
(To be clear: I did not make this jack o'lantern -- the actual creator is linked through the copyright statement of the photo above)

Secret passages will be located on the roll of a 1 or a 2 (on a six-sided die) by men, dwarves or halflings. Elves will be able to locate them on a roll of 1-4. At the referee's option, Elves may be allowed the chance to sense any secret door they pass, a 1 or 2 indicating that they become aware that something is there.As the player of Dordagdonar in my Dwimmermount campaign will happily tell you, I keep forgetting that, in OD&D, an elf's simply passing by a secret door merits a roll by the referee to determine if they sense its presence. But I'm even more forgetful of the fact that an elf, if actively looking for such a door, can find one on a roll of 1-4 on 1d6. Indeed, I'm so "forgetful" of this fact that i don't think I've ever used the rule.
The Inn of Lost Heroes by Peter C. Spahn is a 38-page adventure module written for a party 0f 3-6 Labyrinth Lord characters of 3rd-5th level. Of course, it can easily be adapted to other class-and-level fantasy RPGs and, with some work, one could use it with other fantasy games as well. Released as a PDF for $4.95, the module uses a simple layout and sparse but effective black and white art. The text itself is clear and free from any obvious editorial omissions, while its maps are functional. In terms of overall presentation, The Inn of Lost Heroes isn't going to wow anyone, but it's eminently usable and that counts for a lot in my book. More importantly, the content of the module is excellent, as I'll now discuss.
While Ken St. Andre is probably best known for having created Tunnels & Trolls, the second roleplaying game in history (or, around this blog, for co-creating Stormbringer, which I consider one of the best, if not the best, swords-and-sorcery RPGs ever written), he's also responsible for having created the second science fiction roleplaying game in history, Starfaring. Published in 1976, Starfaring beat Traveller to the market by a year and only missed being the first SF RPG of any sort by a few months (that honor instead going to Metamorphosis Alpha). In any case, Starfaring was the first RPG to deal with interstellar travel and exploration, being very much in the vein of the original Star Trek, even if its approach and tone are much more lighthearted.Literary inspiration for the worlds of fantasy role playing games comes from many sources. The fantasy worlds of Dungeons & Dragons and Chivalry & Sorcery are based on myth and fairy tale. The field of literature is dominated by the work of one man in this century: J.R.R. Tolkien. Without the popularity of The Hobbit and The Lord of the Rings, fantasy role playing would not have found the wide public it now enjoys. Despite this, most fantasy games are closer to the wild, bloodthirsty worlds of Fritz Leiber, Robert E. Howard, and L. Sprague de Camp. The magic system of Dungeons & Dragons is partly derived from the books of Jack Vance. De Camp's The Compleat Enchanter discusses magic as a separate kind of reality with its own rules of logic. As a Dungeon Master, I have drawn extensively from the works of A. Merritt, Andre Norton, Clark Ashton Smith, Lord Dunsany, Edgar Rice Burroughs, and H. Rider Haggard.As he so often does, I think Holmes strikes the right balance here, pointing out that, while D&D really has more in common with swords-and-sorcery literature in the vein of Howard and Leiber, it was the wide popularity of Tolkien's works that laid the groundwork for the fantasy roleplaying fad in the late 70s and early 80s. I think this squares well with Gygax's contention from 1974 on that the direct influence of Tolkien on D&D was superficial, while its influence on many gamers was significant.


Even though it's actually set during Christmas-time, I always associate H.P. Lovecraft's short story, "The Festival," with Halloween. That's probably because I first read it in an old Ballantine collection one October in 1981 or '82 and was incredibly taken with it. Written in 1923 and published in the January 1925 issue of Weird Tales, the story is very short but is remarkably powerful, having a very evocative beginning, such as this section that has long stuck with me:It was the Yuletide, that men call Christmas though they know in their hearts it is older than Bethlehem and Babylon, older than Memphis and mankind. It was the Yuletide, and I had come at last to the ancient sea town where my people had dwelt and kept festival in the elder time when festival was forbidden; where also they had commanded their sons to keep festival once every century, that the memory of primal secrets might not be forgotten.In that section, Lovecraft nicely outlines the entire theme of "The Festival," namely, the unnamed narrator has returned home to Kingsport (based on Marblehead, Massachusetts, a visit to which HPL called "the high tide of my life") to participate on an ancient festival his family has kept for untold centuries. Of course, the narrator, being an outsider who's never been to the home of his ancestors, has no idea just what this festival is or why it is so important. He knows only that it is important enough that he has been summoned to this dilapidated seaside town from far away and that he must hold true to the ways of his forefathers.
Lovecraft felt himself united with his entire cultural and racial past. The past is real -- it is all there is; and for a few moments on a winter afternoon in Marblehead the past really was all there was.That's an experience I understand myself, given my own antiquarian tendencies, which probably explains why, as I get older, despite the vast gulfs between HPL and myself when it comes to our world views, I nevertheless have ever greater sympathy for him. In "The Festival," HPL does an astounding job of conveying the way that the past can weigh upon the present. Of course, this being a Lovecraft story, that past has a decidedly sinister cast to it, or at least an inhuman one, as he makes plain near the very beginning of the story.
My friend's metal head older brother, of whom I've spoken many times before, had a copy of this book in his basement bedroom. Whenever said brother was out of the house, which was often, my friend would sneak into his brother's room and borrow this book for us to look at. We were endlessly fascinated by these illustrations and spun all sorts of stories about them, even incorporating bits and pieces of them into our ongoing campaigns.
Many of the pieces in the book seem to have been cribbed from a heady stew consisting of Frank Frazetta, the Brothers Hildebrand, and Ralph McQuarrie. For example, take a look at this illustration of a fantasy tavern and compare it to some Star Wars concept art by McQuarrie for the cantina on Tatooine. 
Some will no doubt turn up their nose at this stuff and, on some level, I understand why: the artwork in Dungeon in the Dungeon is highly derivative, to put it charitably. Yet, at the same time, there's a strange vibrancy to it. This is the same kind of crude charm I continue to find in the earliest products of the hobby, back before TSR was employing guys like Elmore and Caldwell to "professionalize" (aka blandify) the look of its books.
I've said before that I think fantasy ought to be frightening. When I'm trying to get myself into the right frame of mind for presenting some horrific creature or scene in my campaign, I often think on images that frighten me. One of the ones that never ceases to give me the creeps is a spider descending on a thread. For some reason, that just sends shudders down my spine (above and beyond the simple fact that I am very arachnophobic -- even putting this image on the blog took some bravery on my part).
It's the Fall and time for another issue of Oubliette, this time issue #4 of the PDF fanzine for Labyrinth Lord and other old school fantasy games. Like its three predecessors, the current issue is a quirky collection of musings, adventures, house rules, and other resources of interest to anyone playing a class-and-level RPG. Editor Peter Regan once again pulls double duty as a writer, producing a significant portion of issue #4's massive 80 pages (of which 34 pages are the 'zine proper and the rest "goodies" that I'll discuss presently), with additional contributions by Roland Depper and Lam McGra. Artwork throughout is by The Marg and remains as delightfully "raw" as it has since the premier issue last Spring.Judges Guild: Do you do much playing of characters as opposed to Judging?Common sense would, of course, dictate that what Barker meant was that he'd never had what we typically call a player character in his Tékumel campaign. Certainly, he's played characters -- non-player characters -- over the course of his campaign, many of them in fact! However, he's never created a character who was his rather than part of the world in which other people's characters adventured.
Barker: I've never played a character.
As a younger man, I read Tolkien, of course; everyone I knew did. Being a fantasy roleplayer meant that you dutifully read The Hobbit and The Lord of the Rings at least and many also read The Silmarillion (Christopher Tolkien not yet having published any volumes of The History of Middle-earth when I entered the hobby). I read them all, but I can't say I was much enamored of them. In fact, as stories, I found them all, The Hobbit included, rather boring. Now, I loved Middle-earth as a setting -- all the little details, languages, etc. But I didn't think much of the stories Professor Tolkien decided to tell about his world, which only goes to show, I think, how shallow my love for Middle-earth was back then.The Vornheim City Kit will be a guide to the city that my campaign is based around, but way more than that, it'll be a tool for running open-ended city adventures anywhere. I'm not going to be Mr. PR here and claim I'm sure it'll have 'Everything You Need To Run A Campaign In A Fake Medieval Urban Setting' but I am sure it'll have everything I need, because this is actually the stuff I use when we play.I don't know about anyone else, but I think this sounds like a really intriguing product, one I'm looking forward to seeing, if only because urban adventuring is a staple of swords-and-sorcery stories and it's not been well supported in the hobby in many years.
The Vornheim City Kit will feature: oddities of the city; maps of major locations; a souped-up version of the "urbancrawl" rules for creating fully-stocked labyrinthine streets while players are actually being chased through them; and loads of tables for creating taverns, merchants, libraries, decadent aristocrats, and other accoutrements of urban living in a split-column format allowing the DM to generate functional details on the fly or mix-and-match results during adventure prep in order to create more individualized environments.
The emphasis will be on creating instruments you can actually use, rather than burying the DM under masses of pre-imagined information. This won't be a big, fat, where-the-fuck-did-I-put-that-bookmark encyclopedia of every loose toothpick and manhole cover in the city. This will be a little book that you can put on your table and say to your players "Ok, it's Friday night in 1200 AD, what are we doing?" and be confident that you have an environment ready to roll with any punch the party throws. The pictures will be helpful, the maps will be clear, the tables will be fun to roll on, and it will all be easy to find."
The kit will also include notes and commentary on how the tools in the kit can or have worked out in actual play from James Raggi, Zak Sabbath, and the 'Axe' girls.
Look for it Winter 2011.
Released this month was The Making of Star Wars: The Empire Strikes Back, which is an attractive -- and very expensive -- book by J.W. Rinzler that includes, among other things, photographs of the actual sets and props used in making the 1980 film. I don't own the book myself, but Vanity Fair has some images from the book on their website, including the one above.
For reasons I've never completely grasped, there have always been far more low-level adventures than mid- to high-level ones. I suppose it has a lot to do with the fewer number of variables in play when dealing with 1st to 3rd-level characters compared to, say, 9th to 12th-level characters, especially in old school RPGs, where mechanical balance isn't a significant aspect of their design.
I think it likely that H.P. Lovecraft, who thought very highly of Arthur Machen's 1894 novella, The Great God Pan, would object to my including it among the "pulp fantasies" I highlight in this series each week. Like Lovecraft, Machen, a Welsh writer known for his decadent, mystical worldview, did not consider his writings mere entertainments but rather expressions of his own unique philosophy. Unlike many, I don't consider the term "pulp fantasy" derogatory, since I use the term very broadly to describe works of the imagination intended for a mass audience that draw on eclectic sources for their own inspiration. Some pulp fantasies are undoubtedly mere entertainments (again, not a criticism), while others, such as the works of Lovecraft and Howard, can be appreciated as more. The Great God Pan certainly falls into the latter category."Look about you, Clarke. You see the mountain, and hill following after hill, as wave on wave, you see the woods and orchard, the fields of ripe corn, and the meadows reaching to the reed-beds by the river. You see me standing here beside you, and hear my voice; but I tell you that all these things—yes, from that star that has just shone out in the sky to the solid ground beneath our feet—I say that all these are but dreams and shadows; the shadows that hide the real world from our eyes. There is a real world, but it is beyond this glamour and this vision, beyond these 'chases in Arras, dreams in a career,' beyond them all as beyond a veil. I do not know whether any human being has ever lifted that veil; but I do know, Clarke, that you and I shall see it lifted this very night from before another's eyes. You may think this all strange nonsense; it may be strange, but it is true, and the ancients knew what lifting the veil means. They called it seeing the god Pan."The surgery goes off as Raymond intends and the consequences, though tragic for Mary, are exactly as he expected:
"She will awake in five minutes." Raymond was still perfectly cool. "There is nothing more to be done; we can only wait."The story then picks up years later, as several young men are dying under mysterious circumstances. The only connection between these deaths is that all of the men is a young woman named Helen Vaugh, who is described as "at once the most beautiful woman and the most repulsive they had ever set eyes on." One need not read the story to know that the prelude to The Great God Pan, involving the surgery done to poor Mary, and the later events involving Helen Vaughn are also connected, but I won't say here the nature of that connection, for fear of lessening the impact of the tale.The minutes passed slowly; they could hear a slow, heavy, ticking. There was an old clock in the passage. Clarke felt sick and faint; his knees shook beneath him, he could hardly stand.
Suddenly, as they watched, they heard a long-drawn sigh, and suddenly did the colour that had vanished return to the girl's cheeks, and suddenly her eyes opened. Clarke quailed before them. They shone with an awful light, looking far away, and a great wonder fell upon her face, and her hands stretched out as if to touch what was invisible; but in an instant the wonder faded, and gave place to the most awful terror. The muscles of her face were hideously convulsed, she shook from head to foot; the soul seemed struggling and shuddering within the house of flesh. It was a horrible sight, and Clarke rushed forward, as she fell shrieking to the floor.
Three days later Raymond took Clarke to Mary's bedside. She was lying wide-awake, rolling her head from side to side, and grinning vacantly.
I'm sure a lot of you know this already, but some of you may not, so it's worth mentioning that the tenth issue of Fight On! has been released. The 140-page issue is available as both a PDF (for $7.00) and as a printed copy (for $9.99). Issue #10 is dedicated to the memory of Tom Moldvay and is filled with a wide variety house rules, musings, and adventures for old school RPGs.
As is well known now, the cleric was inspired, in large part, by the character of Dr. Van Helsing, as ably portrayed by Peter Cushing, in numerous Hammer horror films in the 1950s, 60s, and 70s. Consequently, the class's signature ability is not spell casting but its ability to "turn away" undead monsters, such as zombies, ghouls, and, of course, vampires.
One of the easily overlooked aspects of OD&D is that all clerics are Lawful in alignment. At level 6 or below, Neutral clerics are possible, but those "of 7th level and greater are either 'Law' or 'Chaos'." Somewhat contradictorily, a later section of Men & Magic states that "there are Anti-Clerics ... who have similar powers to Clerics." As I read this passage, it means that "anti-clerics" are a distinct class of their own. They even have a different spell list from Lawful clerics (that includes no healing spells), as well as a unique spell -- finger of death. Likewise, they have no power over the undead as ordinary clerics do.