Wednesday, August 30, 2023
Retrospective: Dungeons & Dragons Immortals Rules
Tuesday, August 29, 2023
Polyhedron: Issue #7
The issue begins with Frank Mentzer's last(?) "Where I'm Coming From," in which he briefly recounts the founding of the RPGA and the role he and others played in that. Then, he announces that "it's time for me to move on," as he will soon be "very, very busy working with Gary." He explains that he will "essentially ... be #2 right after Gary when it comes to D&D® rules and AD&D™ games, and so forth." This is obviously a reference to his oversight of the revision of Dungeons & Dragons game, as well as his assistance in getting things like The Temple of Elemental Evil completed, both of which earned Mentzer a lasting place in the history of the hobby.
The letters page includes the following:
Monday, August 28, 2023
A Means to Freedom
“I think the real reason so many youngsters are clamoring for freedom of some vague sort, is because of unrest and dissatisfaction with present conditions; I don't believe this machine age gives full satisfaction in a spiritual way, if the term may be allowed.”
As one might expect from the creator of the legendary wanderer, Conan the Cimmerian, Howard devoted much thought to the question of freedom and its importance to the well-being of the individual in an increasingly, as he called it, "machine age," by which he meant the ever more regulated, narrow, and "safe" world that was already being birthed during his lifetime. That's why he "yearn[ed] for the days of the early frontier, where men were more truly free than at any other time or place in the history of the world."
Whether one agrees with him or not is immaterial. What's important to remember is that Howard very much believed this and nearly all of his fiction was an attempt to transport readers – and I daresay himself – to times and places that were, in his judgment, freer and, therefore, uplifting to the human spirit. Again, one can quibble as to how well REH achieved this emancipatory goal, but there can be no question in my mind that he saw literature as a possible means of escape from the soul-crushing drudgery of the modern world.
Friday, August 25, 2023
That New Car Smell
Map Assistance
As I mentioned recently, I'm trying to put together a map for Secrets of sha-Arthan. I've already got a continental outline for the whole world, but my focus at the moment is on a smaller region intended as a "starting area" for new characters and campaigns. Nevertheless, I have several problems and I'm hoping readers might be able to point me in the right direction for solving it.
Here's a portion of the continental scale map of sha-Arthan:
Wednesday, August 23, 2023
Retrospective: Traders and Gunboats
I've mentioned before that Star Trek was my first fandom. If you were a kid with an interest in science fiction in the early 1970s, there simply weren't many other options. Despite this, Star Trek wasn't heavily merchandised at the time, certainly not to the extent that Star Wars would be in a few years. Consequently, fans like myself had to make do with a fairly limited selection of Star Trek products to sate our lust for more information about Gene Roddenberry's vision of the 23rd century.
A couple of items from that limited selection stand out in my memory, both of them created by the German technical artist Franz Joseph Schnaubelt, known by his nom de plume, Franz Joseph. In 1975, Ballantine Books released Joseph's Starfleet Technical Manual and Star Trek Blueprints. Each included lots of beautifully rendered maps and schematics of Star Trek space vessels and technology (and, fascinatingly, served as the basis for Starfleet Battles, but that's another story). Needless to say, I owned and adore both of them, spending countless hours poring over the secrets they revealed about the layout of the USS Enterprise and other Starfleet ships of the line. These books initiated my lifelong love for deckplans of all sorts, but particularly of science fiction vehicles – a love I'd later transfer into the realm of science fiction roleplaying games.
GDW's Traveller, which I first picked up sometime in 1982, was more than accommodating of my love of starship deckplans. Nearly every adventure released for the game, along with many of its supplements, included one or more deckplans of this sort. There were even separate but related games, Snapshot and Azhanti High Lightning, that included deckplans large enough to use with cardboard counters or 15mm miniatures. From the standpoint of someone like myself who loved starship deckplans, Traveller delivered the goods.
Which brings us to the true topic of this post: Supplement 7: Traders and Gunboats. Released in 1980 and written by Traveller's creator, Marc Miller, with assistance from Frank Chadwick, John Harshman, and Loren Wiseman, Traders and Gunboats is a 48-page supplement that provides information on, as its title suggests, merchant starships and patrol craft. The information is not limited solely to game statistics – though there's plenty of such detail – but also includes an equal amount of information on the place of such vessels within GDW's Third Imperium setting. The inclusion of both game mechanical and setting information makes Traders and Gunboats equally useful to players and referees, as well as to those using Traveller's official setting or one of their own creation.
Ultimately, what makes Supplement 7 so appealing to me is its practicality. All of the space vessels described in its pages are small in size. The largest is no more than 1000 displacement tons, but the vast majority are in 100–400 ton range, which makes them perfect for use by – or against – player characters. That's one of the things that's always appealed to me about Traveller: it keeps its focus on the PCs and their adventures. It's true that Traveller can be vast in scope and certainly the official Third Imperium setting encompasses tens of thousands of worlds spread across dozens of sectors of space. Yet, the play of the game remains human-scaled, which is exactly what Traders and Gunboats supports with its information on smaller space vessels.
Of course, as you'd expect, given my preamble, it's the deckplans that still excite me. Here's a sample page featuring a few small (20–50 ton) craft.
Tuesday, August 22, 2023
Polyhedron: Issue #6
Sunday, August 20, 2023
H.P. Lovecraft and the Evolution of Genre
If you take a look at the subtitle of the 1981 edition of Call of Cthulhu, you'll see that it reads "Fantasy Role-Playing in the Worlds of H.P. Lovecraft" – and so it remained for more than a decade, until the advent of the game's 1992 edition, when the subtitle became "Horror Roleplaying in the Worlds of H.P. Lovecraft." I remember being mildly baffled by this in my youth. I had assumed, based on my initially limited reading of HPL, that Call of Cthulhu would be a horror RPG. In what sense could the game be called fantasy? Bear in mind that, by the time of 1981, the term "fantasy" had already become strongly associated with stories that existed somewhere in that twilight realm located between Tolkien's The Lord of the Rings and Howard's tales of Conan the Cimmerian. My bafflement stemmed from this fact.
With age, I've come to understand a couple of additional details that shed some light on this matter. First, in some corners of the hobby, particularly the West Coast but also in the UK, the term "fantasy roleplaying game" – or FRP – was a generic term. In this sense, a fantasy roleplaying game was a category of game, much like a boardgame or video game. Second, and probably relatedly, the term "fantasy" itself could still be used generically, applying very broadly to any fictional work that departs from everyday reality, in one way or another. As I already noted, this usage was not familiar to me in 1981, thanks in no small part to the success of marketers and bookstore managers in dividing and segregating the various strands of fantasy into fantasy proper, science fiction, horror, and so on. I suspect that the fine folks at Chaosium, being older fantasy fans, retained that earlier, broader sense of the term when they subtitled Call of Cthulhu.
But what about Lovecraft himself? How did he view the genre(s) in which he worked? Perhaps unsurprisingly, the matter is complicated. Obviously, Lovecraft lived the entirety of his life before there were any widely accepted distinctions between different types of speculative fiction. They were all still deemed varieties of "fantasy" and Lovecraft would occasionally talk about his work or those of others in his circle as "fantasies." He would, in fact, sometimes call himself a fantaĆÆsiste, an archaic English word borrowed from French for both a dreamer and a creator of fantasies (Lord Dunsany being one of his models in this regard).
At the same time, one of Lovecraft's most celebrated non-fiction writings is his 1927 essay "Supernatural Horror in Literature." In it, he surveyed the development and characteristics of a genre to which he gives various names – the "weirdly horrible tale," the "weird tale," the "literature of cosmic fear," "fear-literature," the "horror-tale," and more. HPL seemed to use the term "weird tale" most frequently to describe his own works, most of which were published, perhaps not coincidentally, in the pages of a magazine bearing the title Weird Tales.
Does the weird tale constitute a genre – or perhaps sub-genre – of its own? Does it have unique characteristics distinct from those of other kinds of speculative fiction? These are good questions without clear answers. As is so often the case, whether one recognizes any answer as dispositive depends on how finely one wishes to slice a great mass of literature. Further, the fineness with which one can categorize literature is itself a product of historical context. It's only with the benefit of hindsight that one possesses sufficient numbers of categories to claim magisterially that, for example, 20,000 Leagues Under the Sea is a work of science fiction rather than fantasy. At the time the novel was written, such distinctions did not exist or, more importantly, did not matter. Even now, they have no impact whatsoever on one's enjoyment of Verne's tale.
To a great extent, that is also my judgment on the genre of H.P. Lovecraft's works: it doesn't matter. Whether one judges them fantasy, horror, or science fiction by the standards of today makes no difference to my own enjoyment of them. I increasingly feel as if this obsession with categorization, of putting everything into a clearly marked box, is folly – the pastime of pedants and advertising flacks. It's a defect of character to which I am particularly prone, which is why I feel it's important to push back against it. Ultimately, all that should matter is whether one finds a given story worthy – by whatever criteria – and not on the basis the literary genre it supposedly occupies.
All of which is to say: Happy birthday, HPL! Whether you're a writer of fantasy, horror, or science fiction, your works have immeasurably enriched my life and I am glad to have discovered them.
Friday, August 18, 2023
Blame Canada
This was certainly true of me as a kid. My own attempts at making sense of the world of my childhood were frequently thwarted by a combination of naivety and ignorance, not to mention my sheltered suburban upbringing. Consequently, there were a lot of events going on around me that I didn't understand or didn't understand fully.
A supreme example of this is the moral panic known today as the "Satanic Panic." If you search through the more than 4000 posts on this blog, you'll find very few dedicated to the discussion of this topic, despite the fact that, for many roleplayers of my age or slightly younger, the Satanic Panic occurred smack dab in the middle of their introduction to the hobby. The lack of posts here on the topic is because, while I was certainly aware that some people somewhere believed that Dungeons & Dragons was diabolical, it was not a belief I encountered in my own life – quite the opposite, in fact.
With four decades of hindsight, it all seems very silly, but that's the nature of moral panics, whether they be about rock music, comic books, switchblades, or, as in this case, Dungeons & Dragons. To the extent that I had any thoughts about the Satanic Panic, I assumed that it must have originated in the American South among those people, because who else would believe something so patently absurd? As I said, the young are ignorant, their understanding of the world sometimes skewed based on the prejudices of their elders.
Because the Satanic Panic always seemed so far away from me and my friends, I never really understood its actual origins – that is, until recently. The other day, I was reading something online and came across a startling (to me) fact: the proximate cause of the Panic was a 1980 book, published not in the United States but in Canada. The book, entitled Michelle Remembers, supposedly recounted the therapy of a woman called Michelle Smith under the guidance of psychiatrist Lawrence Pazder in Victoria, British Columbia. During these sessions, Smith "remembered" her abuse as a child at the hands of a Satanic cult that included her own mother among its members.
I say that Smith "remembered," because what Smith claimed to recall were the fruits of recovered-memory therapy, an extremely dubious form of psychotherapy that involves, among other things, hypnosis and the use of barbiturates to "recover" memories of past events supposedly so traumatic that the conscious mind suppresses them. To call recovered-memory therapy a pseudoscience is probably generous, but, at the time the book was published, it was relatively unknown and thus treated seriously by the credulous media outlets that helped spread Smith's absurd accusations.
And spread it they did. Though published in Canada, Michelle Remembers gained a lot of publicity through the popular American periodical People, not to mention that trusted purveyor of truth, the National Enquirer. Smith's story circulated widely and soon inspired others to come forward with their own concocted tales of abuse at the hands of Satanists. As so often happens in circumstances like this, the panic metastasized, its adherents purporting to find evidence of the fingerprints of hidden devil-worshippers on just about anything they didn't like, including Dungeons & Dragons.
I had never heard of Michelle Remembers. By the time I really became aware of the Satanic Panic, the book itself had long since been supplanted by other, even more lurid – but just as fabricated – claims about the demonic infiltration of Middle America. I do remember the 60 Minutes hit piece from 1985, but that had little to do with the book that released this ridiculous thought disease into the English-speaking world (I don't think the Satanic Panic had held much water elsewhere in the world, but I leave it to my readers to correct me). If I thought I'd learn anything useful from it, I might try to find a copy and read it, if only to come to a better understanding of something from my childhood whose origins I never really understood. Sadly, I doubt I'd gain much from the effort.
This is, of course, a joke. Everyone knows I love maple syrup. |
Tuesday, August 15, 2023
Cozy Maps
Polyhedron: Issue #5
The issue marks the appointment of Mary Kirchoff as editor of Polyhedron, while Frank Mentzer assumes the position of editor-in-chief. This suggests to me that both the RPGA and, by extension, Polyhedron were experiencing considerable growth during this time, or at least enough growth to warrant the expansion of its staff. Certainly, the hobby itself was still growing in 1982, thanks in no small part to the success of TSR in attracting younger players. Of course, not everyone was pleased by this growth, as evidence by a letter in this issue bemoaning the "munchkins with delusions of grandeur" who now "make up the overwhelming majority of new recruits to FRPing."
The second part of a three-part interview with Gary "Jake" Jaquet appears in this issue. As with the first part in the previous issue, it's filled with fascinating bits of information about TSR and the hobby at the time. Most interesting to me is Jaquet's defense of the "lukewarm" reviews that the Fiend Folio received in the pages of Dragon. "We call 'em like we see 'em," he explains, adding "It's not the best product it could have been." Jaquet then goes on to suggest that he feels Dragon, as a magazine for the entire hobby – compared to, say, more narrowly conceived periodicals like The Sorcerer's Apprentice – it needs to be fundamentally honest and not "self-serving," hence the critical reviews even of TSR products. He has a lot more to say on this topic and his philosophy of editing Dragon. If I can find the time, I will try to highlight some of his other comments in separate posts, because I think they're worth revisiting.
"Notes from the Dungeon Master" includes more tricks and traps for the DM. Most of those in this issue seem to involve mimics for some reason, but, to be fair, that is the purpose of a monster like that. Philip Meyers offers his impressions of a RPGA tournament in "The Round Table." Never having participated in one of them myself, I find his thoughts intriguing, because it sheds a little light on a part of the hobby that's long been somewhat opaque to me. Meyers offers both praise and criticism and Mentzer, in a separate article ("Counterpoint: As Fast as We Can ...") responds to both. Again, I get the impression from reading articles like these that the RPGA was growing quite quickly at the time, well beyond the capacity of its staff to keep up, hence the criticisms Meyers presents.
"Dispel Confusion" provides answers to some questions about the AD&D rules. One question revealed something that I apparently never understood. In AD&D, dragon breath damage is equal to the dragon's original hit point total, not his current total. I had always assumed the latter, perhaps influenced by the text in the Moldvay Basic Rules, but this is apparently wrong with regards to AD&D. Who says you can't learn anything new from a 40 year-old magazine? "Bag of Tricks" is an uncredited assortment of ideas for use with D&D and AD&D, like the suggestion that characters should take doors off their hinges to ease their escape later or making use of mules to carry extra treasure – all fairly banal stuff, though I suppose they might not be obvious to everyone.
"Spelling Bee" simply reprints the spells crystalbrittle and energy drain from Against the Giants, while Mike Brunton's "Figure Painting" offers lots of tips on miniatures painting. Sadly, there are still no photos or illustrations to accompany the latter article, which is a pity. For someone like myself, the photos of beautifully painted minis are the main attraction of articles such as this one. "Codebook" presents three encoded messages for readers to decipher, along with advice on how to crack simple codes. I find that fascinating, because I remember well the seeming ubiquity of codes and ciphers in the D&D games of my youth. I can't say I've seen them much in recent years and wonder why that might be.
The issue closes with more news about upcoming conventions, Roger Raupp's "Nor" comic, and some very cursory news on Top Secret, Boot Hill, and Gamma World. Disappointingly, "Nor" moves slowly and the mystery of the spacecraft that crash-landed on the fantasy world of the comic last issue receives little coverage in this one. With luck, that will change in coming issues, because I think it opens up lots of possibilities for fun adventures. Of course, as I noted before, I don't believe "Nor" lasts very long in the pages of Polyhedron, so the whole matter may be rendered moot anyway. Oh well.
Friday, August 11, 2023
Into the Woods
Tuesday, August 8, 2023
Never Far from the OSR
I was away in northern Ontario last week. While there, I was surprised to discover that the main street of the closest small town included a game store. Though the focus of the place was clearly on board and card games, there was nevertheless a decent selection of other offerings, including roleplaying games. Most of the RPGs were the usual suspects – D&D, Pathfinder, etc. – but also present were multiple copies of Lamentations of the Flame Princess, which, along with some Goodman Games Dungeon Crawl Classics material, carried the banner for the OSR. Not bad!
Gamma World vs Traveller
I've been meaning to write a few posts about the more interesting TSR historical tidbits I've gleaned from Polyhedron's interview series. While re-reading the interview of James M. Ward from issue #3, I came across this:
Into the Megadungeon: Mysteries
Polyhedron: Issue #4
Highlighted on the Letters page is a missive from Gary Gygax, in which he talks about his first meeting with James M. Ward. Mentzer follows this with the following comment: "See, folks, he really reads this stuff!" While I'm sure it was meant innocently enough, the comment strikes me as an example of the Cult of Gygax that TSR promoted sometimes promoted and to which fanboys like myself were often prone. With the benefit of hindsight, it also reminds me uncomfortably of the parasocial relationships with celebrities that contemporary social media tries to foster.
Mentzer's "Where I'm Coming From" is brief and focuses on new and upcoming features in Polyhedron, such as Jon Pickens's column for Basic D&D and Roger Raupp's "Nor" comic strip, both of which premier in this issue. There's a similarly brief piece announcing the winner of Grenadier's 1980–81 "Wizard's Gold" giveaway. The winner was a 14 year-old boy from Florida, which oddly pleased me. I remember the ads for "Wizard's Gold" in the pages of Dragon at the time but I can't say I ever gave much thought to who might have won. More than four decades later, now I do.
"RPGA Interview with 'Jake' Jaquet" is, as its title suggests, an interview – and a lengthy one at that – Gary "Jake" Jaquet, one of the forgotten employees of TSR Hobbies during the late '70s and early '80s. His name is well known to me because of his involvement in the creation of the first edition of Gamma World. He was also an important figure in the early days of Dragon, where he served in a variety of capacities, including Publisher. As with previous interviews in Polyhedron, this one is full of wonderful anecdotes and trivia about TSR and its products. I could – and probably should – devote an entire post to sharing some of these tidbits. For now, though, I'll share one of them, which feels strangely relevant in our present age.
Wednesday, August 2, 2023
Retrospective: Quagmire!
Originally published in 1984 and written by Merle M. Rasmussen, best known as the designer of Top Secret, Quagmire! is designated module X6, indicating that it was intended to support the D&D Expert Set. This fact undoubtedly explains a small part of my affection for the module, since the Expert Set, too, occupies a special place in my heart. The module's premise is that the player characters, while near a seacoast, find a bottle inside of which is a plea written on a piece of parchment. The plea was written by someone who calls himself Molariah, King of the Swamp and Ruler of the city of Quagmire. The king explains that the city, once a center of trade and commerce, languishes under a triple threat of rising waters, plague, and a blockade by their covetous neighbors. He offers a rich reward to anyone who can aid him and his people within six months of his having written the plea, which is how long he reckons the city can hold out. Unfortunately, the plea is not dated, so there is no way of knowing whether it is already out of date by the time the PCs find it.
The characters can, of course, check around the local ports for rumors about Quagmire (who names their city such a thing?) and will find some evidence to support what the King of the Swamp wrote. The adventure then assumes they set out westward toward the Serpent Peninsula where the city supposedly lies in order to render what aid they can. Even by the standards of D&D modules from the time period, this is a flimsy basis for an adventure, but I like it all the same. A big part of it is that the module adds to the map of the "Known World" setting introduced in the The Isle of Dread and previously expanded in Master of the Desert Nomads. I'm a sucker for maps of any kind, but especially setting maps. Likewise, as I've noted before, I was intrigued by the "Known World," so its expansion here no doubt elevates it in my estimation.
The bulk of Quagmire! is simply a hexcrawl through "the Wild Lands" of the Serpent Peninsula and the surrounding area. Rasmussen directs the referee to the rules for wilderness travel and exploration in the Expert Set, but also provides more than two dozen unique random encounters to spice up the characters' trek through the region. This is in addition to a similar number of encounters tied to a specific location and six new monsters. I appreciate what Rasmussen is trying to do here, even if his reach somewhat exceeds his grasp. For example, many the unique encounters are rather dull, consisting of herds of mundane animals or even inclement weather. My guess is that they were meant to be evocative of the locale – a hot, humid, swampy peninsula – but the execution regularly falls flat.
The same must be said about the centerpiece of the whole module, the city of Quagmire. That's a shame, because the idea behind the city (and its two sister cities) is delightfully fantastical. Quagmire is housed within a giant spiraled seashell consisting of thirteen levels and nearly 60 keyed locations. However, the location is simply too small for its purpose. Quagmire is supposed to be an important trading port in the region, filled with riches and exotic goods, a place well known across the Known World. Instead, it comes across as a very tiny place that, even before its current travails, could not have housed more than a couple of hundred people at most. Now, it's even more pathetic, with only about 40 survivors left.
Yet, for all of that, there's a peculiar majesty to the place nonetheless – or at least it seemed so to me when I first read the module almost four decades ago. In my mind's eye, Quagmire is a much more impressive and indeed magical place, befitting a giant, inhabited seashell rising up out of the sand. Ultimately, I suspect that's why I retain a fondness for module X6: it inspired me. As written, there's no question that Quagmire! is underwhelming. However, I rarely use modules wholly as written, preferring to use them as starting points for my own imagination – a map here, an encounter there, etc., to which I added my own ideas to those provided by the designer.
Viewed from that perspective, Quagmire! is far from being in contention for the worst module ever published for Dungeons & Dragons. A better summation, I think, is that it fails to live up to its potential. All of the ingredients for a solid hexcrawl adventure are there, along with a central location that's perfect for pulp fantasy. For whatever reason – a failure to follow through, editorial meddling on the part of TSR – Rasmussen was unable to stick the landing. That leaves me wondering what might have been and whether the cool adventure I've had in my head since 1984 was ever really a possibility.