10/19/25

Crazy Players vs Logistical Players

   Here are four anecdotes that happened at our table during the last ten years of First Edition AD&D. I have written complete posts about some of these game sessions, but today I will only give short summaries. While you read this, it is important to keep in mind that the players involved are the very same players, with often the same characters.

   It’s a wild ride.

 


   The Deck of Nary a Thing  (2024)

   When we were fourteen years old, we would literally spend entire sessions drawing from the dreaded Deck of Many Things and dealing with the chaos of that “game within the game.”

   Fast-forward forty years. The party is relaxing at the local inn, and out of the blue I give them a Deck of Many Things, for old times’ sake. But my friends are in their fifties now; they have wives, kids and fixed rate mortgages, and none of them will draw a single card from the infamous Deck. Not one.

   They just sit there with their arms crossed, all five of them: that image is burned into my brain.

   I purchased this beautiful deck of cards for nothing.

 


   Three Against Fifty  (2018)

   Two magic-users and a cleric are stranded in a sub-level without the rest of the party, and that sub-level happens to be the lair of an evil cult. The cultists are aware of the arrival of the PCs, and they write a letter to the stranded trio. Basically, the letter says: “The corridor to the left will lead you to a Drow outpost. The corridor to the right takes you directly to the lair of two Beholders who happen to be our Lords and Masters. The central corridor leads to our main hall, and there are fifty of us waiting for you. We all have spells at the ready. Come if you want us to put you out of your misery, as we will deliver swift and certain death.”

   The players’ reaction? “THOSE DAMN CULTISTS ARE TAUNTING US!!!!!!”

   The two magic-users and the cleric march right down that central corridor and throw themselves headfirst into a HUGE melee. Three against fifty. That’s crazy.

   Two of those three players are the same guys who won’t draw a single card from the Deck of Many Things just a few years later. That’s also crazy.


   Where Do I Sign  (2016)

   A Devil offered a deal to one power-hungry magic-user: gain two levels of experience immediately, but you’re going to die in just a few years, and become a Lemur; your soul will belong to Hell for all eternity.

   The player in question thought about it for a week (in real life), and accepted the offer. His puny level 4 magic-user sold his soul in order to become a fireball-slinging level 6 powerhouse.

   That is one of the players who will categorically refuse to draw even one card from the Deck of Many Things, eight years later.


   Get Out  (2014)

   A landslide occurs right next to the remote inn where the party is spending the night, and it reveals the entrance to a dungeon that nobody has seen in perhaps a hundred years or more. The player characters descend into this dungeon, fight one ghoul, grab one potion, and then one of the magic-users sends his familiar (a crow) flying through the whole dungeon until the exit is located — and they all fixate on that. The exit is their one and only goal now, and they skip all the rest.

   Thirteen more rooms to explore? Untouched rooms, with treasure intact? Nah.

   They just leave.

   Mind you, three of those player characters are the same ones who will eventually charge into a mass of fifty cultists.

   Go figure.

*

   Players are handed way too much information before their characters take literally any action whatsoever. If a supernatural being gives one of the characters a magical deck of cards and says, “Every card you or your friends draw from this deck comes with a permanent effect, sometimes good, sometimes not so good,” that is all the info the players should get. They shouldn’t be allowed to read all twenty-two effects out loud and calculate the odds and discuss the whole thing between themselves beforehand. Their characters have no way of knowing any of that.

   You’ve got a deck of magical cards, guys. What do you want to do?

   Do you take it out of its box?

   Do you look at the first card?

   Boom.

   Take Gloomhaven, for instance. The granularity is unreal. Every single round is chock-full of options. “If I pick initiative 18 and I do this and use that perk while you pick initiative 21 and move over here and then perform that attack combo, we might succeed.”

   Yeah, but in a real frenzied battle against Spitting Drakes deep inside a dark cave, nobody has the time to judiciously plan and execute every single move; you just shriek in fear and hack away blindly and hope you actually hit the monsters and not your friends.

   But nobody wants to play that.

   It always seems to boil down to “controlled environment.”

   How much intel should the players have about any hazardous or dangerous situation? And what degree of prepping and logistics should be allowed in a fantasy world where half of all adventurers are uneducated villagers? Is it good to always “maintain an omniscient view of what is transpiring,” like Rob Kuntz said? Is it even realistic?

   The legendary slaying of Kerafyrn the Sleeper was so logistically heavy that no real-life ancient military unit could have pulled it off, not even the mighty Roman legions.

*

   My point is that you can and will always assume things about your players, but you’ll be wrong most of the time. Your players are human beings; sometimes they feel lucky, sometimes they exude confidence and have football-sized cojones of solid platinum, and sometimes they are tired, mentally exhausted and hesitant. As a Dungeon Master, you cannot know in advance which players will show up — unless you also happen to be their therapist, which is, I guess, extremely rare.

   Strange noises coming from the churchyard? Your level 12 party won’t volunteer to investigate. “It could be dangerous.”

   Demogorgon shows up and destroys the town? Your level 3 party is already running towards the Demon Lord, weapons drawn and bellowing battle cries.

   Maybe I’m just running the wrong game here. Being prudent, overanalyzing the situation, avoiding potentially dangerous encounters: that sounds like Call of Cthulhu, right? Perhaps that is the game I should run for my friends. Or good old Cyberpunk.

   Can we all agree that getting a Deck of Many Things is the D&D equivalent of finding the Necronomicon in Call of Cthulhu? Your character could gain three or four great new spells, yes, but they can also lose permanent POW, lose up to 20 Sanity, and even attract Yog-Sothoth’s attention.

   But then again, if I run Cthulhu, the guys will obviously charge into a mass of fifty ghouls and then read the Necronomicon several times and even have parts of that grimoire tattooed on their arms.

   That’s the joy of tabletop role-playing games: even if you’ve known most of them since 1987, you never really know which players you’re gonna run your next game for. It is like drawing from a crazy unpredictable deck of cards at the start of every game session.


1/19/25

Braunstein & other Elusive IPs


   In the beginning, there were no lawyers…

   [Insert burst of laughter coming from literally everywhere.]

   You’re right. You’re right. Scratch that.

   In the beginning, there were lawyers — but nobody used them because people were friends with each other and hobbies were still just hobbies.


   Everybody borrowed from everybody else like there was no tomorrow.

   There were two Duchies of Tenh, and that never constituted a problem.

   There were two different spacecrafts that had crashed on two fantasy worlds, and it was fine.

   And who came first, Tsathoggua or the Ahoggyá?

   The “Eyes” of Tékumel are probably what gave Gygax and Blume the idea for the Beholder. Nobody can read the following list and say that it doesn’t sound and feel exactly like a list of Beholder eye rays.



   The recent Braunstein drama was a sad thing to behold, no pun intended.

   “Only those who had the chance to play the game with Maj. David Wesely know what a Braunstein really is, and only those people can run a proper Braunstein game and call it a Braunstein. Otherwise, it’s theft.”

   But what’s being stolen exactly? Maj. Wesely never published anything.

   If someone at a bar says the name “Klaus Ken” as a joke in reference to Klaus Barbie, and you decide to name your next RuneQuest villain Klaus Ken, is it theft?

   Arneson, Wesely, Megarry, Gygax, Kuntz, Barker and Blume all borrowed from each other, and it was no big deal.

   Duane Lee Jenkins’ Brownstone falls into the same category: no rules were ever published, and game mechanics aren’t copyrightable anyway. All we know for certain is that Brownstone was a Western themed game — Boot Hill with wargame undertones if you will — and that Arneson played a recurring character named El Pauncho.

   You can run a game of Brownstone whenever (and however) you want; you’ll have to borrow stuff from other games or pretty much make everything up, but nobody can sue you. Sadly, Mr. Jenkins passed in 2016.



   The thing is, even if one day someone finds a rough sketch of a never-seen-before Star Wars vehicle made by Lucas himself on a napkin in ’75… it still belongs to Disney and there’s nothing you can do about it. You won’t be able to “publish” the design of that original vehicle because it is part of the IP, even if that particular sketch wasn’t known to the buyer at the time.

   I think that’s why Gail Gygax won’t publish the remaining 15 or 20 pages of the original Castle Greyhawk — because there is no point in doing so. “Greyhawk” and “Castle Greyhawk” already belong to Wizards of the Coast and Hasbro. What material is there to publish, then? Just 15 old maps with no names on them?

   Back in the day, Duane Jenkins publicly said that he was going to run a “Wild West Braunstein.” Does that mean that Maj. Wesely — once his rules are finally published — also owns Brownstone, because Brownstone was just another Braunstein?

   And what about Blackmoor? Dave Arneson advertised his very first session as a “medieval Braunstein,” didn’t he? Is Blackmoor also just another Braunstein?

   The Fellowship of the Thing owns part of the Blackmoor IP, WotC owns the DA modules, some other Blackmoor elements might or might not belong to Zeitgeist Games, nobody knows, it’s like trying to find out how many episodes of our college radio program Colette and I made back in 1990. Good luck with that. Internet people want you to believe that everything is on the Internet. Newsflash: not everything is on the Internet. But I digress.

   It is also unclear who owns Supplement II and the First Fantasy Campaign.

   Again, in the beginning they were all best buds and all borrowed freely from one another.

   Jeff Berry aka Chirine ba Kal has played for years and years in Professor Barker’s Tékumel campaign, and has written an entire book on his character’s adventures in that stunning world. But the Professor passed in 2012, alas, and the ones who now hold the rights to Empire of the Petal Throne and the world of Tékumel insist that Jeff cannot publish his book because it would infringe on their IP. So we won’t be able to read the story of one of the most influential player characters in all of EPT because the IP holders don’t agree? It’s absurd. Imagine if we knew nothing about Tenser or Sir Robilar.


   None of this would be happening if Barker was still with us.

   Imagine all that would have been lost if Steven Erikson had said to Esslemont: “No, you cannot publish your novels. The Malazan world is mine and mine alone.”

   Thank the gods those two are still sharing and borrowing from each other like it’s 1975. But Erikson and Esslemont are not the rule, they’re the exception.

   Jeff cannot sell his book, but he can publish it as a free PDF; and obviously as soon as said PDF is out, all kinds of AIs are going to scrape it and they’re going to profit from that.

   So here’s the TL;DR. You work on a book for eleven years, revise it and polish it, and you can’t make a cent off of it — but others will. That’s where we are.

   Some folks are allowed to steal and are scraping this here blog post right this moment, and some other folks can’t even talk about stuff that actually happened to them in real life.

   I seem to recall a conversation on Xwitter about original characters created within a Star Wars Actual Play, but such fan-made characters didn’t belong to the people who created them. I searched for half an hour but I can’t find that discussion anywhere. I should have taken screenshots.

   If you go to several Renaissance faires over the course of a year, can you write a book about that lifestyle, or is it an infringement of the Ren faire IP?

   If you and a bunch of friends did the very first Burning Man back in ’86, can you tell that wild story in a book, or is it an infringement of the Burning Man IP?

   If you had the privilege of working as a gaffer on the set of Halloween in 1978, can you write a book about that experience, or is it an infringement of the Halloween IP?

   The role-playing game Dread uses a Jenga tower; is that IP infringement?

   Arneson did not pay royalties to Wesely when he ran his “medieval Braunstein.”

   Gygax and Blume did not pay royalties to Barker.

   Esslemont doesn’t pay royalties to Erikson.

   I wonder if Rob Kuntz will be able to sell his books on the genesis of D&D and the Fourth Category of Games. Is he allowed to print the name Dungeons & Dragons? Is he allowed to say “Dungeon Master” and “Greyhawk” and the rest? I hope so, but I just don’t know anymore. I’d rather gouge my eyes out than go to law school. If I write an adventure I can’t use the words Dungeon Master, but Sly Flourish sells his book The Lazy Dungeon Master and that seems to be perfectly fine. So go figure.

   Maj. David Wesely deserves respect and recognition of course, but those who now surround him and want to get a hold of his untapped IP are going about it the wrong way.

   This is our world now. LLCs sweep up every little crumb and make a few cents or even a buck with them.

   Every book is a crumb, every blog is a crumb, and Braunstein is just one more crumb.

   Jeff Berry deserves to be able to sell his book, and Rob Kuntz too. Not just as free PDFs.

   Friends who borrow freely from each other and rapacious LLCs are two completely different things.

   Friends who borrow freely from each other and corporate-owned AIs that scrape every media available are two completely different things.