Escape from New York, while quite tame by today's standards, the film was rated R, which means that, in principle, no one under the age of 17 should have seen it (and it wouldn't be released on VHS until 1984, three years after the game was published). Granted, there's no reason you need to see the movie to enjoy the game, but would anyone who hadn't seen it take much interest in it? Then again, TSR was just coming into the height of its power and influence, so a movie or TV tie-in was probably inevitable. Compared to the alternatives, Escape from New York doesn't look so bad.
Monday, August 31, 2020
An Exciting New Family Boardgame!
The Coming of Red Sonja
Horses of Different Colors
Pulp Fantasy Library: The Shadow of the Vulture
No doubt you've heard of Red Sonja, the chainmail bikini-clad heroine created by Roy Thomas and Barry Windsor-Smith for Marvel Comics in 1973. For nearly a half-century, she's been an icon of sword-and-sorcery literature and the world's most prominent poster girl for unreasonable armor. She first appeared in issue #23 of Conan the Barbarian (February 1973), which adapted a story by Robert E, Howard entitled "The Shadow of the Vulture." But did you know that the original story neither featured Conan nor took place in the Hyborian Age but was rather a historical yarn set in Austria in the 16th century?
The short story appeared in the January 1934 issue of The Magic Carpet Magazine. The Magic Carpet was the very short-lived successor to Oriental Stories, a companion magazine to the much more well known and successful Weird Tales. Farnsworth Wright was editor of both magazines, which no doubt explains the presence of so many Weird Tales stalwarts in its pages (e.g. Robert E. Howard, Otis Adelbert Kline, Clark Ashton Smith). The January 1934, as it turns out, was the final issue of the pulp and it is now largely forgotten but for the handful of memorable stories published in its pages.
By my lights, "The Shadow of the Vulture" is among those memorable stories. The story starts sometime after the Battle of Mohács (which Howard spells Mohacz), as the Ottoman sultan, Suleyman, is preparing to release a collection of Austrian envoys "pallid from months of imprisonment." As he is doing so, he recognizes one of the envoys, but does not immediately remember where, and so lets him return to his homeland. Later, as he is talking with his grand vizier, Ibrahim, he recalls that the Austrian, named Gottfried von Kalmbach, had wounded him at the aforementioned battle. "I could not mistake those blue eyes," he explains. For the crime of having "with impunity spill[ed] [Suleyman's blood] on the ground for the dogs to lap up," the sultan demands Gottfried's head.
Eager to gain Suleyman's favor, Ibrahim enlists the aid of a Tatar named Yaruk Khan to stop Gottfried from leaving Turkey; when that fails, he turns to his agent Mikhal Oglu.
The Grand Vizier brooded on his silken cushions until the shadow of a pair of vulture wings fell across the marble-tiled floor, and the lean figure he had summoned bowed before him. The man whose very name was a shuddering watchword of horror to all western Asia was soft-spoken and moved with the mincing ease of a cat, but the stark evil of his soul showed in his dark countenance, gleamed in his narrow slit eyes. He was the chief of the Akinji, those wild riders whose raids spread fear and desolation throughout all lands beyond the Grand Turk's borders He stood in full armor, a jeweled helmet on his narrow head, the wide vulture wings made fast to the shoulders of his gilded chain-mail hauberk. Those wings spread wide in the wind when he rode, and under their pinions lay the shadows of death and destruction. It was Suleyman's scimitar-tip, the most noted slayer of a nation of slayers, who stood before the Grand Vizier.
I suspect that Oglu's unique armor is inspired by that of the famed Polish winged hussars, which are contemporary with the time period of the story.
Oglu and his men, after some time, track Gottfried von Kalmbach to a village along the Danube but he manages to escape their clutches, riding to Vienna. When he arrives there, the city is already preparing for a siege by Ottoman forces led by Suleyman himself. Gottfried joins the Viennese in fighting the Turks and, while doing so, finds himself under the guns of advancing Janissaries. Deciding to make a break for a nearby cannon, he turns, only to be greeted by a strange sight.
It was a woman, dressed as von Kalmbacj had not seen even the dandies of France dressed. She was tall, splendidly shaped, but lithe. From under a steel cap escaped rebellious tresses that rippled red gold in the sun over her compact shoulders. High boots of Cordovan leather came to her mid-thighs, which were cased in baggy breeches. She wore a shirt of fine Turkish mesh-mail tucked into her breeches. Her supple waist was confined by a flowing sash of green silk, into which were thrust a brace of pistols and a dagger, and from which depended a long Hungarian saber. Over all was a carelessly thrown scarlet cloak.
This surprising figure was bending over the cannon, sighting it, in a manner betokening more than a passing familiarity, at a group of Tirks who were wheeling a carriage-gun just within range.
"Eh, Red Sonya!" shouted a man-at-arms, waving his pike. "Give 'em hell, my lass!"
This woman, who hails from Ruthenia, saves Gottfried's life for the first time (the second will occur later in the story). We learn that she bears a grudge against not just the Turks generally but against her sister, Roxelana, who has become Suleyman's chief consort. Over the course of the story, we learn more about Sonya and watch her prowess in battle on numerous occasions. Though Gottfried von Kalmbach is ostensibly the main character of this tale, it is Red Sonya of Rogatino who is by far its most memorable character.
"The Shadow of the Vulture" is, I think, a good example of Howard's historical fiction. He tells an engaging story that takes place against real historical events, in this case the 1529 Siege of Vienna, populated by a mix of fictional (Gottfried and Sonya) and real characters (such as Suleyman and Roxelana). It's told in a fast moving "blood and thunder" style that I found delightful, but it is likely not to everyone's taste. If nothing else, as the literary origin of one of the most enduring female characters of sword-and-sorcery literature, it's well worth looking at.
Saturday, August 29, 2020
All Hail the Emperor!
Friday, August 28, 2020
Interview: Steve Crompton
For long-time fans of Flying Buffalo gaming products, such as Tunnels & Trolls and Grimtooth's Traps, Steve Crompton needs no introduction. For the benefit of them and others not yet familiar with his decades of work in the RPG world, I present the following interview, to which Mr Crompton very kindly agreed.
Steve Crompton at the GAMA Expo, March 2020 |
1. How did you first become involved in the hobby of roleplaying?
I ran into Rick [Loomis] though church while I was still a teenager and he gave me and my sister a couple of solo adventures to play. So I learned to RPG via the solo adventures back in 1979. Before that, I’m not sure I’d really even heard of D&D, let alone T&T.
2. After being given those solo adventures, did you then start to participate in a group? What games did you play?
I think the very first time I ever played an RPG, it was with Rick Loomis and he ran Buffalo Castle as a solo. I don’t think I had gotten though Buffalo Castle without dying, so it was fun to have it run by its creator. It was probably in 1979 or '80. Once I was I working in the store, I would often join in a game if things were slow. The first time I played with Ken St. Andre, it was in Gristlegrim Dungeon and I died in about 15 minutes. I also played in adventures run by Bear Peters, Mike Stackpole and Larry DiTillio, so I’ve been very lucky to have been able to be in adventures run by some of the greats of T&T history! I think most of them killed me at some point! I did have a regular RPG group when we were running our Lejentia Campaign back in the late 80’s and early 90’s
3. How did you come to be employed by Flying Buffalo?
Rick knew I wanted to be a graphic artist and was taking commercial art courses via a high school “working trades” program. (So I think that was a factor for him picking me) He needed someone to work the Flying Buffalo store and I was polite and a good talker, so he offered me the job as a store clerk which I accepted. Back then, eventually best selling author Michael Stackpole was my store manager!
4. While at Flying Buffalo, you worked on a wide variety of projects, but I suspect you're best known for the illustrations in Grimtooth's Traps, which have a very distinctive style. Did you receive a lot of direction on how to illustrate these books or were they largely of your own invention? What about Grimtooth himself: did you create his appearance or were you given instructions beforehand?
I was working in the store in late 1980 when Liz Danforth (who was Flying Buffalo’s art director at the time) came to me and said that they were developing this book of traps they were going to publish. She knew I had taken drafting classes, so she thought I would be a good match for drawing out the traps they came up with.
At the time, Grimtooth wasn’t really in the picture, but at some point, either Liz, or perhaps it was Paul O’Connor (Grimtooth's Traps editor) came up with the idea to use Grimtooth as the narrator. Grimtooth was a character that Liz created as a sort of sardonic “mascot” for our Sorcerer’s Apprentice magazine. So, she had already drawn him, and that was my guide for any Grimtooth illustrations I did going forward. My take was more influenced by the thousands of comic books I had read. In the original first edition of Grimtooth’s Traps, I think there are maybe two or three illustrations of him in the whole book, but he was its voice. In later re-printings (once we realized how popular he was with the fans), I added him in to more illustrations and elsewhere in the book.
For the trap illustrations, I wasn’t really given any specific instructions other than to make the trap match is description. As we went along, though, the text was sometimes changed to match what I had drawn, as I would sometimes add a “twist” to the trap or its location.
5. Are there any illustrations you did for Flying Buffalo that you're particularly proud of, even after all these years?
My personal favorite is of Grimtooth’s Airship flying through a storm – that’s a great one. I have a cute illo of Grimtina on a BMX bicycle, but she also has a big gun and an attitude. I also had a lot of fun drawing the Grimtooth comic pages in the Traps Too reprint and Traps Lite!
6. Aside from Flying Buffalo, you also did work for GDW and FGU, in each case for science fiction roleplaying games. Do you enjoy sci-fi illustration as much as fantasy?
Certainly I liked the variety of doing different things and trying to take on different styles and approaches to my work to match the genre and tone of a given project. I tended to make those illustrations far less cartoony and more technical in their look. I used a lot of Zipatone screens in the sci-fi art that I rarely used in the fantasy pieces, for example. I tried to give the sci-fi art a sort of futuristic “noir” look.
7. You've produced a lot of artwork outside the RPG industry, primarily in the field of comics. How did you become involved in comics illustration/writing?
Really I was a comic book fan long before role-playing games even existed, so doing comics was in my blood from about the age of 5. I think a lot of my art for Nuclear War and Grimtooth’s Traps really reflect my comic book upbringing. I regularly went to San Diego Comic Con starting in 1988, and it was there I met the publisher of Revolutionary Comics, Todd Loren. He gave me my first break into the comics field and I ended up doing numerous comics for him, Rip Off Press, Kitchen Sink, Mu Press, and many others. My main claim to comic fame is Demi the Demoness. She’s appeared in over 40 comics and I wrote her into my City of the Gods novel and some game books I’ve done. Ken St. Andre is actually working on a City of the Gods T&T solo adventure and I’m sure Demi will have an appearance there as well.
8. Do you still have the chance to play RPGs?
Not as often as I like. Sometimes Bear Peters or Ken St. Andre will run something and I’ll join in. Mostly I play the T&T Phone app, which has 30 solos in it on my phone. I read a lot of gaming books all the time as I am usually editing or even writing parts of them. So my main RPG exposure nowadays is “on-the-job” so to speak.
9. You're now the managing director of Flying Buffalo. What does that job entail?
When I first took on that role, we had to do a complete inventory of all our products that we had in stock. This was not something that has been done in many years so it was a big task. My next big task was completing several Kickstarters that had been started while Rick Loomis was alive. That included part of the Nuclear War Kickstarter, the Mercenaries, Spies & Private Eyes Kickstarter and the Elven Lords Kickstarter. We’ve completed two of those and will soon be mailing out the full-color version of Elven Lords to the backer and that will end that one as well.
My ongoing mission is to promote Flying Buffalo however I can and help let the world and our fans know that the Buffalo is still flying and will continue to do so. In fact, since December we have either printed or released on DriveThruRPG 14 new or reprinted RPG solos, GM adventures, and other books. Seven of them are brand new, and seven of them are enhanced reprints of items that were previously out of print and unavailable on DriveThru. I also do customer service to take care of problems that distributors or customers have with orders or with trying to order things from us. I also have duties related to helping with Rick’s estate settlement and dealing with the Loomis family, various rights holders and other RPG industry friends of Rick who are helping and advising us in various ways. And I work with freelancing and licensees who want to print T&T books in Spanish, Japanese or German for example. So that’s my job in a nutshell. Its challenging and I love every minute of it. I consider it to be a great honor to be able to help keep Rick’s dream alive and continue to help bring in orders and new products to keep Flying Buffalo a going concern!
Mörk Borg and I
Thursday, August 27, 2020
Weird Maps II
I talked the other day about weird maps, focusing primarily on literary examples of them. Today, I want to draw attention to the maps of Trollworld, the setting of Ken St. Andre's Tunnels & Trolls.
This is the continent of Ralph (or Rrr'lff, as it is known in some later sources). As you can see, it's shaped like a dragon, just like the one depicted in the Chart of Weirdworld. If anything, though Ralph is even more fantastical, since it looks like the entire body of a dragon rather than just its head. Ralph is home to Khazan, perhaps the best known city of Trollworld.Zorr is the eagle-shaped continent of Trollworld. It's also the land of the letter "z," as nearly all of its locations include that letter somewhere in their names. If I recall correctly – and my knowledge of T&T lore is limited – Trollish names tend to include lots of z's in them. Of course, that's a minor detail in my estimation compared to the appearance of the continent itself. Trollworld isn't a natural place; there is nary a concern for plate tectonics, geology, or anything remotely scientific. Instead, I suspect that Zorr, like Ralph, looks that way, because someone thought it was cool – and that's a perfectly valid reason in a fantasy roleplaying game setting!Allow me to lay my cards on the table: in my own efforts to create fantasy settings, I have tended toward the Middle-earth/Hyboria model when it comes to map making. I don't outright eschew magical weirdness and whimsy but neither do I embrace it the way that Trollworld clearly does. Is that a mistake? No, I don't think it is – not all fantasy settings are the same and there is room for a variety of different approaches. At the same time, I can't help but look at maps like that of Weirdworld or Trollworld and wonder. Isn't that what maps of fantasy worlds should make us do?
House of Worms
- Aíthfo hiZnáyu (top middle): An adventurer who's the lone member of the group not to worship Sárku or Durritlámish, instead being devoted to Ksárul. Aíthfo is the group's tactician, commanding a group of Pecháni mercenaries with great skill. He has dreams of being a sea captain and travelling the length and breadth of Tékumel in search of “cash and prizes,” in the memorable words of his player.
- Znayáshu hiNokór (bottom left): A lay priest of Durritlámish with an interest in astrology. He makes a living creating horoscopes when not involved in some scheme of his clan-mates. His fiancée, Tu'ásha hiNarkóda, of the Mourning Rock clan of Thráya, died before the two could wed – but that hasn't stopped Znayáshu, who had her corpse carefully preserved and now plans to have her reanimated as a Shédra, so that she can serve the Lord of Worms forever.
- Ssúri hiNokór (second from the bottom left): A ritual priestess of Durritlámish with a keen knowledge of dance and acrobatics, some of which she uses to her advantage even outside the temple. Sharp-tongued and no-nonsense, Ssúri often acts as the public face of this group of characters.
- Keléno hiNokór (bottom middle): A 5th Circle scholar priest of Sárku who prefers to keep his nose in books when he is able (which, sadly, isn't as often as he'd like). He recently developed an interest in demonology, after successfully – and unintentionally – summoning dread Srükárum to fight against an army of Ssú in the Dry Bay of Ssu'úm. Keléno is married to Hmásu hiTéshku, a priestess of Belkhánu, with whom he shares many interests.
- Grujúng hiZnáyu (second from bottom right): An older, ex-legionnaire (formerly of the 6th Imperial Medium Infantry) who finds life in Sokátis dull and so travels around with his clan-mates in search of excitement. He dreams of gaining a commission in the famous First Legion, which is currently posted to Sokátis as a result of the machinations of Imperial politics.
- Jangáiva hiTlélsu (bottom right): A temple guard of Sárku, Jangáiva has lately fallen under the patronage of an officer of the Omnipotent Azure Legion, who is testing her for possible formal induction into that august force. While in Yán Kór, she obtained a demonic hammer that calls itself “Little Sister” and revels in destruction. Jangáiva does her best to keep the weapon under control.
The Achgé Peninsula in all its hexcrawl glory! |
Orcish ODDities
! |
Now, it may seem to some that I'm bashing AD&D here. If I am, it's not because Gygax's description of orcs in the Monster Manual is many times longer and more specific than the one in OD&D. Rather, it's because, in OD&D, orcs are clearly monsters, while in AD&D they've graduated to being "humanoids." OD&D orcs are the kinds of nasty brutes you'd find cowed into service by an evil magician or dark knight or even a dragon, while AD&D orcs are a parallel human race, albeit an irredeemably evil one. That is, AD&D orcs have an existence apart from whom they serve, which makes it far easier to believe they have a unique society and culture of their own. OD&D, it seems to me, suggests that a race of ready-made minions akin to Maleficent's twisted goons from Disney's Sleeping Beauty.
Wednesday, August 26, 2020
Warlocks of the Dark Star
Here's an advertisement from the back of Book of the Dragons, written by D.H. Casciano and M. Fisher and appearing in 1977. Warlocks of the Dark Star did eventually appear in 1979 and was apparently a hex and chit style wargame in which one player takes the role of the magic-using Warlocks and the other takes the role of the scientific Technoids. The theme of science/technology vs magic remains a staple of fantasy even today, but it seems to have been enjoyed a high point during the 1970s, with Ralph Bakshi's Wizards being a noteworthy example of it.
Regardless, this advertisement – and the book from which it came – is a reminder that the history of the hobby is replete with dark alleyways and forgotten lore of the sort that Jon Peterson has been busy chronicling for some time now. How many of us have ever heard of the Attack International Wargaming Association, for example? There are many more companies like it, producing original RPG material with very limited budgets and small print runs. Their products, though perhaps not as well known or influential as, say, Dave Hargrave's Arduin books, are another reminder of the reckless ferment that characterized the first five years of the hobby
Weird Maps
I've always been a sucker for maps. Along with non-Roman alphabets, maps occupied an important place in my pre-D&D personal education. My favorites were historical maps and maps of imaginary places. I still recall the first time I laid eyes on the map to L. Frank Baum's Land of Oz, consisting of four triangular countries – Gillikin, Munchkin, Quadling, and Winkie – surrounded by four impassable expanses of sand (Baum later added other realms beyond the deserts but I don't believe I saw maps including them until some time later). The map isn't all that impressive in and of itself, as you can see, but it enthralled me nonetheless and I was forever after a devotee of unusual maps.
I bring this up because, recently, I've been reading old fantasy comics produced by Marvel and DC as part of an effort to look into their origins and influence in the vast cultural stew pot out of which Dungeons & Dragons and other RPGs sprang (Ken St. Andre, for example, has long called Tinnels & Trolls as "The Lord of the Rings as it would have been done by Marvel Comics in 1974"). There's a lot of good stuff there and I plan to post about many of them in the weeks to come. One of the most immediately interesting of these comics is Matvel's Weirdworld, which premiered as a one-off in 1976 before returning, first in 1977 and then in 1979 (and a couple more times in the '80s). The map (or "chart") below depicts the landmasses and points of interest of Weirdworld.
Looking at the Weirdworld map, I see a lot more in common with the map of Oz than I do with the map of, say, Middle-earth, which is, along with Howard's map of the Hyborian Age, the locus classicus of fantasy maps. The Weirdworld map is utterly fantastical, with few concessions to reality. The large continent to the right looks like a dragon's head, complete with an eye in the form of the floating island of Klarn, while the Land of the Dead literally looks like a skull. The map makes it clear that this is a realm of pure fantasy rather than naturalism, let alone realism.
This is one of the reasons why I find the 1970s such a fascinating time when it comes to the development of fantasy as an artistic genre. At this point, fantasy had not yet been fully solidified (or brandified) into a consistent set of elements immediately understood by everyone who viewed them. Each fantasy setting was unique, springing from the imagination of its creator(s) rather than drawing on stock components. At this point, The Lord of the Rings, though popular, was still just one example of a fantasy, rather than being the template all subsequent fantasies would imitate (or react against). Looking at "A Chart of Weirdworld" thus opens a window on this wild, chaotic time.
Retrospective: Against the Cult of the Reptile God
Despite the fact that I rarely get to use them, I have a great fondness for low-level adventures. Even moreso, I have a great fondness for "sleepy little village is menaced by something bad" adventures. The paradigmatic example of this is Gary Gygax's The Village of Hommlet, which I praise at every opportunity, but there are many other examples of this well-worn genre of RPG scenario – too many, in the opinions of some.
I politely disagree, which is why I think kindly about Advanced Dungeons & Dragons module N1, Against the Cult of the Reptile God. Written by Douglas Niles and first published in 1982, this is, I believe, the last AD&D module to use this specific iteration of TSR's trade dress (a new one being introduced with Pharaoh later this same year). It's also a late entry in the period I've termed D&D's Golden Age and, as such, is more of a location based scenario than those of the nascent Silver Age (though not wholly, as we shall see).
The adventure is set in the village of Orlane in the Gran March of the World of Greyhawk setting. Orlane was already a community in decline when an evil cult led by a spirit naga infiltrated it. The naga installed himself as "the Reptile God" in a dungeon in the local wilderness and set his cultists on the village. They then set about kidnapping villagers, taking them to their god, who uses his charm person ability to add them to his throng of brainwashed minions.Those who resist are slain and animated as zombies to serve as guardians of the naga's lair.
The module largely consists of a series of location maps and keys, starting with the village of Orlane itself. Within the village, there are details of two different inns and a temple. Outside it, there are the two levels of the dungeon occupied by the cult. As written, the characters come to Orlane by rumors that something is not right in the town. Once there, they can gain additional rumors and clues by poking around and speaking with the villagers. With some work (and maybe a little luck), the characters should learn enough to make their way toward the lair of the spirit naga and put an end to his depredations.
Against the Cult of the Reptile God provides no "scenes" or set pieces or much of anything in the way of a plot beyond the one the characters create by interfering with the activities of the Reptile Cult. The closest the modules comes to that is a section detailing the activities of the cult independent of their own. Orlane is not a static environment and the cult does not simply stand in place waiting for the characters to come looking for them. One activity in which they might engage is kidnapping the characters, should they stay at a certain inn within the village, in which case one or more of them might wind up imprisoned or enthralled by the naga. Even so, this is a far cry from the heavy-handed story-driven approach seen in later AD&D modules.
The approach Niles adopts throughout is one I've come to appreciate more as the years have worn on. He trusts the players to figure out what's happening in Orlane and to act accordingly, just as he trusts the DM to be able to handle the various moving parts of the local situation without the need for explicit instructions on how to do so. N1 may be a beginning level module but it nevertheless doesn't treat its readers like children. It's little wonder why it earned an entry on the list of the 30 Greatest D&D Adventures of All Time.
Tuesday, August 25, 2020
REVIEW: Folk Magic of the Haven Lands
Since 2017, Monkeyblood Design has been detailing the Midderlands, "a twisted version of central England" as viewed "through grime-smeared spectacles." Though ostensibly written for use with Swords & Wizardry, all Midderlands products are easily adapted to your favorite OSR rules system. The latest release for the Midderlands is no different.
Folk Magic of the Haven Isles (available in hardcover, softcover, and PDF) is a concise 60-page volume offering a collection of new options for magic-users, inspired by the folklore of the actual British Isles (called the Haven Isles in the Midderlands setting). Written by Richard Marpole and with full color illustrations by Glynn Seal, Folk Magic is delightful, filled with not only intriguing takes on magic but the same quirky charm found in all the Midderlands books – a twisted (semi)historical fantasy with bits of absurd, Pythonesque humor.
More importantly, this is a book suffused with a refreshing specificity. Nearly everything in Folk Magic is inspired by real world myths and legends while still being accessible to those unfamiliar with them. In this way, the book avoids being generic and deracinated like so much fantasy these days. There's a groundedness to it all that, for me anyway, is a huge part of its appeal.
The meat of Folk Magic is the eleven new magical sub-classes it introduces. Each one is tied to the traditions of the Haven Isles, providing unique abilities and drawbacks, including spell options and casting styles. Fortunately, each sub-class generally takes up only one or two pages of text, ensuring that any new rules associated with them are straightforward and simple to employ. In most cases, the descriptions focus as much on flavor as on rules, which I think offers a great model to referees looking for ways to customize the magic-users of their own settings.
The new sub-classes are:
- Appel Queen or King: Supernaturally inspired brewers (an option for beer making is provided)
- Bog Chanter: Knowers of the secrets of bogs and marshes.
- Braag: Magical tricksters who can change into donkeys
- Demon Slaves: Sorcerers who have aligned themselves with devilry in exchange for great power
- Faerie Bride or Bridegroom: Individuals who spent time in the realm of the Faeries
- Green Child: Children raised in the subterranean Middergloom and make their way to the surface
- Hermetic Magician: Learned scholars of the occult
- Masked Dancer: Magicians who draw power from the masks and costumes they don
- Peller: Cunning-folk steeped in the lore of their rural homes
- Sin Eater: Religious folk who acquire magical abilities by atoning for the sins of magicians
- Spae Wife: Prophets and weather diviners
- Stitch Witch: Magicians who demonstrate their powers through magical attire
- Toadman: Poisoners, gamblers, and con men with batrachian powers
- Wizard of the Cage: Sorcerers who tend to the sleeping knights fated to help the Haven Isles in its hour of greatest need
Imagine Magazine: Issue #7
The good news is that TSR now own the DRAGONQUEST game so that it no longer directly competes with the D&D game in the marketplace, and therefore can be given the full marketing and creative force that TSR can muster.
Sadly, that never happened and DragonQuest effectively died after TSR took over its publication. Even so, this issue offers a mini-adventure by Michael Brunton for DQ that, unlike the one that appeared in issue #6, is not dual-statted for AD&D.
"The Philosopher's Stone" is an ongoing competition, with a monetary prize of £40 to whoever can correctly answer six questions based on a two-page illustration filled with strange symbols and imagery. "Illuminations" provides news from around the world regarding to the latest happenings in roleplaying games, especially releases. Graeme Davis offers a short story, while Don Turnbull talks about trademarks. The "Dispel Confusion" column answers reader questions about D&D, AD&D, and RuneQuest. There's another entry in the comic saga of "Rubic of Moggedon and "The Imagination Machine" discusses the possibilities to be achieved with more advanced home computers (such as those with 256K of RAM!).
As with previous issues, there's a page devoted to the latest fanzine releases. I continue to find this remarkable, particularly now that I have produced fanzines of my own. I don't believe Dragon ever took note of these kinds of grassroots publications and it suggests a significant way that the hobby in the UK might have been different than in North America. This issue also includes reviews of Frank Mentzer's D&D Basic Rules, Dave Trampier's Titan, and the second edition of Gamma World. Peter Tamlyn criticizes "rule playing" in a two-page piece that reminds me very much of discussions found in numerous periodicals around the same time. This is another fascinating snapshot of where the hobby was in the early 1980s.
I never read Imagine at the time of its release, White Dwarf being my main window on what was happening in gaming on the other side of the Atlantic. Consequently, reading through these issues continues to be educational, filling in gaps in my knowledge and providing insights I otherwise would not have had.
Monday, August 24, 2020
Out of My Hands
This post isn't actually about Star Trek or Star Trek the Roleplaying Game, though the latter serves as an important example. You see, an early supplement for the RPG was Trader Captains and Merchant Princes by Guy W. McLimore which detailed, as its name suggests, what it is like to be an independent trader à la Cyrano Jones in the Star Trek universe. I really liked the book for many reasons – perhaps I'll do a Retrospective on it some day – but a reason that sticks out is its inclusion of rules for playing the Federation stock market.
The rules are fairly simple, even simplistic if you know anything about real world financial markets. Arguably, they don't even make much sense in the post-scarcity economy of Roddenberry's United Federation of Planets. None of that mattered to me, who enjoyed the rules because they mechanized an aspect of the background setting, enabling me to see the rise and fall of the relative values of Federation companies. This might not seem like much, but it meant a lot in merchant campaigns where the the fortunes of Multiplanet Metals or Shuvinaaljis Warp Technologies played an important role. I appreciated that, with a few rolls of the dice, a part of the game setting was taken out of my hands and I could be as surprised at how things unfolded as the players.
This is also why I continue to esteem Frank Mentzer's D&D Companion Rules, despite their many shortcomings. Mentzer included a couple of lists of natural and unnatural events, along with percentages assigned to each, that might occur in a player character-run domain each year. To call it a "system" is ridiculous, but it nevertheless gives the referee some creative pushes in terms of how the campaign world might unfold independent of his own ideas. A more developed version of these lists can be found in 1985's Oriental Adventures by Gary Gygax, David Cook, and François Marcela-Froideval.
After refereeing my Empire of the Petal Throne campaign for the last five and a half years, I've often found myself looking for ways to mechanize background events, both to alleviate some of the prep work I must do and to ensure that setting events don't fall into ruts. I find that certain ideas recur in my imagination and, left solely to my own devices, things might get repetitive. Having access to a system that determined, for example, the start of a war or a political alliance or a magical discovery would be extremely useful to me. The only old school RPG I can think that includes such a system is Stars Without Numbers and even that isn't exactly what I'm looking for. I suppose the answer, as with so many things, is to make one for myself.
The DragonDex
While I'm sure most readers are already familiar with this site, there may be some newcomers who are not. The DragonDex is probably one of the most useful sites I've come across. It's a complete index of all 359 print issues of Dragon magazine, covering material from June 1976 to September 2007. Helpfully, there are several different ways to use the index, starting with the straightforward Master Index, which simply lists all the articles alphabetically. Each article listing provides its title, author, game system, and the issue in which it appeared, along with the page numbers.
It's simply a site and I can't tell you how often I've used it to locate an article I only dimly remember from my youth. Whether you're trying to do the same or you're simply interested in the history of the hobby, the DragonDex is an amazing resource.
Pulp Fantasy Library: Burn, Witch, Burn!
That's a shame, in my opinion, because Merritt was an imaginative writer with a unique voice who, in his day, was both successful and well regarded by his peers. He worked most of his adult life as a reporter and editor for a variety of American periodicals. Over the course of his career, he traveled extensively and, in so doing, acquired many mementos of remote locales, including books on esoteric subjects, most of which we'd group under the heading of the occult today.
This should come as no surprise to anyone who has read his works. Black magic and diabolism figure prominently in Merritt's pulp yarns, none more clearly than in his novel Burn, Witch, Burn! Originally serialized in the pages of Argosy over the course of six issues between October 22, 1932 and November 26, 1932, Burn, Witch, Burn! presents itself as a fictionalized account of real events that took place in New York City. The narrator is a medical doctor "specializing in neurology and diseases of the brain" who uses the pseudonym Lowell, in order to avoid identifying his true identity. He adds that all the characters in his tale are real people whose names he has changed for similar reasons.
In the foreword, Dr Lowell states the following:
But now, orthodox man of medicine that I am, I ask myself whether there may not be causes other than those we admit. Forces and energies which we stubbornly disavow because we can find no explanation for them within the narrow confines of our present knowledge. Energies whose reality is recognized in folklore, the ancient traditions, of all peoples, and which, to justify our ignorance, we label myth and superstition.
A wisdom, a science, immeasurably old. Born before history, but never dying nor ever wholly lost. A secret wisdom, but always with its priests and priestesses guarding its dark flame, passing it on from century to century. Dark flame of forbidden knowledge... burning in Egypt before even the Pyramids were raised; and in temples crumbling now beneath the Gobi's sands; known to the sons of Ad whom Allah, so say the Arabs, turned to stone for their sorceries ten thousand years before Abraham trod the streets of Ur of the Chaldees; known in China—and known to the Tibetan lama, the Buryat shaman of the steppes and to the warlock of the South Seas alike.
Dark flame of evil wisdom... deepening the shadows of Stonehenge's brooding menhirs; fed later by hands of Roman legionaries; gathering strength, none knows why, in medieval Europe... and still burning, still alive, still strong.
With the stage now set, Lowell regales the reader with the story of his encounter with Julian Ricori, "a notorious underworld chieftain, one of the finished products of the Prohibition Law." Ricori has a problem that he believes only Lowell can solve: his partner in crime, Peters, has been afflicted with a mysterious ailment, one that leaves him catatonic and completely non-responsive. Ricori offers Dr Lowell a large sum of money, if he can not only discover the cause of the man's affliction but also save his life.
Lowell agrees to help, out of scientific curiosity and concern for the man's health rather than any desire for money. He takes a blood sample, which he examines under a microscope, revealing a single strange, phosphorescent globule inside a leukocyte. Not long thereafter, Peters dies but not before "the chattering laughter of a devil" erupts from him. An autopsy reveals little more about Peters' death. Frustrated, Lowell sets out to see if anyone else in the city has recently died under similar circumstances. He not only finds that there are in fact seven others but they all have something in common: visiting a toy shop run by an old woman named Madame Mandilip.
It's at this point that Burn, Witch, Burn! really takes off. Dr Lowell finds his scientific skepticism challenged again and again, as he is forced to consider the increasingly likely possibility that Madame Mandilip is in fact a witch and that the dolls she sells in her toy shop are enchanted to come alive and kill! If this sounds ridiculous, on some level it is, but Merritt makes it work, largely due to his skill at evoking mood. Burn, Witch, Burn! is a terrific yarn in the pulp tradition.So successful was Burn, Witch, Burn! that it was – loosely – adapted into a movie by Tod Browning (of Dracula fame) in 1936 under the title The Devil-Doll. This was the second Merritt tale turned into a film, the first being the 1929 silent movie, Seven Footprints to Satan, and is generally better regarded, despite the many liberties it takes with the source material. The Devil-Doll is best known for its special effects and its star, Lionel Barrymore, whose character, wholly original to the motion picture, evades capture by his enemies by disguising himself as an old woman named Madame Mandilip. The movie is worth watching primarily as an artifact of its time and as a reminder of how poorly Merritt, like most pulp writers, has been served by Hollywood's attempts to adapt them.
Friday, August 21, 2020
Asymmetric Warfare
I'm not sheepish about admitting that I've never been a wargamer. Growing up, I knew a lot of wargamers, like the father and older brother of a childhood friend, but I wasn't one myself. Of course, all the hobby stores I frequented – including chain stores like Toys "R" Us – sold Avalon Hill and SPI bookcase games, but, until I was in high school, I never had much opportunity to play any of them (and, even then, my experiences were quite limited).
I consider this a serious lacuna in my gaming education. That's why I've long been looking for ways to correct this – and in recent months I have. Last summer, I got back in touch with a couple of friends of mine whom I hadn't seen in years. One of them is fairly experienced wargamer, with a sizable collection of games, both classics of the genre and more recent designs. Recent events in the world have given us all a surprisingly amount of free time and we decided to use some of it wargaming each week.
Naturally, we're not playing these games face-to-face. Instead, we're making use of VASSAL, a virtual tabletop created for wargamers (specifically Advanced Squad Leader). VASSAL has proven surprisingly easy to use, not to mention fun. Based on my friend's recommendation, we began my education with GMT's Falling Sky: The Gallic Revolt Against Caesar. Partly this was done because it's a period of history I know a bit about and partly because Falling Sky is an entry in GMT's COIN series, which my friend thought would appeal to me.
COIN is a contraction of counter insurgency and the games in the series are notable for having three or more dissimilar factions in contention with one another. A very good article at another site described them very well:
COIN can be described as multi-factional guerrilla wargames with a simple area control system that is driven by actions and objectives that are often unique for each faction. Bolted on to this is a card-driven historical event system; the result is simplistic, asymmetrical progression with a historical narrative. With four players the military environment has a political layer of oversight that drives player interaction, sub-optimal decisions, and tense tactical trade-offs. Even your so-called friends can pose a direct threat to your efforts through corruption, cultural patronage, or shady business practices.
I greatly enjoyed both the design of Falling Sky and my experience playing it. As an introduction to the world of contemporary wargame design, it could not have been better (well, maybe if I'd have won!). We'll soon be continuing my education with another COIN game, Liberty or Death: The American Insurrection before, I hope, playing some older games. I have decades' worth of catching up to do.
Interview: Jeff Grubb (Part II)
6. You were in charge of design and development on the original Forgotten Realms boxed set. What was it like to pore over Ed Greenwood's pages of notes and turn them into a publishable product?