Friday, January 26, 2024
Fifty Years Ago Today
Monday, January 22, 2024
Conan and the Cup of Destiny
Sunday, January 21, 2024
Thoughts on the Occasion of Merritt's Birthday
The fine gentlemen over at DMR Books generously lent me their online soapbox on the occasion of Abraham Grace Merritt's 140th birthday yesterday.
You can read my thoughts on the subject there.
Wednesday, January 17, 2024
Polyhedron: Issue #17
Issue #17 of Polyhedron (May 1984) is immediately notable for its cover, which features an uncredited 19th century engraving rather than an illustration by one of TSR's staff artists. Nevertheless, the engraving is being used to illustrate one of this issue's articles, a long "Encounters" piece by Kim Eastland about which I'll speak shortly. Because of hos different this cover looks compared to its predecessors, it's one that I remember well, even if I didn't recall anything about the article to which it's connected.
The issue kicks off with a long letter in which a reader comments that he is "not a member of the RPGA Network in order to get a second helping of articles every month. DRAGON does a good job monthly." Instead, the reader wants to hear the opinions and ideas of RPGA members rather than "professional writers." It's a fair criticism, I think, though, as I noted last week, it's not one I shared. Editor Mary Kirchoff explains that the preponderance of articles by TSR staff members is due to a lack of submissions by RPGA members. Reading this now, I must admit to some surprise at this. I would have imagined that members would have jumped at the chance of writing for Polyhedron, but apparently not. (Of course, given that I never submitted anything during the time I was a subscriber means that I have no room to criticize.)
Kim Eastland's "Encounters" concerns a ruined temple that the characters came across while traveling elsewhere. Outside the ruin is the servant of an adventurer whose employer left him outside while he ventured within to investigate. That was more than a day ago and the adventurer has not returned since. What then follows is a three-page description of the temple, its contents, and denizens, accompanied by illustrations that (mostly) are in the same style as the cover. Though lacking a map, the temple is quite fascinating, since it includes a number of tricks and traps within it, as well as some valuable treasure. I think it'd make an intriguing side encounter for an ongoing campaign.
The Knights of Genetic Purity are James M. Ward's "Cryptic Alliance of the Bi-Month" for use with Gamma World. Pure strain human supremacists, the Knights fall squarely on the side of villains, at least in most of the GW campaigns with which I am familiar. The article thus devotes most of its two pages to details of the alliance's personnel and weaponry, so as to aid the referee in using them as adversaries. We also get a couple of legends associated with the cryptic alliance, such as "Pul Banyon," a seven foot-tall mutant slayer and a king named "Art" who was betrayed by his "human-looking mutant" wife. I remember liking this article more than is probably deserved upon re-reading it. I don't think it's bad so much as uninspired, which is a shame, because I think the Knights of Genetic Purity make great adversaries for a Gamma World campaign.
"Variants, House Rules, and Hybrids" by Roger E. Moore, on the other hand, is a terrific article. Over the course of three pages, Moore looks at the merits and flaws of introducing variant rules into your ongoing RPG campaign, as well as presenting examples of such variants (critical hits, new classes, etc.). What's most remarkable about this piece is not Moore's advice, which is indeed good, but the fact that it appears in the pages of Polyhedron at all. Moore acknowledges, at the start of his article, that TSR's policy is that "it's better to game with the rules as they are," but he nevertheless feels that "everyone has different ideas on what makes a game fun." From the vantage point of 2024, this might seem non-controversial, but, at the time, for people like myself, who hung on every word that proceeded from the mouth of Gygax, it was a Very Big Deal and I am grateful for it.
"The Fighter" by James M. Ward is the start of a new feature, intended to present an "archetypical [sic]" example of a Dungeons & Dragons character class "to give a general idea of what characteristics and/or quirks a superior, balanced character in a particular character class would have." Ward presents Ian McPherson as his example of the archetypal fighter, detailing his personality, skills, equipment, and holdings. It's notable that the article is light on game mechanics, which surprised me. I would have thought we'd at least get game statistics for Ian, but we do not. Instead, the following article, "Two New NPCs," presents two brief write-ups of unique fighters, one a dwarf and one a half-orc, written by Ward and Roger E. Moore respectively. These write-ups do include stats and are thus more immediately usable.
"Disguised Weapons" by Nicholas Moschovakis presents six hidden weapons for use with Top Secret. This is a no-nonsense "meat and potatoes" gaming article of the sort that used to fill gaming magazines at the time. Likewise, Kim Mohan's "Wishes Have Their Limits" also belongs to a hoary gaming magazine genre, namely, articles about how to constrain and otherwise rein in the power of magic wishes in D&D. Mohan attempts to present, over the course of three pages, a series four "laws" for adjudicating wishes. His laws are all fine, if you feel the need for such things, but, these days, I'm generally quite lenient with wishes and reality warping magics, because I see in them the opportunity to inject a little chaos into the status quo of a campaign. Maybe I'm weird.
"DM Talk" by Carl Smith looks at the various approaches to refereeing D&D, offering thoughtful insights and advice. Though obviously geared more toward novice DMs, I think he still says things of potential interest to more experienced ones. In particular, I like his division of RPG players into one of three "levels," each of growing sophistication, with Level 1 being "roll playing" and Level 3 being a high degree of immersion. He then tailors his advice for the referee based on the current level of the campaign and the needs of its players. It's not a world changing article, but it's solid and looks at the subject from a slightly different perspective, which I appreciate.
"Dispel Confusion" presents the usual assortment of questions and answers related to TSR's various RPGs. The most notable questions this time around are one concerning the fact that the monster Zargon from The Lost City is stated to be "no god" and yet his clerics have spells. How is this possible? According to the answer, "there is in fact a greater evil force behind Zargon" and it is this mysterious being who is granting spells to his cleric. I have to admit that's quite intriguing! Another question concerns whether there are female dwarves, which the questioner apparently doubted. Obviously, the answer is in the affirmative. Did anyone seriously doubt this?
Issue #17 also includes another mini-module, "The Incants of Ishcabeble," by Bob Blake. It picks up from the mini-module included in the last issue and takes the characters to the abandoned tower of the ancient wizard, Ishcabeble. I have an affection for abandoned towers of all sorts, so I'm naturally inclined to like this one, too, which features a good mix of puzzles, tricks, traps, and combat.
The transformation of Polyhedron continues, though, as I theorized previously, not all of its readers are entirely happy with its new direction as Dragon Jr. Of course, Polyhedron was, to my recollection, always in a state of flux, never quite knowing its niche within the larger constellation of TSR gaming periodicals. As a result, each issue was, to some degree, an experiment to determine what worked and what didn't. This one is no different in this regard and, as we shall see in weeks to come, quite a lot didn't work, hence the regular need to launch new columns and features that soon disappear, only to be replaced by others.
Monday, January 15, 2024
Fountainhead
While it's still possible to argue in good conscience about the precise origins or start date of the Old School Renaissance, I don't think there can be any serious debate that the major intellectual impetus behind the early OSR was the reexamination of original (1974) Dungeons & Dragons. That's certainly how I first became aware of the growing network of forums and blogs that formed the nucleus of one the most imaginatively dynamic movements within the hobby in some time.
Of particular importance in this regard is Finarvyn's OD&D Discussion forum, better known simply as ODD74. At the suggestion of Philotomy Jurament (of "Philotomy's OD&D Musings" fame), whom I met through the Troll Lord Games forums, I registered at ODD74 in early December 2007 and began my own personal journey into reexamining OD&D.
Or perhaps I should say examining OD&D, because, while I had owned copies of the Little Brown Books and supplements since the mid-1980s, I'd never really read them carefully, let alone used them at the table. They were, at best, historical curiosities that had value as collector's items and little else. To my way of thinking at the time, OD&D had long ago been superseded by several later editions of the game, most notably Advanced Dungeons & Dragons, which I held in especially high esteem. Through my interactions with the many knowledgeable and thoughtful gamers who posted at ODD74, I began to see just who wrong I was in thinking this way.
Among the many lessons I learned over the course of the next several months, during which I read and posted to the forum with obsessive regularity, the first was this: old ≠ bad. That might seem like a small thing or even an obvious thing, but, sad to say, it wasn't, at least to me. I'd fallen prey to the consumerist myth that newer is better, buttressed, no doubt, by the desire of RPG companies to sell me new editions of games I already owned and enjoyed. That's why I'd dutifully bought both the second edition of AD&D in 1989 and Third Edition (of what?) in 2000 (not to mention v.3.5 just three short years later). I wanted to stay up-to-date in my gaming and the only way to do that was to buy more stuff.
OD&D, even in its purest form – the three LBBs and nothing more – is a perfectly playable game. Certainly, it requires a goodly amount of interpretation by any would-be referee, but that's not the same thing as saying, as some do, that OD&D is incomplete, never mind unplayable. It's definitely not a "modern" RPG, lacking as it does definitions, explanations, and even occasionally consistency between its various sections. Instead, it's a glorious, extravagant mess, a veritable Pandora's box whose chaotic contents literally changed entertainment forever. There's an almost palpable power in those three slim, staple-bound booklets if you're willing to cast aside, if only briefly, the subsequent history of roleplaying. After all, this is where it all began.
I had initially come to study OD&D because I'd become dissatisfied with the direction of Dungeons & Dragons under the stewardship of Wizards of the Coast. I was driven by the paradoxical notion that the only way forward was backward, which is to say, that I felt D&D had become so changed that the only way I could conceive of fixing it was to try and turn the clock back, all the way to the very beginning. Anything less than that would be a half-measure, doomed to repeat the very same mistakes that had led Dungeons & Dragons to where it was in 2007 – overcomplicated and deracinated.
The second lesson I learned from examining OD&D was this: it contains multitudes. The same qualities that had led Gary Gygax famously to declare his first creation to be "a non-game" – its open-endedness, flexibility, and variability – were precisely those that I now found so appealing. Indeed, I saw in them an antidote to my dissatisfaction with the direction of contemporary D&D. What's more is that, as I interacted with others on the ODD74 forums (and, in time, OSR blogs), I discovered that, by design, OD&D could be played in a variety of different ways. The history of the early hobby attested to this and, in fact, proved to be the fertile seedbed out of which so many later roleplaying games would flower.
I can't stress enough how emancipatory this was to me at the time. I'd grown up a TSR fanboy, hanging on the Word of God that descended from the heights of Lake Geneva. This meant that I tried to the best of my ability to play D&D in the "official" manner whenever possible. While this took a lot of the burden of rules interpretation off my shoulders, it also probably curtailed my creativity to some degree, prodding me to play the game in a particular fashion. I have no real complaints about this – I had a lot of fun playing RPGs in my youth, as evidenced by the fact that I still play them in middle age – but I have no doubt that I also closed myself off to other possibilities. Coming to OD&D with an open mind helped me to understand this.
This is why I think, even half a century later, that there is value in reading original Dungeons & Dragons. Indeed, I think there's value in playing OD&D. This the game that started it all, the one that first taught the world what a fantasy roleplaying game was. Much like the details of the early history of the OSR, it's possible for men of good conscience to argue about the merits and flaws of OD&D's design, but I hope we can all recognize just how literally vital the three Little Brown Books are. They presented the world not merely with rules but with a new form of entertainment – one limited only by the collective imaginations of those who participate in it.
How many other books – RPG or otherwise – can honestly make that claim?
Saturday, January 13, 2024
Revenant
Born this day in 1893 |
Friday, January 12, 2024
Nothing New Under the Sun
Thursday, January 11, 2024
Polyhedron: Issue #16
In her "... from the editor" column, Mary Kirchoff explains that the RPGA has decided to stop producing exclusive merchandise, including exclusive AD&D adventure modules. Consequently, each issue will no longer include a catalog, freeing up about ten pages for additional gaming material. This month, that means the aforementioned mini-module. Kirchoff also mentions that, with the increase in space available for game material, she's looking for more submissions from readers. This call will bear some interesting fruit in future issues.
The issue proper begins with "Encounters" by Doug Behringer. This Top Secret scenario pits "NATO agent" – whatever that means – Dean Wiles versus two GRU operatives (Mike Duplie and Gregor Campleliski – I guess these are supposed to be Russian ...) as he attempts to help an East German laser scientist defect to the West. Other than the cool illustration by Roger Raupp depicting Wiles flying a gyrocopter, there's not much to recommend this article. I wish it were otherwise, as Top Secret was a game I greatly enjoyed in my youth.
Much better is "The Followers of the Voice" by James M. Ward, which details the titular cryptic alliance for Gamma World. Ward begins the article by explaining that "90% of all the adventure that goes on in the GAMMA WORLD game" is instigated by cryptic alliances, which gives some insight into how Ward views the play of the game. For that reason, each installment of the series will provide information about history, leadership, goals, geographic locations, and legends associated with each alliance. It's a solid format and one that I appreciated back in the day. The Followers of the Voice, who worship computers, were never my favorite alliance, however, and reading this article did little to change that. Even so, there's something amusingly quaint about seeing the alliance's symbol from the vantage point of 2024:
- Impossible odds
- Mont Haul worlds
- Long-winded GMs
- Unprepared GMs
- Random encounters GMs
- Map-crazed GMs or players
- Overly creative GMs
- The "stuck-in-a-rut" campaign
Monday, January 8, 2024
More on Mimics
In response to my post last week, several readers suggested that the now-commonplace image of a mimic as a chest with teeth might have its origins outside of Dungeons & Dragons itself. According to this theory, it was the artwork of Akira Toriyama – best known in the West for his manga, Dragon Ball – for the Japanese video game, Dragon Quest III (1988), that first popularized this image.
Growing Pains
Friday, January 5, 2024
Rakshasa Riddles
In response to my post earlier today about the appearance of mimics, a reader correctly commented that the rakshasa faces a similar problem. Though originally introduced in The Strategic Review (and then appearing in Gods, Demigods & Heroes), the first time we see an illustration of the monster, it's in the AD&D Monster Manual (1977) by Dave Trampier:
This is a great illustration, one of my favorites in the MM. I also like the inclusion of a bolotomus in the bottom righthand corner of the piece – a great example of the kind of whimsy that categorized a lot of old school fantasy. But how accurately does it depict what Gary Gygax describes in the text? The Monster Manual states, "Known first in India, these evil spirits encased in flesh are spreading." The text also notes that they are "masters of illusion" who use their powers of ESP to "create the illusion of what those who have encountered them deem most friendly." This last detail seems to me to be confirmation of the monster's having been inspired by the Kolchak: The Night Stalker episode, "Horror in the Heights," a fact Gygax himself readily admitted.
Of course, the question immediately arises: why, then, did Tramp choose to illustrate the rakshasa in this way? The Monster Manual says nothing about the native appearance of the creature, so why is it depicted as a tiger-headed humanoid in a smoking jacket and ascot? Is it because Gygax noted that rakshasas were "known first in India" and there's a strong pop cultural connection between India and tigers in the English-speaking world? On the other hand, the native form of Kolchak's rakshasa was a big furry thing reminiscent of Bigfoot, so what gives?
To confuse the question further, consider these miniature figures, released by Grenadier in 1980, that supposedly feature two rakshasas:
Mimic Mysteries
Among the many monsters whose origins can definitively be linked to Dungeons & Dragons is the shapeshifting mimic, which first appeared in the AD&D Monster Manual (1977). Here's Dave Sutherland's illustration of the creature:
Wednesday, January 3, 2024
132
Tuesday, January 2, 2024
The Big Heist
I wrote a post at the beginning of last month in which I mused about the limited pop cultural footprint of Dungeons & Dragons as a game during the heyday of its original faddishness. My point was not that pop culture during the late '70s through the mid-1980s was entirely devoid of nods to the existence of D&D (or roleplaying games more generally), but rather that exceedingly few of those nods showed how D&D was actually played – or indeed made even a weak attempt to show it as a game at all. After the appearance of that post and the one on Labyrinth, I received quite a few emails from readers who directed me toward other movies or TV shows in which Dungeons & Dragons – or D&D products – appeared. I'm grateful for those pointers, since there are undoubtedly many examples of this phenomenon of which I was unaware.
A good case in point is the fifth episode of the fourth season of Diff'rent Strokes, which aired on November 26, 1981. The episode, entitled "The Big Heist," doesn't really involve D&D in any way, but it does feature a number of D&D and AD&D products in plain sight.
Monday, January 1, 2024
Happy New Year
To that end, you'll probably be seeing an increase in posts about the development of Secrets of sha-Arthan. I've been working on it on and off for the last two and a half years. Lots of progress has been made, but there's still a lot more to do. Because this is a passion project without any specific end goal, there's been no real incentive to finish it according to a schedule. Though that's still largely true, I very much do want to see it finished, at least in draft form, before the conclusion of this year (preferably sooner). Posting about it publicly might help me to do that, so I beg your continued indulgence as I do so.
2024 is also the half-century anniversary of the release of original Dungeons & Dragons and I plan to devote quite a bit of commentary to the game that started it all throughout the year. Though I am not presently playing OD&D, I have a particular affection for this edition of D&D, because it's the one that served as my gateway to what would eventually come to be known as the Old School Renaissance, which would, in turn, serve as the impetus to start this blog. Consequently, it's only right that OD&D should once again take center stage here at Grognardia, as I hope it will in the wider world of roleplaying.
Until then, I'd like to wish everyone a happy and fun 2024. Fight on!