Tuesday, May 21, 2024

Polyhedron: Issue #27

Issue #27 of Polyhedron (January 1986) features yet another cover by Roger Raupp, this time depicting a clan of dwarves. Raupp was a very prominent artist in the pages of both Polyhedron and Dragon during the second half of the 1980s – so prominent that, for me at least, his illustrations strongly define the look of that era. I also remember Raupp's work on many of the later Avalon Hill RuneQuest books, which, as I understand it, are very well regarded among Glorantha fans. 

Leaving aside the forgettable "Notes from HQ," the issue properly kicks off with "Dominion" by Jon Pickens, which introduces a new type of spell for use by AD&D magic-users. Unlike previous collections of new spells by Pickens, this one looks not to magic items for inspiration but rather psionics. All of the dominion spells concern "controlling the victim's voluntary muscles and sensory linkages." This is not mind control but rather bodily control of another being (with the senses being considered part of the body). It's an interesting approach and ultimately, I think, a better one than AD&D's psionics system, which, in addition to being mechanically dubious, didn't really mesh with the overall feel of the game.

"The Thorinson Clan" by Skip Olsen presents five dwarves, related by blood and marriage, from his Norse mythology-inspired AD&D campaign. These are the characters Roger Raupp portrayed on the cover. They're an interesting bunch and I must confess I appreciate the fact that Olsen's campaign is multi-generational, a style of play I think is under-appreciated (and one of the reasons I think so highly of Pendragon). Almost certainly coincidentally, this issue's installment of Errol Farstad's "The Critical Hit" offers a very positive review of Pendragon, which he calls "the stuff of which legends are made." Needless to say, I agree with his assessment.

Next up is "She-Rampage" by Susan Lawson and Tom Robertson, a scenario for use with Marvel Super Heroes. As you might guess based on its title, the scenario involved She-Hulk but also a number of other female Marvel characters, like Valkyrie, Spider-Woman, Thundra, and Tigra. There's also an original character, Lucky Penny, who's based on the Polyhedron's editor, Penny Petticord. The background to the adventure is rather convoluted and involves alternate Earths where one sex dominates the others. The male-dominated Earth, Machus, has learned of the existence of our Earth and sees the existence of super-powered women as a potential threat to be eliminated. This they attempt to do by traveling to our world and then – I am not making this up – releasing doctored photos and scurrilous stories in the pages of "a girlie magazine known as Pander." Naturally, the superheroines take exception to this and it's clobberin' time. I have no words.

Michael Przytarski's "Fletcher's Corner" looks at "problem players." More specifically, he's interested in two different types of players who can cause problems for the referee. The first is the "Sierra Club Player," who's memorized all the rulebooks and uses his knowledge to overcome every obstacle the referee sets before him. The second is the "Multi-Class Player," whose experience is so wide that he tells other players the best way to play their class. In each case, Pryztarski offers some advice on how best to handle these players. Like most articles of this sort, it's hard to judge how good his advice would have been at the time, because most of what he says is now commonsense and has been for a long time. 

"Alignment Theory" by Robert B. DesJardins is yet another attempt to make sense of AD&D's alignment. Like all such attempts, it's fine to the extent that you're willing to accept its premises. DesJardins argues that "law versus chaos" is a question of politics, while "good versus evil" is a question of heart (or morality). He makes this distinction in order to fight against the supposed notion that some players believe Lawful Good is more good than Chaotic Good – in short equating "law" with "good" and "chaos" with "evil." Was this a common belief then or now? I suppose it's possible players who entered the hobby through Dungeons & Dragons might have carried with them echoes of its threefold alignment system, but, even so, how common was it? I guess I long ago tired of alignment discussion, so it's difficult for me to care much about articles like this.

This month, "Dispel Confusion" focuses solely on rules and other questions about Star Frontiers, which surprised me. Meanwhile, "Gamma Mars: The Attack" by James M. Ward offers up a dozen new mutants to be used in conjunction with the "Gamma Mars" article from last issue. Most of these mutants are mutated Earth insects, but one represents the original Martian race, whose members have been lying beneath the planet's surface in wait for the right moment to strike against human colonists to the Red Planet. I find it notable that Ward was long interested in introducing extra-terrestrial beings into his post-apocalyptic settings, whether Gamma World or Metamorphosis Alpha. I wonder why it was an idea to which he returned so often?

As you can probably tell by this post, my enthusiasm for re-reading Polyhedron is waning. I'm very close to the end of the issues I owned in my youth, so I may simply be anticipating the conclusion of this series. On the other hand, I also think there's a certain tiredness to the newszine itself. The content has never been as uniformly good as that of Dragon and it's become even more variable as it has depended more and more on submissions by RPGA members, few of which are as polished or imaginative as those to be found elsewhere. The end result is a 'zine that's sometimes a bit of a chore to read, never mind comment about intelligently. 

Ah well. I'll soldier on.

Monday, May 20, 2024

Ever Want to Be a Vampire?

As a kid, something I really enjoyed about reading Dragon magazine was looking over its advertisements. Most issues had a couple of dozen (or more), often from companies I'd never heard of offering products I'd never seen. In too many cases, the ads were vague to the point of being cryptic. Consider this one that I saw in issue #80 (December 1983):

What exactly is this advertisement for? Is Wizards World a roleplaying game or something else entirely? At the time, I had no way of knowing, since I wasn't willing to risk $10 (over $30 in today's inflated currency) on a whim. I wouldn't find out the truth until nearly three decades later, when Goblinoid Games acquired the rights to Wizards' World, making it available in both print and electronic forms. 

Wizards' World is nothing special. It's similar to many other independent RPGs produced at the time in being amateurish and derivative but nevertheless made with great enthusiasm. Still, I'm glad to have solved this particular mystery. Do any readers recall any other similarly enigmatic advertisements? If so, I'd be interested in knowing what they were.

Heretical Thoughts (Part II)

Was Third Edition Dungeons & Dragons really that bad?

I know that it has a poor reputation among fans of old school D&D, which is really to say, TSR D&D, but is that reputation deserved? Was it truly a bad edition of "the world's most popular tabletop roleplaying game," to borrow a phrase – or does it simply catch a lot of grief for things not directly related to it as a game

To place my thoughts in a little more context, let me provide a little personal history. I played Dungeons & Dragons – mostly AD&Dmore or less continuously from late 1979 till about 1996 or thereabouts. That's around the time TSR released the "Player's Option" series of books. By that point, I'd already begun to tire of AD&D and had started to spend more time playing other RPGs, but something about the "Player's Option" volumes really vexed me. They were, in my opinion, a step too far, contributing further to my growing sense that AD&D was bloated and directionless. 

During the period between 1996 and 2000, I largely abandoned playing Dungeons & Dragons in any form, in favor of many other roleplaying games. Late in this period, I also began to make my first forays into professional writing. One of my earliest employers was Wizard World, publisher of the magazine InQuest Gamer. InQuest initially focused on collectible card games, but eventually expanded to cover games of all sorts, including RPGs. 

Though I was a freelancer, I was often assigned articles that gave me access to people and materials that would otherwise have been hard to come by. In early 2000, for example, I was given a major assignment: write about the upcoming new edition of D&D. To help me with this, Wizards of the Coast sent me pre-release proofs of the 3e Player's Handbook. I spent several weeks reading the text and giving the rules a test drive with my gaming group. 

This was the first time I'd played any version of D&D in several years – and I thoroughly enjoyed it. Indeed, I enjoyed it so much that, after I'd written the article for InQuest, I kept playing a Frankenstein version of "3e" cobbled together from the proofs WotC sent me augmented by 2e books to fill in any gaps (like monsters and magic items). We continued playing in this fashion until all three of the 3e core rulebooks were released between August and October of that year. 

Third Edition brought me back to playing Dungeons & Dragons after a long hiatus. For that reason alone, I find it difficult to bear any ill will toward the edition. Then, as now, I had qualms about certain aspects of its design – its emphasis on "system mastery," for instance – but the fact that it reminded me just how fun D&D could be is a huge point in its favor. 3e simultaneously felt fresh and vibrant while also remembering its roots. Unlike late Second Edition, which was, to put it charitably, a chaotic mess without any clear sense of what it was about, Third Edition proudly advertised itself as a "back to the dungeon" edition. This restored to D&D a much-needed focus.

Of course, this wasn't the only way that 3e remembered its roots. A careful reading of the text of its three rulebooks revealed just how much of its verbiage it shares with previous editions, particularly when it came to the descriptions of spells, monsters, and magic items. This might not seem like a big deal, but it would prove to be very important. That's because Third Edition was the first "open" edition of D&D, most of whose contents (via its System Reference Document, or SRD) were made freely available for use by other publishers through either the Open Game License (OGL) or the D20 System Trademark License (STL). For the first time ever, the publisher of Dungeons & Dragons was offering a royalty-free means to produce adventures, supplements – and even whole games – compatible with D&D.

The SRD and OGL quickly proved themselves very important and not just to the plethora of game companies that sprang up like mushrooms overnight to support 3e. By opening up the mechanical and conceptual "guts" of Dungeons & Dragons, Wizards of the Coast inadvertently gave birth to the Old School Renaissance. As early as 2004, independent publishers were experimenting with using the SRD and OGL to create RPGs that resembled earlier editions of D&D. The rest, as they say, is history, with the OSR quickly becoming both a movement and a genre, not to mention a permanent part of the larger hobby.

Now, one might reasonably argue that neither of these qualities has anything to do with Third Edition as a game either. That's a defensible position, though I don't completely agree with it, as I'll soon explain. However, I think historical context is important here. After the mess that was late Second Edition, 3e was a surprisingly clear, rational, and accessible restatement of the classic RPG. Most of its major deviations from TSR era D&D, like ascending armor class or new saving throw categories, served good purposes, even if I am no longer wholly on board with many of them. Nevertheless, they worked and facilitated play that, in my experience anyway, was quite reminiscent of how we played D&D in the early to mid-1980s. 

That's the important thing for me. Had Third Edition not played at the table as well as it did, I very much doubt that I'd have stuck with it. 3e brought me back to Dungeons & Dragons precisely because its designers wanted to produce a "modern" game that played enough like its predecessors that earlier materials were roughly compatible with it. Wizards of the Coast even released a short conversion booklet intended to help 2e players convert characters, magic, and monsters to the new edition. This demonstrates, I think, how seriously WotC at the time took its role as the new custodians of the original roleplaying game. The company wanted to retain old players even as it hoped to reach a new audience.

Of course, Third Edition had a lot of flaws. Like 2e, its presentation left a lot to be desired, particularly its absurd "dungeonpunk" art style. Likewise, several of its new mechanical elements, like feats and prestige classes, soon overshadowed everything else, to the point where the elegance of its core rules design began to buckle and burst. By the end of its run, Third Edition was every bit as bloated and directionless as its predecessor, to the point that I once again abandoned official D&D, this time for good. Fortunately, the SRD and OGL made retro-clones of earlier editions possible and my abandonment of WotC's subsequent versions didn't mean I couldn't keep playing a version of Dungeons & Dragons I still enjoyed, even if it now bore names like Labyrinth Lord or Swords & Wizardry instead.

In the end, I don't see how one can reasonably claim that 3e was either a bad game or a bad edition of D&D, except on the basis of very narrow criteria. I'm as curmudgeonly as they come – remember that I hate plush Cthulhus and fake nerd holidays – and even I am no more willing to indict Third Edition for its worst excesses than I am to indict First Edition because of Unearthed Arcana. From my perspective, 3e injected some much-needed vitality into Dungeons & Dragons at a time when it needed it most. This not only ensured the game's continued pre-eminence among RPGs, but also laid the groundwork for the OSR. That's a legacy well worth celebrating. 

That said, 3e's art really did suck.

Friday, May 17, 2024

The Flammarion Engraving

In the foreword to the Lorebook of the Void, one of the two volumes included in the original Spelljammer boxed set, Jeff Grubb talks about a bit about its creative origins. One paragraph of that foreword has long stuck with me.

When I first read this, I thought it was very cool, because, even at the time, I thought D&D could do with a little more genuinely medieval influence on its fantasy. Even if, in the end, the cosmos presented by Spelljammer bore only the most superficial resemblance to the conceptions of medieval thinkers, it was still (in my youthful eyes anyway) a step in the right direction. 

I spent some time in the early '90s trying to find these "medieval woodcuts" to no avail. This was before Internet search engines were very good, so I wasn't completely surprised that I might not find a good example of what he might have been referring to. However, some years later I did come across one image that looked like it might have been the kind of thing Grubb had seen.
This is the so-called "Flammarion engraving," which first appeared in the 1888 book, L'atmosphère : météorologie populaire, by Camille Flammarion. Apparently, its artist is unknown, but it became very popular in the 1960s as an illustration of psychedelic experiences, the opening of the human mind to new realities. Regardless of its original intent, it's a very striking and evocative image, so I can understand why it is that Grubb might have been inspired by it, if indeed this is the "medieval woodcut" that David Cook showed him all those years ago.

Looking around online, I discovered a blog post by Grubb from more than a decade ago in which he talks a bit about the creation of Spelljammer. It's a very interesting post, filled with plenty of details I didn't know. Among those details is Grubb's admission that, yes, the above image was indeed the one that inspired him, though he connects it to Daniel Boorstin's 1983 book, The Discoverers, rather than Flammarion. I'm glad to know that my guess was correct. Anyway, read the whole blog post if you'd like to know more about the prehistory of Spelljammer.

The Path to Adventure

I've commented in several previous posts that the period between 1982 and 1984 is a fascinating one for both TSR and its most famous product, Dungeons & Dragons. This period, I believe, represents the peak of game's faddish popularity, when the company was so flush with cash – and keen to ensure its continued flow – that it slapped the D&D logo on almost everything, from woodburning and needlepoint sets to toys and beach towels, to name just a few. Of course, this same period also saw the publication of the Frank Mentzer edited D&D Basic Set, the best-selling version of that venerable product that TSR ever released, whose sales no doubt contributed greatly to the company's bottom line.

Right smack in the middle of this same period is the premier of the CBS animated television series for which Gary Gygax is credited as a co-producer. The series, which ran for three seasons between 1983 and 1985 and a total of 27 episodes, was part of an effort to increase the pop cultural footprint of D&D beyond the realm of RPGs. So far as I know, the cartoon was the only fruit of that effort, despite Gygax's frequent reports that a Dungeons & Dragons movie of some sort was in the works. Readers more knowledgeable than I can correct me if I am mistaken in this judgment.

Because I was too old for its intended target audience, I never paid close attention to the D&D cartoon during its initial run. Consequently, I took even less note of the various cartoon-branded products released in conjunction with it. I could probably write several posts about this topic and perhaps I eventually will, but, for the moment, what most interests me are the six "Pick a Path to Adventure" books published in 1985 by TSR. As you might expect, these books are all very similar to the Endless Quest series (themselves modeled on the earlier and more well known "Choose Your Own Adventure" books), but drawing on characters and elements of the cartoon. 

As I said, I was completely unaware of the existence of these books until comparatively recently. I certainly never saw them at the time of their original publication. Even if I had, there's zero chance I'd have read them, given my superior attitude toward the series and its perceived kiddification of my beloved D&D. Now, I find myself somewhat curious about them, if only because some of them apparently introduce new characters (like Eric the Cavalier's younger brother) and concepts unseen in the series. In addition, each of the six books uses a different member of the ensemble cast as its viewpoint character, which is actually not a bad idea. (Take note as well that first book in the series was written by Margaret Weis of Dragonlance fame).

Looking into these books online revealed that, contemporaneous with the Endless Quest books (and a few years before the cartoon-branded books), TSR produced another series of "Pick a Path to Adventure" books under the Fantasy Forest brand. From what I can tell, they appear to have been geared towards a younger audience than the Endless Quest books. Likewise, these books don't carry the D&D logo anywhere, though some of them, like The Ring, the Sword, and the Unicorn, proclaim "From TSR, Inc., the producers of the DUNGEONS & DRAGONS cartoon show." 

Once again, these are books of which I was completely unaware at the time and that I've not seen, let alone read, in the years since. If anyone among my readers has read them, I'd like to know a bit more about them, specifically whether they contain anything that connects them to Dungeons & Dragons. I would assume that they do, because what other purpose would TSR have had in publishing them beyond creating a potential new audience for its games? However, judging solely on the basis of the books' covers, they all look fairly generic. Their connection to D&D, if any, would seem to be limited.

TSR produced another series of "Pick a Path to Adventure" books – or should I say "Pick a Path to Romance and Adventure?" – the (in)famous HeartQuest series of fantasy romance novels. Unlike the other two series, I did know about these. I have a vague recollection of first seeing mention of them in the pages of Dragon, but, despite all my best efforts, I can find no evidence of this. In any case, I saw these in either Waldenbooks or B. Dalton sometimes in 1983 or '84 and had a strongly negative reaction to their existence. Their covers, reminiscent of the Harlequin romance books from the same time, certainly did nothing to endear them to me.

Like the Fantasy Forest series, HeartQuest does not seem to have been explicitly connected to Dungeons & Dragons, at least as far as branding goes. From what I've gathered, they're not actually bad books for what they are, though nothing special. I would imagine that they were another prong in TSR's attempts to expand the audience of their products (and thus their sales). Given that, unlike the Endless Quest books, which had several dozen titles, HeartQuest only had six, suggesting that, whatever its quality, they failed to achieve the goals TSR had set for them.  

I've sometimes jokingly called 1982–1984 the period when TSR was throwing a lot of spaghetti against the wall in the vain hope that some of it might stick. The company certainly tried many different approaches to expanding its customer base to what appears to have been limited success. On the other hand, these book series may well have played a role in helping to build up the company's publishing division. That division would eventually prove very successful – so successful, in fact, that, by the 1990s, it would become the cart pulling the horse of TSR's fortunes. That's a story for a different day (and probably a different writer, since I don't know enough about its fine details). Still, it's always fascinating to look into the forgotten corners of the hobby's history like the "Pick a Path to Adventure" books.

Wednesday, May 15, 2024

Retrospective: Spelljammer: AD&D Adventures in Space

Spelljammer: AD&D Adventures in Space is a guilty pleasure of mine. Written and conceived by Jeff Grubb, this overstuffed boxed set was first released in 1989, just as I was transferring between two colleges. For a lot of reasons, this was a very tumultuous time in my life and, as a result, my memories of it are very vivid, even thirty-five years later – memories that include purchasing Spelljammer from a Waldenbooks in a suburban mall and then poring over its contents for some time afterwards.

As its subtitle suggests, Spelljammer took AD&D 2e into "space," though not in the traditional scientific (or even science fictional) sense of the word. Rather, Grubb took inspiration from ancient and medieval conceptions of the cosmos, in which the stars and planets are embedded within celestial spheres made of ether. Rather than multiple nested spheres containing all the celestial bodies of a single solar system, as the ancients conceived, Grubb imagined each sphere as encompassing an entire solar system or, more to the point, an entire campaign setting, with all the spheres floating within a "sea" of flammable material called phlogiston.

Through the use of flying vessels equipped with magical "helms," it was possible for the inhabitants of worlds within one sphere to journey to worlds within another. This was the high concept of Spelljammer: the ability to travel between TSR's various campaign settings by means of magical "space" ships. It's a very clever conceit, one reminiscent not just of ancient cosmology but also of Jack Vance's Rhialto the Marvelous. In addition to facilitating transit between existing settings, Spelljammer also opened up the development of a "bridge" setting between them, namely, the larger cosmos of races, organizations, and even worlds that make regular use of space travel. 

In some respects, Spelljammer is the forerunner of both Ravenloft: Realm of Terror (1990) and Planescape (1994), two other TSR boxed campaign settings whose conceptual frameworks allowed characters from Greyhawk, the Forgotten Realms, Krynn, and elsewhere to adventure side by side while also exploring entirely new locales created to flesh out the bridge setting. In the case of Spelljammer, that bridge setting includes a mix of the good, the bad, and the downright weird. There's the pompous Elven Navy attempting to keep the peace, xenophobic beholders at war with themselves and everyone else, mysterious mind flayers with their nautilus ships, the spider-like neogi, and mercantile arcane, just to name a few. As presented in Spelljammer, the cosmos was positively filled with all manner of space-faring peoples – and an equally large number of space-based locales and mysteries.

Chief among these mysteries is the titular Spelljammer, an ancient – and gigantic – manta ray-shaped space vessel with an equally gigantic citadel on its back. The origins and true nature of the Spelljammer are unknown, making it the subject of many legends. It's also the destination of many a spacefaring adventurer, as the citadel on its back is reputed to hold untold magic and wealth for those bold enough to venture within. The Spelljammer is thus equal parts the Flying Dutchman of space and an old school megadungeon, which is itself a pretty good high concept.  

Of course, Spelljammer was replete with high concepts – and that's part of the problem. In an effort to be expansive and easy to use to use with any existing AD&D campaign setting, Spelljammer is something of a curate's egg. I suspect that this was due less to Jeff Grubb's own preferences and more to directives from TSR regarding the boxed set's place within their larger publishing scheme. This prevents the bridge setting from having a strong flavor of its own, which is too bad, because it contains a lot of elements that I wish had been better (or differently) developed. Instead, the whole thing has a kind of underdone quality that fails to do full justice something I still consider to be a great idea to this day.

Spelljammer straddles the line between the end of the Silver Age and the beginning of the Bronze Age of Dungeons & Dragons, which, I think, explains a lot. Like the products of the Silver Age, Spelljammer is an exemplar of the era's "fantastic realism," itself a metastasis of Gygaxian Naturalism. At the same time, Spelljammer heralds the start of AD&D's "boxed set era," when TSR cranked out new boxed campaign settings (and expansions thereof) almost on a monthly basis – a seemingly never-ending parade of good ideas not given sufficient time to germinate. There's reason why so many gamers of a certain age have such affection for this period of AD&D's development. For all of the flaws in their output, almost all of these boxed sets contained good, imaginative ideas that inspired a lot of us, Spelljammer included.  

Tuesday, May 14, 2024

Polyhedron: Issue #26

Issue #26 of Polyhedron (November 1985) is another one that I recall very vividly, almost entirely because of its Roger Raupp cover, depicting a reptilian alien superimposed over what looks to be photograph from one of the Viking landers sent to Mars in the mid-70s. The cover was inspired by Roger E. Moore's article, "Gamma Mars," on which I've briefly commented before. I have lots to say about it but will hold off on doing so until later in this post. 

"Notes from HQ" is, as usual, mostly filled with RPGA ephemera of minimal lasting value. There is, however, a brief section worthy of mention. The "City Project" announced in the previous issue is moving forward, though Penny Petticord asks RPGA members to "hold your actual submissions until specific procedures are announced next issue." Furthermore, she explains HQ "will be finalizing details with Gary Gygax" regarding the placement of the city within the World of Greyhawk setting. Of course, Gygax would depart TSR less than a year later and the City Project would, in turn, head in a different direction.

Next up is "Squeaky Wheels," a guest editorial by Frank Mentzer, in which he tackles criticisms of roleplaying games in the mass media. Mentzer isn't talking solely about the religiously-inflected Satanic Panic – though he does have rebuttals to offer on that score – but also to more general worries about RPGs, such as the suggestion that playing these games inclines one to suicide. I must admit that, despite having lived through these times, I encountered almost no resistance to my involvement in roleplaying. If anything, my parents and the parents of my friends were incredibly supportive of our hobby. Perhaps we were just lucky, I don't know. In any case, I'll never cease to be baffled when I come across articles like this one. They're yet more evidence that the past really is a foreign country.

"Con-Fusion" by Fas Eddie Carmien is a brief collection of thank yous to the volunteers at GenCon 18 – nothing special. "Where Chaos Reigns" by Sonny Scott is more amusing, being a fictionalized account of his time working telephone assistance on behalf of the RPGA at GenCon. Though hardly an article for the ages, it's fun and, as someone who's worked at a phone bank a few times over the course of my life, the inanity of the calls Scott recounts seems very true to life. Michael D. Selinker's "A View of GenCon 18 Game Fair from RPGA Network HQ" is a day-by-day recounting of the con from the perspective of someone involved in its operation. I've never been involved in running a con, so I found this article more interesting than I expected. It's helped by the fact that Selinker can spin a good yarn and has a decent sense of humor.

The third and final part of Frank Mentzer's AD&D tournament adventure, Needle, appears in this issue. Part I focused on the location of the titular obelisk, while Part II was about the process of retrieving it for transport it across the sea. Part III concerns what happens after it's been installed in the palace square of the king who wanted it in the first place. In case you're wondering: a magical door to the Moon opens in its base and the characters must journey through it to see its wonders. As premises for an adventure go, it's not a bad one and Mentzer does a solid job of presenting intriguing and challenging encounters. 

"Dispel Confusion" is short this month, tackling only AD&D and Gamma World questions, none of which are especially memorable. For me, what's most fascinating is how increasingly truncated this column has become. In early issues of Polyhedron, "Dispel Confusion" covered two or three pages and covered all of TSR's RPGs. As time went on, its page length shortened and its focus contracted, with only AD&D and Gamma World being consistently covered. The former is understandably, as it was always TSR's most popular and best selling game. Gamma World's continued presence strikes me as stranger, as I never got the impression it was very successful, despite its having no fewer than four editions during TSR's time. 

Speaking of Gamma World, we come at last to Roger E. Moore's "Gamma Mars," which, as its title suggests, presents information on the state of the planet Mars in the post-apocalyptic 25th century of the game. In this timeline, Mars was first visited by human beings in 2002, with a stable colony growing there over the course of the 21st century. By 2076, the colony became independent of Earth. The colonists would eventually discover evidence of alien habitation on the planet – the reptilian Luntarians – but these beings are not natives to Mars but visitors from another planet outside our solar system. A small number of Luntarians placed themselves into suspended animation in the past and were subsequently revived just in time for the Social Wars to engulf Earth and cut Mars off from the mother planet.

I was a big fan of the articles from Dragon that described the state of the Moon in Gamma World, so I was understandably excited to learn more about the wider solar system of the game's setting. As described by Moore, Mars has only been partially terraformed. Its atmosphere, for example, remains too thin for humans to breathe unaided. In addition, pure strain humans predominate, since Mars largely sat out the conflict that devastated Earth. The result is a very different take on Gamma World, one where rival cities jockey with one another for power and rumors of alien ruins and technology form the basis for adventure. At the time, I found it compelling stuff; even now, I think there's something remarkable about it.

Jon Pickens provides "Unofficial Illusionist Spells" that are actually fairly interesting, at least when compared to the cleric and magic-user spells from previous issues. I think that's because, in AD&D, there are comparatively few illusionist magic items and thus the spells here don't exist primarily to act as means of explaining how such items exist. Michael Przytarski's "Fletcher's Corner" also deals with magic, in this case magic items, which he first divides into the categories of "mundane, powerful, deadly, and ridiculous" with the goal of suggesting how common each type should be in a good campaign. He also addresses the question of "magic shops," something I get the impression was becoming increasingly common in mid-80s AD&D (based on how often it was criticized in official TSR publications). The issue ends with Errol Farstad's positive review of Twilight: 2000.

Twenty-six issues in, Polyhedron continues to lack a solid, consistent foundation on which to build. As I have repeatedly said in this series, you never know what to expect from an issue, with some having numerous useful and excellent articles and others ... less so. While I completely understand why this was the case, it's disappointing and played a big part in why I'd eventually let my subscription lapse, even as I continued to read Dragon for many more years to come. 

Monday, May 13, 2024

Secrets of sha-Arthan: Tomb Robber

A tomb robber by Zhu Bajie

 

Tomb Robber 


Prime Abilities: DEX and INT
Hit Points: 1d6 per level 
Starting Possessions: Leather breastplate, dagger, one-handed weapon, tool bag, 3d6 × 5ul

An almost universal custom among the myriad peoples and cultures of sha-Arthan is the burial of grave goods to aid the deceased in his journey to the afterlife. A tomb robber is someone who makes his living by stealing these goods, despite the strong taboos against it. The skills he acquires in these illicit endeavors make the tomb robber a valuable addition to expeditions into the Vaults. 


Alertness

Thanks to his keen awareness of imminent danger, a tomb robber reduces the chance of his party being surprised to 1-in-6.


Skills

A tomb robber begins with four +1 bonuses that may be applied to any of them following skills: Architecture, Climb, Lore, Luck, Search, Stealth, Survival, and Tinker. Each bonus must be applied to a different skill. Every level thereafter, he gains two additional +1 bonuses that can be applied to any of the aforementioned skills. 

  • Dead Languages: Because of his familiarity with inscriptions in ancient ruins, the tomb robber does not suffer the usual –3 penalty for attempting to read dead languages.
  • Improvisation: If specific equipment is normally required to use a skill he possesses, a tomb robber does not require it. If he does possess the equipment, he gets a +1 bonus to his roll. 

Trap Avoidance

To succeed in his chosen professional, a tomb robber develops a knack for avoiding traps. This knack grants him a +2 bonus to saving throws to avoid the effects of traps. 

Friday, May 10, 2024

Speaking of Miniatures ...

Behold! Qualos – guardian of the Duck Temple. This is an official RuneQuest miniature produced by Infinity-Engine. Whether you use miniatures in your games or not, it's hard to deny that this one is pretty amazing. 

What's Behind That Door?

It is, of course, well established that roleplaying games as we know them today grew out of the hobby of miniatures wargaming. I suspect that's why 25mm miniature figures continued to be made and sold for use with RPGs, even though, in my personal experience, very few people had much use for them at the table. That was certainly the case for me. Despite this, lots of games continued to recommend the use of miniature figures as an aid to play, including some rather unexpected ones, like Call of Cthulhu

Call of Cthulhu quickly became one of my favorite roleplaying games and I acquired all of the support products for it that I could both find and afford – like the miniatures sold by Grenadier Models. After losing the AD&D license in 1982, Grenadier tried to maintain its presence in the RPG world by picking up licenses to produce figures for other popular roleplaying games, like Traveller and Call of Cthulhu. They also tried their hand at publishing adventures for both games, with very mixed results.

I owned the two boxed sets of Call of Cthulhu miniatures, the first of which was dedicated to adventurers (though the box says "adventures," which I assume was an error). Here's the cover, showing Indiana Jones, Al Capone, and Professor Plum preparing to burst into the room behind a closed door.

The second boxed set depicts a night gaunt, a deep one, and a ghoul, who lie in wait behind the very same door the adventurers are about to open. Taken together, they form a fun little diptych that, to my shame, I don't think I even recognized until several years after I'd bought them.


Because I rarely painted or used these miniatures, I'm not completely sure why I bought them. I suppose it's because I thought I was supposed to do so. The rulebooks recommended their use, companies sold them, and nearly everyone I knew had at least a handful of minis they'd carry around in their dice bag, even though, like me, they almost never did anything with them. Owning miniatures was simply part of the culture of the hobby at the time. Like dice, they were part of the "uniform." You had to have them, if you wanted to be part of the "team." I don't think that's as common a feeling anymore, though I still see plenty of miniatures for sale in game stores. 

What are your experiences with miniatures? Do you own many and, more importantly, do you use them? I'd be very curious to know.

I'm a Terrible Player

Almost from the moment I discovered roleplaying games, I've primarily been a referee. To some degree, I was thrust into this role by necessity, since few of my friends were all that interested in sitting behind the screen themselves. Fortunately for them, I liked being the referee. I enjoyed making maps and creating adventure locales and thinking up new ways to challenge my players. Despite my perpetual stage fright – I still struggle with this before nearly every session I run – I also enjoy describing situations to my players, roleplaying NPCs, and thinking on my feet in response to their harebrained schemes. In short, refereeing is fun, which probably explains why I've got three different campaigns on the go at the present moment.

Of course, I've been a player, too. Right now, for instance, I'm playing in a dear friend's Traveller campaign set in the Crucis Margin sector and am really enjoying it. Nevertheless, there's no denying that, by most standards, I'm a terrible player. I don't say this lightly; this isn't studied self-effacement. I really do think I'm a pretty mediocre player, especially when I compare myself to the dozens of people whom I've refereed over the years – certainly when compared to the players of my House of Worms Empire of the Petal Throne campaign.

What do I mean when I say "terrible player?" Firstly, I mean that I rarely immerse myself in the world of any game I play. Instead, I retain varying degrees of detachment, sometimes to the point of treating my character as something akin to a token in a boardgame, which is to say, an abstract playing piece with little distinctiveness or personality. That might not seem like much of a sin, particularly if, like Gygax, you don't equate roleplaying with amateur thespianism. That's not quite what I mean here. Rather, I mean that I don't make much effort to play my character as something distinct from the rules he brings to bear on a session – abilities, skills, spells, gear, etc. He's not a fictional avatar but mostly a game construct.

Secondly, and perhaps more damningly, I get bored easily and don't pay attention to what's going on during a session when my character's not directly involved. To some extent, this is a consequence of my detachment. Since I view my characters mostly as vehicles for game mechanics, it's uncommon for them to engage in other activities that don't directly relate to them. Combat, for example, always catches my attention, as it directly involves all the characters present. On the other hand, lengthy discussions of in-game problems or details often leave me cold and I have to work hard to keep myself focused on the game. This second sin is an odd one. When I'm refereeing, I absolutely adore listening to the players spend long stretches of time discussing and debating new pieces of information their characters have just obtained or planning the strategy for their next endeavor. Indeed, those are among my favorite things about roleplaying. Perhaps I find them so appealing precisely because these are the kinds of in-game activities of which I don't seem to be capable.

I do think there's probably a connection between my long years participating in the hobby primarily as a referee and my terrible skills as a player. As a referee, I am constantly engaged in each and every session. As I mentioned above, I love roleplaying NPCs, describing details, responding to player queries, and so on. Even when I'm not directly involved in what's happening, I nevertheless have to pay attention in order to keep up with the action and determine what happens next. Likewise, after a session ends, I'm frequently thinking about the next session and what might happen during it. I can't tell how many times over the decades I've fallen asleep thinking about some aspect of a campaign I'm currently refereeing, pondering its possibilities.

Could it really be that, because a referee is such a large role, that having to take on the role of a "mere" player feels small and uninteresting? That seems the most obvious explanation, but I'm not sure if it's the right one. The difficulty in assessing this is compounded by the fact that, for all of this, I still enjoy playing. The aforementioned Traveller campaign is remarkable in its scope and imagination. I like the people with whom I'm playing and I look forward to each new session. Yet, for all of that, I still feel as if I'm not a very good player: I'm too distant and uninvolved most of the time and I worry it impacts others negatively.

Does anyone else feel this way? 

Wednesday, May 8, 2024

Retrospective: Raiders of the Lost Ark (Atari)

Though I've generally kept these Retrospective posts to looking back at roleplaying and boardgames that I thought worthy of discussion, I have occasionally turned the spotlight onto computer and video games as well. In the '80s, I never owned a "home computer," as we used to call them in those ancient days, but I did own the Atari Video Computer System (VCS), later dubbed the Atari 2600. I also had an enviable collection of game cartridges for it, two of which I think merit a post: Adventure, about which I've previously written, and Raiders of the Lost Ark. 

Released in 1982, Raiders of the Lost Ark was (obviously) a tie-in product for the action-adventure film of the same name released the year before. Historically, tie-in products like this tend to be mediocre at best, with most being little more than vehicles for making a quick buck by association with a popular book, TV show, or movie. By all rights, that's what one might reasonably expect of this game cartridge too – except that it's actually one of the more complex, imaginative, and enjoyably frustrating games Atari ever made for its first game console. 

It's that enjoyable frustration that's the main reason I still have such affection for the game. Strange though it might be for some to imagine, I actually enjoyed video and computer games whose difficulty – or at least perplexity – made me want to tear my hair out. Indeed, their difficulty was a big part of their appeal, because it suggested that, if I managed to beat them, I'd actually achieved something. It's similar to why, as kids, my friends and I enjoyed testing our wits against a Killer DM. Sure, it was tough and often downright unfair, but to win against such odds felt like an accomplishment and we cherished those moments way more than easy wins.

Raiders of the Lost Ark was not an easy win. Completing it successfully took a lot of thought and patience, not to mention above average hand-eye coordination, owing to its unusual control set-up and the finicky nature of said controls. In very broad strokes, the game recreated Indy's adventures in search of the Map Room that will lead him to the resting place of the fabled Lost Ark of the Covenant. The resting place of the Ark is randomly determined with each game reset, meaning that, should you fail, you can't necessarily carry over anything you've learned in your previous attempts to a new one. In addition, Indy requires the aid of certain items he can find hidden in various locations and these, too, are not always in the same location. 

This randomness is only one part of what made the game so frustrating to play. Another is that it required both joysticks to play. One was used in the expected way, allowing the player to control Indy's movement and actions on-screen. The other was used to control inventory. Unlike Adventure, which only allowed the player to possess a single item at a time, Raiders of the Lost Ark let you possess several, as if Indy had a backpack filled with gear. By moving a cursor among the items you possessed, the player could the one he wished Indy to use at any given time. This was very cool and quite innovative at the time, but it could also be demanding in play, especially if you had to quickly switch between items.

However, the main reason the game was so frustrating was the sparseness of its manual, which didn't tell the player much about how the goals of the game could be achieved. Instead, you were largely left to your own devices to figure out how all of the game's elements worked toward a successful conclusion. The manual includes descriptions of most of the locations and items found in the game, but not all of them. Likewise, it does include "helpful hints," but, again, these don't answer every question a player might have. "After all, what's an adventure game without surprises?" the manual asks. Consequently, even if you read the manual cover to cover, there are still very important aspects of play that you can only discover through play.

This is what made the game so enjoyably frustrating to me. To this day, more than forty years later, I can still recall the joy I felt when I first stumbled across an item not listed in the manual the possession of which was essential to finding the location of the Ark. Similarly, I remember when, in the midst of foolishly falling off a cliff to my doom – I wasn't quick enough in making use of the parachute in my inventory – I noticed something for the first time that I would later use to solve another mystery in the game. Neither of these discoveries were in the manual; I could only learn of them through trial and (much) error. 

By the standards of today, Raiders of the Lost Ark is unbelievably primitive. Heck, by the standards of games released just a year or two later, it's primitive. Yet, for all that, it remains one of my favorite video games of all time, because it challenged me just enough that I couldn't rack up an easy win but without so dispiriting me that I gave up completely. Not coincidentally, this is my ideal when it comes to dungeon design, too, so perhaps I was the perfect target audience for this game. This is a foundational game design for me and I suspect I've been chasing the high of enjoyable frustration I gave me ever since. 

Indy notices something as he falls to his pixelated doom

Tuesday, May 7, 2024

How Do You Solve a Problem Like Kirktá?

First, thank you to everyone who took the time to make comments or send me emails regarding yesterday's post about upcoming events in my House of Worms campaign. I've gotten a number of excellent suggestions and I now have a better handle on how I'll likely proceed, though I'd be happy to continue receiving more suggestions. After the Kólumejàlim, as the Choosing of the Emperors is known in Tsolyáni, has taken place, I'll write a post or two about it, because I am sure that, no matter how it turns out, it will be of interest to my readers. That likely won't occur until sometime this summer, as the campaign is currently focused on other matters at the moment and I'm not ready to shift gears quite yet.

Aside from my already stated reasons for wanting to adjudicate the Kólumejàlim in this way, there's also another: one of the player characters is secretly an heir to the Petal Throne. Years ago, when a new player joined the campaign, he asked if he could base his character on one from the original Tékumel campaign in Minneapolis. Named Kirktá, he was a priest NPC whom the characters in the Twin Cities campaign later discovered was one of the emperor's secret heirs, whose true identity was hidden, unknown to almost anyone, including himself. I had no objection to the new player basing his character on Kirktá, largely because I never expected it to amount to anything.

And it didn't. For many years, there was never a hint that Kirktá – my Kirktá  – was anything other than he appeared to be, namely, a young and naive priest of Durritlámish, the Black Angel of the Putrescent Hand. He served as protégé and amanuensis to Keléno, one of the four remaining original player characters of the campaign, without complaint. Indeed, Kirktá had something of a reputation as being incapable of making decisions for himself, deferring instead to the wisdom and experience of his master (and any other PC who cared to offer an opinion on what Kirktá ought to do). It's a fun dynamic and soon became one of the hallmarks of the campaign.

Then, a little more than a year ago, the characters reunited with an old antagonist of theirs, an Undying Wizard known as Getúkmetèk. Like a lot of Undying Wizards, Getúkmetèk existed outside of normal time. Consequently, when the characters encountered him, there was no telling exactly where the wizard was on his own personal timeline. On this occasion, Getúkmetèk was quite young, early in his own career and not yet an Undying Wizard. In fact, it became increasingly clear that it was due to their interactions with him early in his life (but late in that of the characters, relatively speaking – non-linear time is weird) that he would eventually become antagonistic toward them. 

When this younger Getúkmetèk met the characters, he greeted them pleasantly, since, from his perspective, he hadn't yet met any of them – or, at least, most of them. Somehow, he already knew Kirktá and addressed him differently than the others, using a formal Tsolyáni second person pronoun reserved only for the emperor, "you of supernal omnipotence," that is probably unknown to most characters, given its exceedingly uncommon usage. One of the characters, Nebússa, comes from a very high clan involved heavily in imperial service. He recognized the pronoun and quickly put two and two together, realizing for the first time in the campaign that Kirktá was likely a hidden heir to the Petal Throne. 

Initially, Nebússa kept this secret to himself, not even telling Kirktá. However, events eventually required that he reveal it, to the surprise and incredulity of his clan mates. There was a lot of debate about what the characters should do with this information, as well as the realization that, if Nebússa figured it out based on very limited information, there were probably others within Tsolyánu who also knew it and might seek to take advantage of it. That's partly why the characters elected to undertake a lengthy, months-long journey outside the Imperium: to keep Kirktá safe. However, once the Kólumejàlim is declared, events may overtake them. What happens next is anyone's guess, hence my desire to establish a means to handle the Choosing of the Emperors, just in case Kirktá decides to participate ...

Polyhedron: Issue #25

Issue #25 of Polyhedron (September 1985) features eye-catching artwork by the Marvel Bullpen, depicting the Hulk and long-time foe, the Abomination, bursting through the cover. Both characters appear in the issue's Marvel Super Heroes article – a first for the newszine. At the time, I was quite pleased by this expansion of Polyhedron's coverage, because I was a big fan of MSH and was always on the look-out for new material (particularly write-ups of Marvel characters that hadn't yet appeared elsewhere).

Normally, "Notes from HQ" is filled with RPGA-related ephemera and thus doesn't command my attention for long. This time, though, part of it is of greater interest, specifically the call for Dungeon Masters to submit "a store, tavern, house, city block, NPC, street encounter, guild" for inclusion in a fantasy setting to be used by the RPGA as a "home base" and possible locale for adventures. Robert Asprin's Thieves' World is referenced as an inspiration and it's stated that Gary Gygax has agreed to allow this city to be placed in his World of Greyhawk setting. If any of this sounds familiar, that's because I suspect the project was eventually retooled for use with the Forgotten Realms, becoming Ravens Bluff, the Living City, an RPGA staple for years to come.

Jon Pickens offers up a second part of his "Unofficial Magic-User Spells" series, again looking to existing magic items as source of new spells (like the ring of spell turning and ring of x-ray vision). It's fine, if a bit unimaginative, though I cannot forgive the consistent misspelling of "absorption" as "absorbtion" throughout, especially when the magic item that inspired it, the rod of absorption, spells it correctly. The "RPGA Network Player and Judge Standings" is hardly worth mentioning, since it's little more than three pages' worth of names. Looking through them, I spotted the usual assortment of TSR employees and freelancers, along with a few others whose names I recognized from Dragon and elsewhere. I wonder if any readers of this blog had earned enough tournament XP to make it onto the list?

Part II of Frank Mentzer's AD&D adventure, Needle, also appears in this issue. Having found the titular needle – a magical obelisk – in Part I, the characters are now tasked with removing it for transport back to their homeland while dealing with hostile bullywugs and pirates. The adventure is quite fascinating, in that it's mostly a matter of resource management and logistics. The characters command a team of workers and mercenaries over the course of the several weeks needed to achieve their goal. How well they manage their resources, as well as how they respond to various threats, determine whether or not their mission is successful. I have no idea how it would be to play, the idea behind this scenario sounds compelling.

Michael Przytarski's "Fletcher's Corner" returns, talking about high-level adventures this time. That's a topic of great interest to me, since there aren't a lot of good examples of them in my opinion and I'd love to read some good advice on how to create my own. Sadly, there's not much meat to this article. It's mostly brief nuggets ("Try not to be bring the gods into it") intended to keep things somewhat grounded and avoiding boredom ("Three red dragons are fun, but they can become tiresome"). Perhaps the article's brevity (one page) prevents Przytarski from getting into the weeds of this topic, I don't know. Regardless, I didn't find what I was looking for here, which is a shame. My quest continues.

"Rampage" by Roger E. Moore is a straightforward Marvel Super Heroes scenario, in which four different super-strong characters – the Hulk, Hercules, the Abomination, and Titania – in the streets of New York. It's not deep, but it's fun. I also appreciate the way that Moore presents different Karma award charts for each character as a way to highlight their differences. That's something I always liked about Marvel Super Heroes and that's harder to implement in a game where the characters are all original creations of the players rather than established personalities. 

With apologies to Rembert N. Parker, I'm going to pass over his "How to Succeed at Judging an RPGA Network Event," because it's of minimal interest to me. "Dispel Confusion" consists of two full pages of AD&D questions, with no other RPGs represented. By and large, the questions this issue concern ambiguities in the rules and, as such, aren't that interesting to discuss here. The most notable question concerned psionics and its use, with the answer noting that psionics will be revised "in the future." Rounding out the issue is a positive review of Paranoia, an old fave of mine, though it's been years since I've attempted to play it. Maybe I should change that.

As always, Polyhedron is so much more of a mixed bag than is Dragon and it's frustrating. Most issues contain good material, but very few are consistently good. That probably explains why I eventually stopped reading it, while I continued with Dragon well into the 1990s. I suspect this is because Polyhedron always had a much more "amateur" quality, which limited both its audience and its submissions. It's a real pity.

Monday, May 6, 2024

Looking for Ideas

This concerns a topic about which I've written before, but which is likely to become more important in my ongoing House of Worms Empire of the Petal Throne campaign, namely, the death of the emperor of Tsolyánu and the choosing of his successor. There is no primogeniture in Tsolyánu. Instead, all the children of the emperor, who are given "the Gold" (a specially engraved circular plaque) upon their births, are eligible to compete for the right to ascend the Petal Throne as his successor. To provide some additional context, here's what the Tékumel Source Book has to say about this competition:

As soon as an old monarch has died and the great sarcophagus sealed away in the black vaults below Avanthár all of those who possess the Gold (plus any remaining undeclared heirs or heiresses who must be hurriedly produced by their patrons) are summoned to Béy Sü for the Choosing of the Emperors. There they undergo a traditional roster of tests which cover every facet of character thought by the Tsolyáni to be needful for a ruler: bravery, endurance, cunning, physical prowess, judgment, knowledge of history and the arts, competence in "magic," and a dozen other fields. A candidate has the right to name champions to represent him or her in any three of these categories but must compete in person in all the others. Each event is carefully judged, and the strongest contenders are taken at last within the sacred precincts of the Temple of Hná'lla where the Holy Adepts of all the temples and the High Princeps of the Omnipotent Azure Legion make the final selection according to ancient and secret ritual methods. The winner is then declared and conveyed to Avanthár. The losers are given over to the Temple of Karakán for sacrifice.

I've decided that I'd like to play out the Choosing of the Emperors in in my campaign, with each of my eight players taking the role of one of the candidates for the throne. The problem I am having – and the reason why I'm turning to my readers for ideas – is that there is very little information about the competition in any published Tékumel materials. The section I've quoted above is close to all we know about the competition and its trials and, as you can see, it's quite vague.

In the original Space Gamer article linked to at the start of this post, there is a lengthy description of how one referee (Robert L. Large, Jr.) handled the Choosing in his campaign. He made use of only three tests – a series of arena battles, a series of magical duels, and a puzzle chamber. The account is very interesting, because Large made use of other games, like FGU's Gladiator, TSR's War of Wizards, as adjuncts to Empire of the Petal Throne itself. I'm very open to this sort of approach, but the bigger issue for me is: what sorts of contests are employed

The Tékumel Source Book references "a traditional roster of tests" that includes more than a dozen areas of competence, not merely the three that Large used for his EPT campaign back in 1976. I suppose it could be argued that he was simplifying the Choosing of the Emperors for the sake of play. Certainly, I don't want the process of choosing a new emperor in my campaign to take up months of weekly play, especially if the roster of candidates is large. But what to do? What's the best – and most fun – way to pit the various heirs against one another so that the end result is unpredictable, even by me?

One of my players long ago suggested that the Choosing of the Emperors was probably akin to a competitive dungeoncrawl. This is an intriguing notion, if only because one of the features of Tékumel as a setting is that most cities have an "underworld" beneath it, representing the ruins of earlier settlements upon which they've been built. Avanthár, the ancient citadel of the emperors, is very ancient place, with all manner of passages and tunnels and ancient technology hidden beneath it, so I can easily imagine trials being conducted in such an environment. When discussing this with my players at our last session, we half-joked that a trap and puzzle filled maze like The Tomb of Horrors would be ideal for this purpose, if most of us weren't already intimately familiar with it.

So, that's where things stand at the moment. I very much want to play out the Choosing of the Emperors, but I have only a few ideas of how best to simulate them. I'd like the experience to be memorable and fun, as well as unique, but I must confess to having few ideas how best to achieve this without going to the trouble of creating an entirely new game for this purpose. Ideally, I'd be able to use Empire of the Petal Throne as the foundation, statting up all the heirs as characters and then subjecting them all to various trials. However, I'm not sure that's necessarily the best approach, which is why I'd love to hear the thoughts of others. If you have any ideas, thoughts, or suggestions, I'd love to hear them.

Thanks in advance!

Friday, May 3, 2024

50 years in the Dungeon

A very interesting interview with David "Zeb" Cook about his time at TSR Hobbies, in which he talks about the D&D Expert Set, Oriental Adventures, and Second Edition, among other topics. 

Thursday, May 2, 2024

Landfall!

Never having been a huge reader of comics, I keep forgetting that, during the late '80s and early 1990s, DC Comics published a number of titles based (mostly) on Dungeons & Dragons settings. One of them was set in Krynn, the world of Dragonlance. From what I understand, the Dragonlance comics were prequels that took place before the events of the first novel, Dragons of Autumn Twilight, and consequently introduced a number of original characters to serve as its protagonists alongside more familiar names.

Since I haven't had the chance to read these comics, I don't have much more to say about them specifically. However, I am fascinated to discover that, starting with issue #22 (August 1990), the series had a fair number of issues whose stories took place on the continent of Taladas, the setting of the Time of the Dragon boxed set for which I retain a fondness. I suppose this makes sense. If the comic writers had to keep away from the more familiar War of the Lance storyline, looking to a new and mostly undeveloped part of the larger Dragonlance world is a good choice. 

Did anyone read these or any of the other TSR comics published by DC? Were any of them any good?

Scary Enough

I'm a big fan of the horror genre, whether books, movies, or roleplaying games. As a kid growing up in the 1970s, horror and the occult were in the air, so it was difficult not be exposed to it. Consequently, when I saw the first advertisements for Call of Cthulhu in 1981, I knew I had to get a copy. CoC quickly became one of my favorite games, joining Dungeons & Dragons and Traveller to form the Holy Trinity of RPGs from my youth. In the years since, I haven't played Call of Cthulhu as much as I've used to, but I still regard it very highly and hope one day to have the chance to play it again.

One of the interesting things about horror RPGs is that almost no one who plays them is ever really frightened. Someone might play his character as if he were frightened, but I don't think I've ever seen anything in a game genuinely scare a player, at least not deliberately. That never really bothered me, because, let's face it, it's not that easy to induce fear while sitting around a table in a well-lit room with a bunch of your friends. Plus, would it even be fun to play a game where you're routinely frightened in the way you might be watching a movie or reading a book? 

Even so, there's always been part of me that, as a referee, has wondered about the question of why we play horror RPGs and what we hope to get out of them. That's why I was so taken with a section in the Warden's Operations Manual for the new edition of the sci-fi horror game Mothership that addresses this very issue:

Actually scaring your players, like they might get scared watching a horror film or playing a video game is an incredibly rare thing. It is not a measure of a successful game night. Most of the time, your players simply want to have fun in a horror setting. This means they want to play characters who feel afraid, while they the players sit back eating chips and rolling dice. Sometimes you have players who love to be scared and really get into it. If that's the case, enjoy it! But don't feel bad if it doesn't happen every week. Instead focus on keeping the tension escalating.

I think this is quite close to the truth of it, at least as I've experienced the play of horror RPGs over the years. The horror present in your typical Call of Cthulhu scenario, for example, is largely intellectual rather than emotional. Very few players will ever feel frightened or disgusted by events in the game, even if they understand that their characters, being ordinary people, would probably feel those things within the context of the game world. This makes for a better roleplaying experience in at least two respects. First, it doesn't set the bar so high for the referee that he'll never achieve "success." Second, it helps maintain a little distance between the players and the often horrific things with which their characters must deal.

That said, even highly intellectualized fear, horror, and revulsion are all useful tools for the referee in presenting an engaging setting and/or scenario. After all, fantasy can be frightening and confronting frightening things in a fictional context can be very appealing to a lot of people, especially those among us who are normally not very brave. In that respect, it's not much different than the more general experience of fictional danger found in many common RPG activities, like combat or exploration. It's fun for our characters to do or to endure things that we'd never be able to or indeed want to, isn't it?