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10 January 2010

Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net

ROGUE FEED reviewing in this post, is the “original” rules set and a corresponds to
OD&D in terms of its length (just 74 pages) and complexity. A 1987
REVIEW: Mazes & Minotaurs “revised” edition, which I will review in due course, corresponds roughly
to AD&D and other heftier fantasy RPGs and comprises many more
(1972 Edition) pages of text, divided into three volumes. Both versions of the game are
JAN 09, 2010 11:26P.M. presented as if they really are products of another world in which the
hobby began a little earlier and its influences were a little different. The
books, which are available only as free PDFs, include lots of commentary
by the authors on the origins, development, and controversies
surrounding the game’s imaginary history. Some of this imaginary
history cleaves a little too closely to the real history of the hobby, with
M&M standing in for D&D, albeit with little twists, while some of it
reasonably insightful and/or trenchant satire of that real history. I have
mixed feelings about this approach, in part because I think some of the
commentary perpetuates false (or at least mistaken) notions about old
school D&D, such as the nature and purpose of experience points, to cite
one example.

Despite such quibbles, Mazes & Minotaurs is a remarkably well done


game whose spirit, if not its “body,” is in line with most old school design
principles. As already noted, the game is brief and its rules are
suggestive, demanding interpretation by the referee (or Maze Master, as
he’s known in M&M). It’s not without anachronisms that reveals its
Rob Conley has sagely stated that the old school renaissance is “about origins in the 2000s rather than the 1970s, however. Most of them are
going back to the roots of our hobby and see what we could do small — an underlying universal mechanic, an explicitly prescriptive XP
differently. What avenues were not explored because of the commercial system, lengthy monster stat blocks, etc. — but they do violence to the
and personal interests of the game designers of the time.” It’s an attitude alternate history on which the game is so charmingly constructed. All of
a lot of us involved in this quixotic little movement share to one degree these are perfectly defensible design decisions and most are probably
or another. That’s why, for example, you’re seeing people actually more in keeping with contemporary gaming sensibilities, which is why I
publishing megadungeons rather than just talking about doing so as say that M&M‘s “body” isn’t quite as old school as its spirit. That’s not a
their forebears did. It’s also why science fantasy settings are making a big criticism so much as an observation.
comeback these days — they’re all loose threads from the early days that
just beg to be rewoven into the tapestry of the hobby and the old school M&M characters have six attributes — Might, Skill, Luck, Wits Faith,
movement has given gamers the inspiration to do just that. Grace — each of which is associated with a particular character class:
Barbarian, Spearman, Noble, Sorcerer, Priest, and Nymph, respectively.
Another such loose thread is classical mythology, especially as Each class has a single special ability, such as a barbarian’s ability to add
exemplified in Ray Harryhausen films like Jason and the Argonauts. By his Might bonus to damage or a priest’s ability to call upon their patron
all accounts, Gary Gygax was very fond of these movies and early D&D deity for miracles. There are a number of combat-related derived
includes lots of little references and homages to them, such as Talos the attributes, like Defense Class and Hits, the latter of which, while not
triple iron golem mentioned in the AD&D Dungeon Masters Guide. It’s random but based primarily on one’s class and level — another example
this thread that Paul Elliott and Olivier Legrand pick up and weave into a of the game’s contemporary origins. Magic is based on power points.
remarkable “neo-old school” game called Mazes & Minotaurs. Moreso Magic, whether of the sorcerous, divine, or dryadic variety, is nicely
than, say, X-plorers, M&M is presented as a product of an alternate open-ended and subtle. There are no fireballs or similarly flashy magic
history, where the first RPG, published in 1972, was based not on a mish- here, something that I think suits its inspirations very well.
mash of medieval European history, pulp fantasy, and pop culture but on
the myths and legends of the ancient world. Combat is straightforward and does not deviate much from what a D&D
player would expect. There are a number of new wrinkles here, such as
Mazes & Minotaurs is available in two versions. The first, which I’m charges, shield walls, two-weapon fighting, and the use of subterfuge —

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 10 January 2010

complexities not found in games of the same supposed vintage. There xiphos, and forming a shield wall as you prepare to face down the Derros
are, however, explicit rules for disengaging and retreat, which I pouring out from their hidden citadels beneath the earth.
appreciated. There are also rules for a wide variety of physical actions,
which, while discussed separately, share similar mechanics, where high Presentation: 7 out of 10
rolls on 1D20 are always better. NPC reactions, henchmen, loyalty, and Creativity: 7 out of 10
morale are all given the treatment one would expect. Experience, as I Utility: 6 out of 10
noted, is more explicitly prescriptive than OD&D, with “fighting classes”
gaining XP through defeating enemies and “accomplishing great deeds” Get This If: You’re looking for a minimalist fantasy RPG that’s not
“magic classes” gaining them by defeating supernatural enemies and inspired by the European Middle Ages.
“exploring the unknown.” There’s enough wiggle room in these Don’t Get This If: You’re expecting a “realistic” treatment of the
categories for each referee to use them as he wishes, which recalls AD&D ancient world as the basis for a fantasy roleplaying game.
2e’s late, unlamented XP rules, not to mention other more recent games.
Whether one sees this as a boon or a bane is, I suppose, a matter of taste.
For myself, I’m not too keen on them.

A large portion — over 30 pages — of the book is made up of monster


descriptions. The run the gamut from those clearly derived from Greco-
Roman and mythology to pop culture references to oddities invented
from whole cloth. The result is not unlike D&D‘s bestiary, except with a
more strongly classical twist and quite unlike the approach taken by
Oriental Adventures. It’s extremely well done in my opinion and, in
many ways, the real brilliance of M&M is the way it conjures up an
unholy goulash inspired by Greek myth rather than European legendry.
Less successful, I think, are the monster listing themselves, whose
statistics are lengthier than OD&D’s precisely because, despite all the old
school chrome, M&M is a modern game and, like most modern games,
doesn’t see ambiguity as a guiding virtue. That’s not to say the monster
stats are excessively long, but they contain a lot more mechanical
information than, say, Moldvay/Cook or even Mentzer’s rulebooks had.

Closing the book is a brief overview of the World of Mythika, a fantasy


setting based on Greek myth — basically a re-imagined Mediterranean
world. There’s also advice on creating adventures and random tables for
generating “mysterious islands” of the sort Odysseus or Jason might
encounter in their travels. There’s also a short list of magic items, such as
weapons, armor, potions, and the like.

All in all, Mazes & Minotaurs is a very impressive piece of work, all the
more so because it manages to include so much in so short a space. It’s a
game I’d very much like to play at some point, so you can take that as you
will. What M&M is not, however, is a particularly convincing old school
forgery, even if it supposedly originates in an alternate universe. Unlike,
say, Encounter Critical, whose anachronisms are better hidden, M&M,
in both its rules and its commentary, shows its hand. It’s a work of clear
homage to the old school, making many esthetic choices in imitation of
its forebears, but its foundations are a bit too rational to be a genuine
product of the early days of the hobby. That’s why I called it a “neo-old
school” game, more like Castles & Crusades than, say, Mutant Future.

Again, that’s not meant to be a criticism but an observation. I suspect


that, for many gamers not immersed in the Old Ways, Mazes &
Minotaurs will be a much easier introduction to minimalist roleplaying.
M&M has more “training wheels” than OD&D (or, for that matter,
Labyrinth Lord or Swords & Wizardry), but I doubt they’d spoil the fun
ride you could after donning your Corinthian helmet, hefting your

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