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Howling Tower: The Tongue-Tied Bard

The introduction of skills into D&D and its offshoots solved some important problems in the game, but those solutions came with costs of their own. The earliest editions had rules for fighting and not much else. That’s not surprising, considering they were written by wargamers, for wargamers. No one yet understood what a roleplaying game […]

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Howling Tower: Placing Traps to Serve a Larger Purpose

The trap is a D&D icon. Classic dungeons such as Tomb of Horrors and The Hidden Shrine of Tamoachan are famous for their mechanical ambushes. Traps are so central to the concept of dungeons that an entire class—the thief—was developed to deal with them (along with locked doors). In real life, of course, archaeologists have

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Howling Tower: Gangsters Have Much to Teach Us

The best roleplaying sessions I ever played were a GangBusters campaign run by the game’s designer, Mark Acres. This campaign was legendary around TSR. Everyone wanted in, so Mark routinely wound up handling twelve or more players at a time. Understand that GangBusters is a tabletop version of simple, straightforward cops and robbers set in

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Howling Tower: Lucern Hammer Beats Banded Mail

Science fiction and science fantasy RPGs tend to focus a lot of energy on defining societies by the level of technology that they’ve achieved. They have the word “science” in the name of their genre, and science = technology, right? We don’t see much similar discussion of technology in fantasy games. Leaving aside the question

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