the ranger and druid), introduced weapon specialization into the game, added several character races, increased the level caps and class options for non-humans, and added a number of new magic items and spells.

Of all of the rules introduced in this expansion, the only things included in the Gold Box games were a small handful of spells and a few magic items (most notably Dart of the Hornet’s Nest). All character-related additions were ignored. All additional classes, all of the additional races, the increased racial class level caps, weapon specialization, new armor and weapons, along with the majority of the aforementioned added spells and magic items.

There is some logic to this. UA was generally considered to be unbalanced, was play-tested minimally, was released when TSR was cash-strapped, and was heavily “errata’d” in Dragon magazine. Both the cavalier and barbarian were re-tuned in at least one Dragon article each, to bring them in line with “normal” characters.

While the omissions might therefore make sense, it's worth noting that at the time, AD&D 1E’s core rules really only consisted of Player’s Handbook, the Dungeon Master’s Guide, 3 books of monsters (Monster Manual 1 and 2, and the Fiend Folio) and Unearthed Arcana. Leaving the majority of an entire book of rules out of these games is a big omission as a result.

1.8. Weapon proficiencies

In AD&D 1st edition, characters are given a small number (2-4 depending on class) of weapon proficiency “slots." These are used to select in which weapons the character is proficient. Non-proficient weapon use incurs a to hit penalty of -1 to -4 (based on class). Characters gain slots as they level, which allows them to become proficient in new weapons.

As briefly mentioned in 1.7, Unearthed Arcana introduced weapon specialization. This system allows fighters and rangers to spend a second proficiency slot on a weapon, which then bestows a faster attack rate, and to-hit and damage bonus. Essentially, they are given +1 to hit, +2 to damage, and their attacks per round with said weapon increase by 1 step, allowing 3 attacks every 2 rounds at level 1 or 2 attacks every round at level 7, for a standard melee weapon.

These rules were wholly omitted in the Gold Box games. This does make some sense as the pre-Unearthed Arcana system is a “penalty only” type of system. Specifically, there are no advantages to being proficient in a weapon, but there are substantial disadvantages in being non-proficient in a weapon. This type of system is generally frowned upon in modern game design. Regardless, its omission is worth noting as it is a clear rules change.




In summary, SSI was not above making significant changes to the AD&D first edition rules in adapting them to the CRPG medium. Thus, slavish, contractually-mandated dedication to the ruleset cannot justify the broken state of the economy. While most of the changes above resulted in a better CRPG experience at best or a neutral result at worst, changes to rules regarding training, "Monty Haul" gaming, placement and prevalence of treasures, among others, conspired to create a series of games in which money becomes more of an encumbrance than an asset after the first hours of the first game. In the second part of this article, we'll look at the specific treasure-based factors that resulted in a Gold Box economy that fundamentally sucks.

Thursday, February 6, 2025

Game 538: Unlimited Adventures (1993)

 
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 Rodríguez-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

Monday, March 3, 2025

Unlimited Adventures: More Adventures, Summary, and Rating

 
        
Unlimited Adventures
And specifically, "The Heirs to Skull Crag" adventure
United States
MicroMagic, Inc. (developer); Strategic Simulations, Inc. (publisher)
Released 1993 for DOS and Macintosh
Date Started: 31 January 2024
Date Ended: 25 February 2025
Total Hours: 29 (two full adventures, several partial ones)
Difficulty: Moderate (3.0/5), but depends heavily on the adventure
Final Rating: 50
Ranking at time of posting: 516/554 (93%)  
      
Summary:
    
Unlimited Adventures is a creation kit that uses the Gold Box engine, the basis of ten Dungeons & Dragons games and two Buck Rogers games between 1988 and 1992. "The Heirs to Skull Crag" is a short but satisfying adventure that exemplifies the strengths and weaknesses of the creation kit. It casts the party as a group of caravan guards who get caught up in the fate of a fortress whose lord or lady, called the Roadwarden, serves as the protector of trade routes through the Dragonjaw mountains. A cabal of odd enemies has slain the Roadwarden, and her artifact weapons and armor have been scattered among the factions. The party must recover the items while arbitrating a succession feud among the dead Roadwarden's children. There are several side areas and adventures.
   
The module makes excellent use of the variety of enemies allowed by the engine (which is based on the latest commercial version, as seen in 1992's The Dark Queen of Krynn), the tactical combat, the spells, character development, and equipment. Weaknesses are the same as the weaknesses of the Gold Box engine and the Unlimited Adventures kit in general: no interactivity to the environment, a broken economy, and graphics that are all stock art rather than created specifically for this story. It nonetheless stands up well against other Gold Box games.
     
*****
     
The next adventure I checked out was "Ghost of Greyhawk Manor," by Mike Whyte, apparently created as part of a 1993 Halloween contest on America Online. The plot is that the PC (whichever party member was selected when you hit "Begin Game") is on the trail of a malevolent entity named Malhavok. Years ago, Malhavok tortured and slaughtered the PC's family and burned his village. The PC has traced Malhavok, through similarly destroyed cities and scenes of slaughter, to the town of Greyhawk.
    
Right now. This is the first time I'm hearing that name.
    
I decided to do something different and make the main character a cleric surrounded by five paladins. The game starts everyone at a relatively-high Level 9, to include cleric spells through Level 5 and +2 equipment. I envisioned the cleric, Karras, not as a kind, healing cleric, but rather a wrathful, vengeful one. I decided to see how long I could stay alive while giving all offensive spells to the cleric and relying on the paladins' "Lay on Hands" abilities for healing.
   
As the party enters Greyhawk, they witness an altercation between a local lord, Blaine, and a messenger from the duke, who is upset about Blaine's dalliance with the duke's daughter. In the inn, the party hears about the history of Lord Blaine's family. Fifty years ago, the viscount's daughter went insane and murdered her family, then killed herself. Her spirit still haunts the old manor, protecting a hidden vault of riches that succeeding generations have occasionally tried to find, most of them getting slaughtered by the vengeful spirit. Blaine himself barely made it out alive when he went for the treasure.
        
The party gets the main quest from "Duke Skynyrd."
    
The relationship between this haunting and Malhavok is unclear, but when the party meets the duke (amusingly named Skynyrd), he tells them that Malhavok is at the old estate, looking for the one weapon that can kill him: the sword Blackrazor. Lord Blaine (a Level 7 chaotic good human fighter) and one of his companions, Usurp Toe (a Level 10 lawful evil human fighter) join the party on the way out of town. We're soon attacked by a pack of wolves (I immediately start regretting my lack of "Fireball"), which causes Usurp Toe to run off after our victory.
   
The core of the game takes place in the enormous Greyhawk Manor. The author did a great job making the manor seem like a real place with evocative descriptions of rooms and encounters.
 
As you know, I'm a big fan of "flavor text."
       
He also took the time to create original art for the game, or at least digitize it from photographs.
     
They both look familiar, but I can't quite place them. Are they from Doctor Who?
       
However, it soon became clear that this is not a module in which you want to screw around with unconventional party composition. First, the module calls upon the skills of thieves and magicians; there are locks that need to be picked and doors that need to be "Knocked." Second, enemies are hard. The largely-undead bestiary resists most of the cleric's offensive spells (most of which are fairly useless even against normal enemies; does anyone really ever cast "Cause Blindness" in a Gold Box game?) and attempts to turn them. Many of them drain levels. And you can't easily ride back to town for a quick "Restoration" because the game likes to throw enormous wolf packs at you when you do.
      
We just wanted to get a drink and identify some equipment.
        
Thus, my mind turned to bringing my victorious "Restoration of Gundahab" party into the module. First, I needed something to get them from Level 6 to roughly Level 9. I sorted the list randomly and looked for the first 1993 module with a starting level of between 4 and 8. The first one was "Travelers and Thieves" from May 1993 by a "Turbo007." It creates characters with 40,000 experience points, which was about the average for my party.
   
The adventure does not have a description in the Rose Dragon database, nor does it have a title screen. The opening screen begins: "After your graduation, a group of your friends decides to take a trip to England to sight-see." The visit includes a tour of the ruins of "old town Cambder . . . the birthplace of the youngest king ever to rule England." (The youngest king ever to rule England was Henry VI, born at Windsor Castle in Berkshire. Things are not starting well.) The game uses the "tour" feature to escort us through the ruins, as the tour guide explains that a current archaeological project is underway at the location to "discover the secrets of time travel." The guide leaves the party alone to explore. The air becomes thick. Someone screams for help in the distance. Then . . . nothing. I walked on every square, tested every wall, tried sleeping, etc. Nothing seems to move the story forward. If I go back to the starting square, it just repeats the tour. I looked up a review of the adventure in the Unlimited Adventures newsletter from 2010, and it mentioned the problem but says that the reviewer "got around it." It does not say how. Meanwhile, however, it sounds like the module isn't great: "Nothing made sense."
     
The automap doesn't even show an exit.
      
I went back to the drawing board and selected the next game to match my criteria: "Volcano" from May 1993 by a "Dave C." Unfortunately, the database was wrong: Instead of the Level 5-6 adventure it promised, the adventure starts new characters at 140,000 experience points, or about Level 13 for a fighter.
   
Next up: "Shadow of Moloch" from July 1993 by "Skarsol." It begins on an outdoor map of a pleasant countryside called Lanethorn. We enter a peaceful village where the friendly people smile at us. It's all very suspicious.
    
The game begins on an outdoor map.
        
"Something nags at you," the game says as we leave the town. Before long, we're stopped by a group of armed men who demand to know our business. The leader pretends there's some trouble on the road ahead and suggests we spend the night in his camp. When we refuse, he attacks. The ensuing battle against a bunch of "Bestea knights" and "cult knights" leaves three of us unconscious.
     
I've played enough RPGs to know this won't end well.
      
More guards appear in a mountain pass, where we bluff our way through, then barely survive attacks by ice wolves and cult assassins. On the other side of the mountains is a menu town where the shop sells +2 equipment. 
  
I continue on to a castle on a promontory. A dark, severe-looking man greets me and says that all the priests are "engaged in a prayer convocation" hoping to "bring peace to this troubled land." We can't do anything here. Instead, we enter the village at the base of the castle. It is a full 16 x 8 map with an inn, a shop, a training hall, a tavern, and a temple. But something is clearly wrong. The residents are all fighting with each other. The schoolhouse is empty of children. We're attacked repeatedly by assassins in the street. And when we ask one resident about entering the castle, he returns with a squad of soldiers and tries to kill us.
     
The game has the first use of dialogue options that I've seen with the kit.
       
The problem: there's no way to exit the village. The entry square has no exit, and I've tried every other square and wall. I made some good experience fighting the assassins, and most of my characters leveled up twice, but if I'm going to continue with this module, I'll have to export the characters and start over. It's too bad, because I found this one promising.
      
A typical battle against cult assassins.
     
Thus, a bunch of false starts. I bear neither the kit nor the creators any ill will. They were amateurs attempting a new tool in its first few months of existence. What I'll do when I play the next one is choose one with the best ratings or something. But for now, I'm going to wrap up my current coverage of Unlimited Adventures and give it a rest for at least a few weeks while I make progress on some other games.
     
There is no good way to rate a kit. My usual practice to date has been to rate each game independently if the kit results in a standalone program and to rate them collectively (or based on the demo program) if the player must have the original kit to run the adventure. Obviously, a kit is only as good as the adventures made for it. Since Unlimited Adventures theoretically can accomplish the best of everything previously accomplished with the Gold Box games, a theoretical GIMLET score for it would add up the top score for each category across the series of Gold Box titles. That would be a 68, incidentally, but the highest I ever rated for "economy" was 4, and I think it's possible to create a game with a better one, so let's call it a 70. That means that I think Unlimited Adventures is probably capable of creating a game that rates higher, if only by one point, than any other game I've ever rated. It would tell a story and have encounter and side quest options as interesting as Pool of Radiance or Curse of the Azure Bonds, offer the depth of character classes and character-based role-playing as Champions of Krynn, keep the magic and combat system of any of the titles, and outdo all of them for the economy. Not much could be done about graphics, sound, or interface, which would keep even a perfect Gold Box game from pushing much higher than 70.
    
This is all most Gold Box games needed to immediately gain 3 GIMLET points.
        
But I don't think it's fair to the other games on my list to rate a kit by its hypothetical best product, so I'll give it a rating instead based on "The Heirs to Skull Crag," if for no other purpose than to keep the game from showing up in my list with a row of blank cells:
      
  • 5 points for the game world. I like the small, localized nature of the story. It has a fair amount of lore, but I think the developers could have done a better job setting up the reveal of the final villains. 
  • 6 points for character creation and development. It has all the strengths and weaknesses of the Gold Box engine and the first-edition AD&D system. We're so used to games that offer multiple races, classes, alignments, and meaningful leveling that we sometimes forget what a rarity it was in the early 1990s. 
  • 5 points for NPC Interaction. As with most Gold Box games, this is a weird combination of the people you can actually speak to (who are more "encounters" than "NPCs") and those that join the party. The dialogues, alas, offer little opportunity for choice or role-playing.
  • 6 points for encounters and foes. In terms of description, varieties, and tactics, any game based on D&D was doing monsters better than just about any other game during this period—and most of the exceptions were cribbing from D&D. Between different sorts of physical attacks, spells, effects like poison and paralysis, breaths, and resistances, the player is always having to adjust the strategy. While there are a lot of contextual encounters in the game—both combat and non-combat—there aren't many choices, and very little role-playing. 
     
The Gold Box series doesn't get enough credit for doing this in every module.
       
  • 7 points for magic and combat. I still think the Gold Box engine is one of the best ever designed for tactical combat. This module highlights its strengths superbly, and in general the authors deserve a lot of credit for programming so many spell effects. Most of the weaknesses are weaknesses of the system.
  • 5 points for equipment. You have a lot of equipment slots, plus usable items like potions. I always appreciate how easy it is in a D&D game (Baldur's Gate 3 a notable exception) to compare items. I wouldn't mind some item descriptions and greater randomization, and of course we're a long way off from crafting.
  • 2 points for the economy. It exists. You need money for training and item identification, and there are some magic items to buy. Like with most Gold Box games, which try too hard to stick to D&D rules about wealth and experience, the game is overly generous. The kit is capable of better, though.
  • 4 points for quests. There's a main quest and some side quests and side areas, but few opportunities for choices or role-playing.
  • 5 points for graphics, sound, and interface. We've talked about how, in a weird way, most of the graphics in Gold Box games are symbolic rather than literal, but I still can't bring myself to give it nothing at all. Sound effects, particularly combat sound effects, are sparse but decent. Where the engine really shines is in its controls, which simultaneously allow for intuitive mouse, keyboard, and joystick inputs.
  • 5 points for gameplay. The challenge level is perfect. The length is good, but a little short for everything possible with the engine and characters. There's inherent replayability in any system with so many character choices, but I don't think the plot is replayable. It's fairly linear but does give the player a few choices.
   
That gives us a final score of 50, which puts it right around the quality of the Savage Frontier titles. I agree with this. I think "The Restoration of Gundahab" would rank about the same, the better economy balanced by a slightly more linear and shorter plot.
    
In a November 1993 Computer Gaming World review, Rudy Craft didn't think much of the Gold Box ("sorely lacking"; "far removed . . . from the cutting edge of computer gaming technology"), but he still thought that the program was "the best adventure construction kit available." He points out that, "Origin has not yet released an Ultima Underworld adventure construction kit, nor are they likely to." Apparently, the original release of Unlimited Adventures shipped with bugs and without some crucial documentation, but both problems had been fixed at the time of the review.
 
(As an aside, Craft's description of the game begins with this sentence: "Unlimited Adventures allows the player to design and/or plan an essentially unlimited number of adventures." I have no previous experience with Mr. Craft, but I have to wonder if he's one of the writers who would later insist that "a role-playing game is a game in which you play a role.")
   
The kit sold just over 32,000 copies in its initial run, respectable for a product that was essentially just a repackaging of tools that already existed. I don't imagine expectations were very high; judging by contemporary accounts, SSI was pinning most of its RPG hopes on the subsequent release of Dark Sun: Shattered Lands. I'm not sure why, but the release of the kit marked the end of MicroMagic and was the last commercial release for most of its staff, including founder and lead designer Jason T. Linhart (I attempted to get in touch with Linhart to no avail).
     
My module list grows.
       
The kit accomplished its mission and lived up to its name. A creator/user community popped up immediately and continues to this day. As recent comments pointed out, Unlimited Adventures came out just before the widespread availability of the Internet. Accordingly, the manual simply envisioned players trading modules on floppy disks. But early adopters of the new paradigm took to cyberspace, where they organized an AOL Forum (1993-2001) and shared information on various Usenet groups. Developers and fans uploaded files to university web sites and FTP servers. A Yahoo group ran from 1999 to the late 2010s (Yahoo shut down all groups in 2019). The first web sites were online by 2000, cataloguing the best adventures in perpetuity.
       
The site I've been using lists 648 modules for the PC and 148 for the Macintosh, including around a dozen created in the last two years. Creators soon figured out how to "hack" the kit so that they could include character classes, races, environments, enemies, and equipment in worlds well beyond the Forgotten Realms, including most of the D&D campaign settings, Doom, Star Trek, Star Wars, Middle Earth, Arthurian Britain, and many others.
    
I look forward to sampling some of these as I continue my adventure through time. I obviously can't let myself get too distracted, but I can see inserting an Unlimited Adventure into the occasional streak of 30-point games just so I'll have something to look forward to. I'm taking the kit off my current list, but in no way are we done with it.