Tabletop Gaming Feeds

The Map is not the Territory - Part 1 (basic thoughts)

The Disoriented Ranger - Sun, 02/04/2018 - 19:21
Time to post. Turned out to be a long one. Actually, long enough to warrant a second post (which might end up being just as long). I'll try something difficult here: the idea is to formulate a theory how fictional realities (our gaming worlds) need a different approach to mapping for DMs and how understanding why things work as they do helps forming new concepts for your own games. I'll be slaughtering some holy cows here, so let's get to it.
This post was partly inspired by the post The formless Wilderness by +Gabor Lux.

It's also very much about the thoughts behind the design for Lost Songs of the Nibelungs (just in case anyone way wondering ...)
What you see is not what you get ...
Here is the problem: it is impossible to simulate reality in every detail. And even if it were possible, it's also impossible to experience reality in its entirety. In our games, it's the interplay between the illusion of detail and the shared belief of interconnectedness that make the magic happen. Reality is what we agree upon, as are the rules we use.
Following that train of thought further, we'll come to the conclusion that one goal of proper game-design is to offer a compromise in rules that produces something exceptional beyond the sum of its parts. We tend to forget that the individual group always is the factor x in every game. I think we tend to forget this because when we talk rules, we all talk about the same offer, not so much about the compromise that ends up being the individual game. Nonetheless, the compromise is what you get.
There's almost my punchline for the introduction. However, let's push harder. The sum of its parts, suspension of disbelief, all that gets you only so far in explaining how to do your job as a DM or how to write rules yourself. There are, of course, always the rules that are established and are known to work. The "tried and true" type of rules. But what is very often lacking with those type of rules is the explanation why they work. And this is a big problem, in my opinion.
We are told to take these things at face value, without being able to look "under the hood" and see the machinations or how they connect to the game. Rulebooks more often than not explain to you how a game works, but not why it works and if you don't know why it works, you cannot make informed decisions when doing it yourself. Or transcend beyond that, making something new, maybe something better.
Maps are a good and easy example for that, as they are a collection of signifiers for an area that are more on the interpreting side than the reproducing side. It always needs points of reference to make maps useful. Hence, maps need something to be mapped, to begin with, and their usefulness is only in reference to what they depict. So, what you see on a map is not what you get in the game. However, if you just have the map, what, actually, do you end up with in the game? And what should DM-maps look like if they are derived from a gaming environment?
GPS fail, because maps are not always reliable [source]A roll is a roll is a roll ...
However we decide to determine chance in our games, the most common denominator will be that they are all oracles. Easy as that. You ask what's going to happen, chance tells you how it's going down. However, while the extent of complexity we end up using in our games is totally up to taste, the one thing you'll find in all those systems is that they aim for credibility. The results should genuinely mirror our interpretation of possible results (or at least something we can agree upon), maybe even expand our horizon in that regard.
In a way, the oracle you choose is the method with which the players explore and experience the world surrounding their characters. It helps them mapping what they discover. And that is important, as it informs their decisions. Each feedback they get offers information about the possibilities of their next decisions.
It's why games need to be "balanced" because we want to be able to extrapolate what will happen from what happened or learn from our mistakes, which is only possible if the results of the oracles are relatable. In that sense, balance doesn't mean that all encounters are "fair" challenges but rather that players will (should) be able to assess the chances their characters have facing a certain challenge, at least over time.
Right? [source]The way I see it, the rules work as sensors for the players, their ten-foot pole, and the more leeway the rules give them, the better are the decisions they end up with. It's easy to see how that can be true for players. With DMs, it's a bit harder to see. However, if we stay with the idea of the system-as-oracle, we can come to the conclusion that systems or rules can provide context beyond the scope of a DMs individual capability. Here's a quote from the Wikipedia article about divination that brings some of that home for me:"Divination can be seen as a systematic method with which to organize what appear to be disjointed, random facets of existence such that they provide insight into a problem at hand."In a way, the DM also asks the rules how the world manifests as the characters explore it. Sure, you can decide if it is a rainy day or not instead of leaving it to chance, especially if it seems convenient (and although it's something we frown upon when players do it!). However, I found that using a form of divination for decisions is not only liberating, it also offers outcomes beyond what I could come up with on my own.
The famous D&D Random Encounter Reaction Table is a great example here. The chance that a monster is happy to encounter the group is as high as outright hatred. But happens if that orc is happy to see you? It changes the flow of the game significantly. It has merit. What's more, it also offers a spectrum players in turn can rely on: not all encounters need to be hostile and depending on how characters approach encounters, they might, for instance, be able to reason with a monster. Or trick it.
While the Random Encounter Reaction Table forces a DM to find reason in the behaviour of a monster, it also offers reason for the players to work with. The monster that wants to kill you instead of fleeing or parleying, must have reason to do so. It's a pattern fixed in the rules and players may draw conclusions from that about their surroundings.
Your basic Random Encounter Table works like that, too, in that it not only gives you a random encounter, but also shows the entirety of all common encounters for a certain area. It's a relatable pattern. However, it's important to know why it works to utilize it properly.
Threat assessment and reliable information ... [source]Priorities and observation
If rules are sensors for players than they meet half way with the DMs imagination what the world looks and works like. Combat is an easy example here, as it (usually) takes a close look at what happens in a fight and what the consequences are. Most role playing games will not only offer (more or less) complex combat sub-systems, but also a shit-load of stuff associated with that, like monster manuals and what not.
And yet, while most systems will get along just fine, you'll also see the limits of those systems fairly easy: characters are very often so much more complex than their monster counterparts, and very much for the reasons stated above. It's mostly based on the misconception that it is not only possible but also necessary to simulate the gaming environment with an aspiration towards realism. The idea is, I think, rooted in the believe that for cause and effect to be reliable, they need to be fully realised.
That is, for a monster to be hurt it needs to have (some sort of) hit points to begin with. The strange thing is that while it still renders an incomplete picture of that fictionl environment the characters interact with, it still, in a way, gives too much of the world away.
Much like with maps, what good does it a DM or player to know how much hit points exactly a monster has? While you think there might be an obvious answer to that question (that is: to know when it's dead), I'd like to challenge the reasoning here. Think about it, all the characters know is that they damaged the opponent to some degree, and all the DM needs to know is how the opposition reacts to that damage. The idea that something has points that need depleting to come to an result has led (as we all well know) to lots of games ending up being slaughter fests.
What it seems vs. what it is ... [source] I'd say it should be enough to know how tough an enemy is in the different stages of mutilation and how that manifests in an reaction during the fight. For obvious reasons it's still a good idea to have some sort of health system for characters. But that's just it: priorities and observation. What is important in the game and what will be observated (as in: what manifests and why).
It's the same way with maps. They give a wrong sense of completion and give too much away while being incomplete. It's misleading, just like the hit points for monsters are.
So, the map is not the territory?

I'm not against nice maps or monster manuals. It's good inspiration and most games actually rely on monster manuals to give DMs options. They work, they are fun, I'm all for it. I also think we cn push a little harder in our designs and see where it gets us. This includes the games we play as well as the games we write. For that we need a proper understanding what the hell we are actually doing when playing role playing games. But how to achieve that?
Experience and trial and error. We do not have the luxury of a billion dollar industry with the pocket money to finance research like the computer gaming industry has, so this comes down to enthusiasts doing their thing. The thing is, it costs time and it might not work. Nonetheless, it's work that needs doing (I think). This is such an attempt and if you check this blog on a regular basis, you'll know that it isn't the first time my ideas wander in directions like this. IHere's me hoping that I'm going somewhere with this and not just re-formulate old ideas ...
Anyway, so much for part 1. Part 2 will tackle concrete forms of mapping as they are used in gaming, some concepts that are used for maps outside of gaming and some ideas what can be done (or has been done and what I was thinking ...).
Holy cow up for slaughter next time: dungeon levels ...

No promises, but I try to be better with the blog updates in the future. It's just that (other than work draining the life out of me, as usual), well, it's just that I feel like when you do this long enough, topics seem to broaden, getting more and more complex to a point where writing a blog doesn't do it anymore. Or you keep repeating yourself. Or you reduce blogging to shouting personal opinions into the own echo chamber. Or (worst case scenario) you think people care enough about your personality to get away with politics ... Anyway, I'll post when I think I got something to share and that might be less often.
Categories: Tabletop Gaming Blogs

The Differences in D&D Editions

Deep Sheep - Tue, 01/30/2018 - 21:36
I've been wanting to do some more RPG reviews and I found myself wanting to compare certain RPGs to certain editions of D&D and I've noticed that even in the D&D community, there is a lot of confusion on how the D&D editions differ. So I created a geeklist over at RPGgeek.com that goes over the differences. All of the entries can be improved, of course. So if you feel inclined to help, please do so! The link is here: https://rpggeek.com/geeklist/236887/differences-dungeons-dragons-editions
Categories: Tabletop Gaming Blogs

My AthensCon Activities

Lake Geneva Original Campaign - Sun, 11/12/2017 - 20:19
Here are snaps from the AthensCon site detailing my activities for the convention December 2 & 3.

There might be another panel; and if there is I will update this post.

Happy Gaming All!




Categories: Tabletop Gaming Blogs

Attending AthensCon Dec. 2 &3

Lake Geneva Original Campaign - Thu, 11/02/2017 - 11:02
I am a special guest for AthensCon, December 2 & 3, a convention which last year had 15,000 attendees.  My duties/events include (besides having fun and eating gyros):


Running a two-hour RPG workshop:  The Genius of Original Dungeons & Dragons:  Leaping Outside the Box of Design History.
Participating in a large panel discussion on board game design.
DMing two sessions of my redesigned Lake Level from Castle El Raja Key, a level Gary Gygax cut his teeth on during the play-tests of D&D in 1973 and which was later incorporated into Castle Greyhawk as the "Black Reservoir." I have greatly expanded it to two maps with the commensurate encounters and added a back history and living depth to it.  Should be a riot! 

Here's the link to my appearance:  http://www.athenscon.gr/en/guests/item/robert-j-kuntz

See you there?  C'mon, everyone likes gyros with gaming!  :)
Categories: Tabletop Gaming Blogs

Dave Arneson's True Genius Published

Lake Geneva Original Campaign - Sun, 04/16/2017 - 03:46
Hot off the press and already steamrolling ahead!



What is Dave Arneson’s True Genius??
Well...  It kinda starts below...

...and then by leaps and bounds...
Breaks the sound barrier of game design history by 2,000 years...
Join us in a giant step into the past that re-opens a future doorway David L. Arneson created and gifted to us!
###
From the award-winning game designer and author Robert J. Kuntz
Available From:  threelinestudio.com


Categories: Tabletop Gaming Blogs

Breaking News!

Lake Geneva Original Campaign - Mon, 12/19/2016 - 00:01

Breaking News From Archeology Today!
NYC, in the year 2376...


Today archeologists from the Smithownisan Institute of Japan unearthed what is thought to be the last vestiges of a long defunct U.S. political party once called the Democrats.
Dr. Kumwatmae expounded upon the find:  "It's an exciting artifact that we are studying around the clock.  We believe these Democrats, in their dying days, resorted to baby worship by sacrificing millions of them upon the altar of a mysterious pseudo-religion that we can only now identify as something having to do with 'Planning'.  We strongly believe that this symbol may very well be a link to that religion, although my colleague at the dig, Dr. Cumwatmyte, still insists that the representative image is more likely an expression of some hidden angst that was on the rise among their kind and that lead to their untimely demise about 250 years ago."
Categories: Tabletop Gaming Blogs

A Project I'm Writing and Laying Out at the Same Time

Lake Geneva Original Campaign - Sun, 12/18/2016 - 20:18
The material dates from 1974 and, oh boy, has it been updated! Cool adventure in the future folks!

More to come!




Categories: Tabletop Gaming Blogs

Dave Arneson's True Genius Cover FINISHED!

Lake Geneva Original Campaign - Thu, 12/08/2016 - 16:37



This is a highly reduced resolution JPEG of the cover for Dave Arneson's True Genius that my wife, Nathalie (with some specific help from myself on the graphics end, i.e., the concept lettering for the blackboard), finished today.  Nathalie is very excellent at layout (and many other things, she always surprises)!

Nat has proceeded to laying out the text.  Meanwhile I am plugging away on 2 maps for 2 separate adventures as well as laying out TLS's first PDF product!

We are getting excited here!  I hope you are too!

Enjoy!

Rob & Nat


Categories: Tabletop Gaming Blogs

BoardGameGeek Composite Rating for El Raja Key Archive: So Far So Good!

Lake Geneva Original Campaign - Tue, 12/06/2016 - 17:22



Initial reactions from buyers at BGG of El Raja Key Archive is at a composite 9.5 out of 10.

LINK:  https://www.boardgamegeek.com/rpgitem/212609/el-raja-key-archive

Not blowing our horn too much here, but we expected very high ratings for this product.

Almost 3 years steady production time went into finishing the project and it also launched a new adventure book line with it.  Its nearly 1,100 hi-res scanned files date back to 1971 and are a roadmap to pre-D&D, early D&D, ancient Greyhawk material, World of Kalibruhn, early TSR and so much more, spanning 48 years of my design history through the original artifacts that were auctioned 2005-2015 but, with foresight, were preserved for the gamers, collectors and historians through hundreds of hours of scanning work over that time.

There has never been an item of this sort produced and made available for the public in the history of RPGs.

TLB Games is currently running a Holiday Sale for ERKA (see link at the right side bar).  Get yours before Santa heads back to the North Pole!


Categories: Tabletop Gaming Blogs

My Interview at the Multiverse Blog

Lake Geneva Original Campaign - Sat, 12/03/2016 - 17:22
"Chillin' after the interview"

Timothy Connolly and I had a week-long give-and-take resulting in an interview that should be of special interest to TSR/D&D historians and serious designers.

LINK:  http://multiverse.world/blog/2016/11/30/qa-robert-j-kuntz/
Categories: Tabletop Gaming Blogs

TLB Games Holiday Specials

Lake Geneva Original Campaign - Mon, 11/28/2016 - 21:15

Holiday Sale Special!!!
Check out our specials for El Raja Key Archive and Sunken City Adventure!

https://www.tlbgames.com/
Categories: Tabletop Gaming Blogs

The Days Have Come Down in the West: November 8 in America

Lake Geneva Original Campaign - Mon, 11/07/2016 - 11:41




Where now the horse and the rider? Where is the horn that was blowing?
Where is the helm and the hauberk, and the bright hair flowing?
Where is the hand on the harpstring, and the red fire glowing?
Where is the spring and the harvest and the tall corn growing?
They have passed like rain on the mountain, like a wind in the meadow;
The days have gone down in the West behind the hills into shadow.
Who shall gather the smoke of the dead wood burning,
Or behold the flowing years from the Sea returning?

--JRR Tolkien

There is only one choice in this election and it is not the Wicked Witch of the West...
Categories: Tabletop Gaming Blogs

Robert J. Kuntz's Memoirs Underway

Lake Geneva Original Campaign - Fri, 10/28/2016 - 10:04

James Sprattley, producer of The Great Kingdom documentary, and Rob Kuntz

Three Line Studio has started the process of organizing Rob Kuntz's memoirs, a project he started many years ago.  His wife, Nathalie Hachet-Kuntz, will be the lead editor and interface person for her husband while updating and compiling his hand written notes and commentaries and additional material that Rob generates for an overall pool of life stories spanning his days in Lake Geneva, his fortuitous meeting with Gary Gygax and the Gygax family in 1968, and his many and varied personal and professional observations from his career path as a free-lance designer and author.  This major work will include details on his friendships with Gary & Mary Gygax, Donald Kaye (co-founder of TSR), Dave Arneson, and his time as an employee and stockholder of TSR Hobbies, as GENCON's chairman, and his observations and insights from other unique perspectives.

As the project's "overseer" Nathalie will be updating its progress here and at the Three Line Studio website when milestones are achieved.  We expect to have a general release date in about two months, around the time Mr. Kuntz's finished book, "Dave Arneson's True Genius," is made available to the public.


Categories: Tabletop Gaming Blogs

EL Raja Key Archive Recent FAQ!

Lake Geneva Original Campaign - Thu, 10/27/2016 - 10:07


Here are some FAQs we are gathering right out of the gate:

(A growing FAQ will be posted to the web site, but here are answers to some initial questions)

NOTE:  Q/A #18 answers keeping the Archive and Browser on the same drive for optimal operating purposes.

Q1: Is the USB able to be added to the DVD purchase for an incremental cost, or is it a full $160 additional?
A1: Yes, it can be added, simply add a Standard Edition to your order selecting the USB Flash Drive variant above the purple "Add to Cart" button. The price will be $89.99.

Your order would look something like this:

El Raja Key Archive Collector's Edition $159.99
DVD
SKU: 1004

El Raja Key Archive Standard Edition $89.99
USB Flash Drive
SKU: 1002usb

...or

El Raja Key Archive Deluxe Edition $119.99
DVD
SKU: 1003

El Raja Key Archive Standard Edition $89.99
USB Flash Drive
SKU: 1002usb


Q2: Is it possible to see the full listing of included files for each version of the archive, or at least to get a count on the number of files for each?
A2: The Standard Edition is organized into 295 subject pages with 1045 scans. The Basic Edition is organized into 108 subject pages with 420 scans. As an example: the Dark Druids subject page includes two levels: a 1st level with 1 map and 6 pages keys and Level 2 with 1 map and 5 pages of keys.

Thus, one subject page has 13 scans. A comparative list of the subject pages for the Basic and Standard Editions can be found at this link: http://www.tlbgames.com/pages/archive-subject-page-list  It will also be available in the FAQ (coming soon) on the TLBgames.com website.


Q3: What are the differences between the three printed K1 adventures?
A3: The First Print is 40 pages and is over 18,000 words - that is a little larger than G3 Hall of the Fire Giant King which comes in at 16 pages and 17,000 words. The Deluxe and Collector's Prints include an all new encounter area, Tower of Night! The additional encounter area adding about 1,000 words. Additionally, the Collector's Print is both signed and numbered by Rob Kuntz.


Q4: How big are the K1 module booklets, and do they include the maps and keys?
A4: Physically, the booklets have 40 pages and measure 4 3/4 by 7 1/4 inches. The adventure contains the keys and a diagram but the high resolution scans of Rob's original hand-drawn map and legend that go with it ar only in the the Archive. However, you can purchase K1 Sunken City: First Print without any edition of the Archive and then purchase the Map Pack download. As more and more modules come out it will soon be apparent that the Archive represents quite the bargain.


Q5: Are there any sample files available to view/read to help know what they look like (and if they are even readable)?
A5: Find below an image snippet of a map.


[image to appear in FAQ]: also see: http://lakegenevaoriginalrpg.blogspot.fr/2016/08/el-raja-key-archive-sample-image.html



Q6: Are there any samples available to view/read the historical commentary, to see how much value that adds to the Standard edition of the archive? 
A6: The Basic Edition contains 50+ maps and and some keys for about 40 adventures and dungeon levels, plus about 20,000 words of historical commentary. 

The Standard Edition contains all of that... PLUS about 50 more maps (including dozens of regional and area detail maps), dozens of original PCs and NPCs, campaign notes, 100+ magic items, timelines for both Greyhawk and Kalibruhn campaigns, historical documents, memoirs of game play, Rob's resume of work, several beautiful pieces of full-color artwork, plus an additional 20,000 words of historical commentary.

There is no difference in the commentary on the overlapping subject matter between the two editions, i.e., the adventures.


Q7: Are any of the files complete adventures that can be run immediately, or will they require the DM to do additional work beyond reading the files?
A7: Many of the adventures can be run from what is included on the Archive using Old School DM'ing, as Rob often wrote detailed keys but you won't find 4-page stat blocks for the monsters. An example is included below.


[image will appear in FAQ]; also see: http://lakegenevaoriginalrpg.blogspot.fr/2016/08/el-raja-key-archive-sample-image.html



Q8: Do the scans include transcriptions?
A8: No these are Rob's original, 1975, hand-drawn maps and hand-written notes. However, a substantial amount of interesting details are written up in the commentary, and it is this commenetary that is indexed and cross-linked. That is over 7,237 linked entries and 1,541 index entries.


Q9: What are PC/Mac program/system requirements to use the Archive contents?
A9: The Archive is viewable with any reasonably modern Web Browser on any reasonably modern system (including Tablets, Smart Phones, Etc.). Some of the maps are quite large (76 MB, 7461x9185px, 300dpi) and could strain really old systems.


Q12: How is fulfillment and shipping being managed?
A12: Fulfillment and shipping are being handled by The Collector's Trove in the United States. The Collector's Trove has a very high reputation among collectors and provides quality packaging and quick shipping.


Q13: How much is shipping to non-US destinations?
A13: It would depend upon what was being purchased, but as an example: K1 Sunken City alone or the Basic or Standard Edition would cost $15.00 USD each, and the Deluxe and Collector's Editions would cost $25.00 USD each. The difference is based strictly on weight.


Q15: Can the Archive files be printed?
A15: Yes. The files can be printed, although Rob used color-coding on most of his maps, so printing them off in black and white will make them difficult to read.


Q16: Can the Archive files be moved off of the DVD/USB and stored on a computer?
A16: Yes and this will actually speed up the performance of the Archive for most users. Instructions on how to do this are included on a technical sheet enclosed with each copy of the Archive.


Q17: At what resolution are the documents scanned?
A17: The original documents have been scanned at 300 dpi. That means they have the same resolution as the original.


Q18. When I copied the Archive to my hard drive, the thumbnails appear fine, but I am getting 404 Errors from my browser when trying to access the full size images.
A18: The Archive structure uses long paths that when combined with being copied into a deep directory location, e.g. c:\my stuff\gaming\role playing\old school\el raja key archive\, cause the Archive code that manages accessing the full size images from within the thumbnail carousel to operate improperly due to Operating System limitations. If your situation seems to match this, try moving the Archive closer to the root directory.


TO ORDER EL RAJA KEY ARCHIVE GO TO:  https://www.tlbgames.com/
Categories: Tabletop Gaming Blogs

Three Line Studio/Three Little Books line Goes Live @ 11 AM CST!

Lake Geneva Original Campaign - Wed, 10/26/2016 - 10:09

After some delays to bring the project up to the highest standards possible Three Line Studio will launch its first brand under the partnership of Robert J. Kuntz and Paul J. Stormberg: the Three Little Books line of products.  The books are directly associated with the El Raja Key Archive DVD project and TLB acts as an umbrella line for this major project that, to date, has taken nearly 3 years to complete and spans over 40+ years of actual history and endeavor, going as far back as 1971 for content!
At 11 a.m. CST the store will go live!  We invite you to attend this historical launch that marks a very new and robust direction for Robert J. Kuntz's intellectual property which includes the sale of the El Raja Key DVD in its many versions and the accompanying adventure to start the TLB line of Little Books:  Sunken City!
The Following Link Will Take You to Our Store For Complete Ordering Information!  This is accessible at 11 a.m. CST and not before.
http://www.tlbgames.com/
Additional Information and a downloadable PDF about TLB Games is accessible here:

http://www.threelinestudio.com/shop/el-raja-key-archive



Also note the following screenshots from our site for some up front information. 

The TLS/TLB Team:
Rob and Nathalie KuntzPaul J. StormbergKevin Maurice







Categories: Tabletop Gaming Blogs

Three Line Studio News

Lake Geneva Original Campaign - Sat, 09/17/2016 - 17:51


As many may be aware my wife, Nathalie, and myself have formed Three Line Studio.  The premiere product for this is due out in a week, The El Raja Key Archive and the accompanying release, the SUNKEN CITY adventure.   See former articles about these items in older posts, below.

The SUNKEN CITY is the first adventure release in a new brand for THREE LITTLE BOOKS™.  TLB is a partnership formed by myself with Paul Stormberg as distributor of the titles I design.

We have also been constructing the website for TLS to be ready for the launch.

Both products are finished, edited, and laid out.  I was informed by Paul and Kevin (Kevin Maurice is the programmer for the DVD interface) that they are testing the two versions of the DVD and making minor corrections to the index.  This from Paul the 13th of this month:

"I just finished proofing the DVD index yesterday and we are making corrections today. We made it so it could be used both as an index and a search tool.

"We had a really messy version of the index but thought with just a little more work could make it much more user-friendly and useful. We will be done with that today.

"The last thing we need to do then is to proof the entire DVD and all of its functions. We have some Beta-testers that will do the same with numerous different browsers and using multiple computer platforms. That will take us a full day to accomplish. The following day we will address all faults and restest them. Then we burn of master copies of the Basic and Standard and hand deliver them to the local duplicator.

"So far everything is working brilliantly and looks fantastic and professional but we must be certain we have a robust product before making 500 copies of it!

"Almost done!"

As well, the adventure is at the printer and we are attempting to time its printing in concert with the DVD's duplication services as the latter will take a few more days to produce than the adventure.

So as Paul said, "Soon".

Both myself, Paul, Kevin and my wife, Nathalie, have invested thousands of hours and thousands of dollars in this multi-faceted project, so for those waiting and champing at the bit we are right there with you!

Rob Kuntz
President Three Line Studio


Categories: Tabletop Gaming Blogs

Sunken City Adventure Front Cover

Lake Geneva Original Campaign - Sat, 09/10/2016 - 20:08
Here's my adventure, Sunken City, first run by me three times at GENCON 8, 1975 as the first tournament in D&D history! This adventure, 41 years later, is being made available with the release of El Raja Key Archive DVD!  With a cover by Jim Roslof (R. I. P.) no less!



Categories: Tabletop Gaming Blogs

The Final Cover: El Raja Key ARCHIVE DVD Case Wrap

Lake Geneva Original Campaign - Sat, 09/10/2016 - 01:38
This is the final cover for the ERK ARCHIVE Standard edition.





I'll post the cover for the Sunken City--K1--adventure cover that is being released with it after a good night's rest!




Categories: Tabletop Gaming Blogs

Into the City of Brass

Lake Geneva Original Campaign - Tue, 09/06/2016 - 21:55

I have started writing the adventure, Into the City of Brass, the 2nd part final for the RPGA adventure I designed in 1987 for DRAGON CON 1.  This sequel was mentioned in the original but qualification for the tourney at the time was just getting to the City.  This is what happens after entering it!  This will be another offering in our Three Little Books™ line from Three Line Studio.  The two color maps were finished over a month ago. Now comes the fun part...
An ancient rendering of 'Brass that I did in an older paint program BITD.




Categories: Tabletop Gaming Blogs

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