That's certainly how I feel about "Thrills and Chills: Ice Age Adventures," which appeared in issue #68 (December 1982). Written by Arthur Collins, whom I consider one of the great unsung contributors to Dragon during the early to mid-1980s, this lengthy article offers ideas and rules modifications for playing AD&D during the Pleistocene era. Collins explains that he was inspired by Jean M. Auel's The Clan of the Cave Bear, but, for me, the touchstone for Ice Age tales will always be Manly Wade Wellman's Hok the Mighty, which I first encountered in old copies of Fantastic my local library kept alongside issues of other SF and fantasy magazines.
For years, I'm not certain I could have explained exactly why I found the idea of Ice Age adventuring so compelling. Rereading the article in preparation for writing this post, though, I now think I understand it. For lack of a better word, the Ice Age is post-apocalyptic setting – not in the sense as it's usually meant, of course, but it's nevertheless a setting in which humanity (and other intelligent races) must struggle to survive in a very hostile world. Perhaps because I've never really lacked for anything in my life, I have a powerful fascination for settings in which characters have to worry about where their next meal is coming from or how they'll shelter themselves against merciless Mother Nature.
Collins spends a lot of time discussing the challenges of living during the Pleistocene, particularly when it comes to food. For example, he offers calculations on just how much game and grains a small tribe of Ice Age would need to gather during the course of a single year to stave off malnutrition. He even goes so far as to translate the meat into hit dice in order to quantify it in a way that makes sense within the context of AD&D. I have no idea how well his calculations would hold up to rigorous scrutiny, but they serve a very useful, practical purpose for referees and players alike, which is honestly what I want in an article like this.
Collins also includes information on braving the weather of this period of history, though he doesn't go into quite as much detail as did David Axler in his "Weather in the World of Greyhawk." He devotes far more space to imagining what the standard AD&D races and monsters would be like in the Pleistocene world, which makes sense, I think. The key to articles like this is in providing enough new and variant rules to make the setting/time period feel distinct but not so many that employing them in play seems daunting. I feel Collins struck the right balance overall, though I do wish he'd take the opportunity to write a bit more about just what Ice Age adventures and campaigns might be like rather than just how they differ from more conventional AD&D play.
I'll conclude by saying that another aspect of this article that likely appealed to me as a young man was that it dared to stray even a little from the default faux medieval setting of Dungeons & Dragons (and indeed of fantasy more generally). While I was and remain a fan of using the Middle Ages as inspiration, I do find myself wishing gamers would occasionally try something else occasionally, whether based on a real world historical period or something completely imaginary. Fantasy need not be so cramped in its vision.
Like you, this was one of my favorite articles that I never got to use in play. I love the idea presented, of a D&D/AD&D world that is modeled on something like mesolithic societies.
ReplyDeleteAnd yeah, Arthur Collins is pretty much the one author whose articles I've found most useful or interesting, as a percentage of his total output, even where I think he made some mistakes (his psionics articles, while very helpful in picking apart how those rules work, made some erroneous assumptions and interpretations).
One of our extended group in high school was obsessed with Paleo cultures (he went on to take his degree in anthropology) and unique to any of our experiences, played a barbarian character from a stone age people out of some northern tundra. At the time this disruption to our Medieval setting vaguely annoyed me, but looking back he was being refreshingly original, and built up his character's cultural backstory quite extensively---Jim Hodges
ReplyDeleteThe carton "Primal" is a pretty good sword and sorcery caveman adventure.
ReplyDelete"Fantasy need not be so cramped in its vision." Planescape, Dark Sun, Spelljammers, Ravenloft -- it seems like the 2nd edition designers were also trying to break away from generic fantasy in D&D.
ReplyDeleteWhile it’s definitely not of older vintage, Planegea, a Stone Age 5e setting by Atlas Games released a couple years ago has some similar ideas to those you touch on here. Some beautiful artwork too. I had the same thought as you about it being very similar to a post-apocalyptic setting, where survival becomes a motivation in ways our typical fantasy stores don’t invoke.
ReplyDeleteA Paleolithic campaign has been a longtime interest of mine as well...in part because it appears our planet had at least one era that actually featured a fantasy-style mingling of "humanoid" species. I did finally get to run a couple of sessions with a pulled-together OSR type system, with three classes (Warrior, Scout, Shaman) and four species (Humans, Sturdy Ones, Hidden Ones, and Smallfolk).
ReplyDeleteI feel weird linking to it but did post a bit about it on my blog with the working title Glaciers & Glyptodons, if anyone is interested in seeing the bones I laid out. James, I'd be interested in learning more about how you'd set up such a campaign, should you ever feel like speculating.