I mentioned in yesterday's "The Articles of Dragon" post that, by 1985, I had begun to sense a nebulous but nevertheless real shift in TSR Hobbies and its games, though I could not then have really articulated what precisely it was that I was sensing. Even now, with the benefit of hindsight, I'm still not entirely sure I can pinpoint what my younger self was picking up on – but I don't think I was mistaken in my hunch. That's why I thought it might be worthwhile to take a look at some of TSR's releases around this time to see what they were like and what, if anything, they might reveal about the early years of the Silver Age of Dungeons & Dragons.
That's where the subject of today's Retrospective post comes in. David Cook's Earthshaker!, written for use with 1984's D&D Companion Rules, is a very unusual adventure module, containing many of the elements that mark this transitional period for TSR and its games. It's very clearly an attempt to try something different, both in terms of subject matter and tone. For example, Cook, in the "How to Run This Adventure" section, notes that "this is not an entirely serious adventure." That's not to say it's a "joke" module, but neither is it self-serious in its presentation. Like I said, it's an attempt to try something different and, on that front at least, it succeeds.The module takes its name from a massive, magically powered war machine that trundles across the landscape, leaving destruction in its wake. At once a fortress, a vehicle, and an engine of conquest, the Earthshaker is a mobile threat that cannot simply be ignored or bypassed. In some ways, it's also an interesting inversion of the traditional dungeon. Rather than the character venturing into a static, well established locale, the "dungeon" comes to them in the form of an Empire State Building-sized steam-powered robot. Most of the adventure takes the form of the characters have to infiltrate this immense machine and stop its relentless march across the domain of a local lord (who can either be an NPC or, if the Companion rules are being fully used, one of the player characters).
The adventure begins with the arrival of traveling impresario, Formiesias of Thyatis, who has made his way to the Kingdom of Norwold with his Exhibition of Wonders. Chief among these wonders is Earthshaker. Formiesias does not know the origin of the device, though he recounts several legends about it, one of which claims that it was once an evil giant who, upon having the gem that contained his soul stolen, he turned to iron. A clan of gnomes dwells within Earthshaker and they're responsible for its operation. In fact, Formiesias doesn't really understand its operation himself, though he does command a unique spell that enables him to transport the giant machine from place to place without its having to walk across – and destroy – the countryside.
Enter a group of villains who've managed to obtain the soul gem Formiesias mentioned. Turns out that it's not merely a legend but real and the key to seizing control of Earthshaker. The main action of the adventure, therefore, is the characters attempting to stop them from reaching the Brain Deck of the machine and, with it, command of the ancient device. It's a pretty straightforward premise for a scenario, all things considered, even conventional. What sets it apart is the locale in which it takes place.
A map is provided of the Earthshaker’s interior, divided into a series of decks stacked on top of each other. Unlike a more traditional dungeon, most of these decks aren't keyed with encounters or treasure. Instead, they're simply described as environments in which battles against the villains can take place, as the characters try to foil their plan. There's also some information on the inner working of the Earthshaker, too, but it's limited in scope. The Earthshaker is supposed to be this mysterious, ancient thing rather than something explicable.
Despite Cook's suggestion that Earthshaker! is not entirely serious, I don't detect too much in the way of humor. Certainly the gnomes who inhabit it possess a degree of whimsy that's reminiscent (probably intentionally) of the tinker gnomes of Dragonlance, but their presence here does not overwhelm the overall situation the module describes. Likewise, some of the NPCs, like Formiesias and even the villains, have a flamboyance that borders on comical, yet I don't feel they cross the line into parody. It wouldn't be wrong to call Earthshaker! "light hearted" in its overall tone, though. The Tomb of Horrors this is not!
I’d even go so far as to say there’s a certain exuberance to Earthshaker! There’s a sense that Cook was exploring the outer limits of what D&D could encompass. The presence of a gigantic, walking war machine in a fantasy setting harkens back to a time when the game’s identity was still fluid and the boundaries between genres were porous. I find that aspect of the module appealing now, though I recall being somewhat irked by it at the time. Even so, the environment Cook presents is sufficiently intriguing that I was willing to overlook any reservations I had about its blending of fantasy and quasi-technological elements.
That said, I never actually ran Earthshaker! Like many modules of this period, it offered compelling ideas but never quite rose to the level of a “must play” scenario for me. Re-reading it forty years later, I’m no longer certain whether that judgment reflects a shortcoming of the adventure itself or simply my own preferences, both then and now. Indeed, I can’t help but wonder whether some of the shift I perceived in TSR during the mid-1980s was, in fact, a shift in me. I turned sixteen in 1985 and had already been playing Dungeons & Dragons for nearly six years. It’s possible I was simply growing restless and, without quite realizing it, projected that restlessness onto the game.


My 14 year-old self back then probably didn't give this module much of a thought. I was fully into AD&D at the time, and my secondary games were numerous (CoC, V&V, MSH, etc). Now? I think Earthshaker! would be an excellent adventure for a gonzo science fantasy campaign like Anomalous Subsurface Environment's (ASE) Land of a Thousand Towers or Ch'alt.
ReplyDeleteThe idea of a giant steam-powered robot rampaging over the land in that sort of setting seems to fit IMO.
I'd never heard of this adventure before today, so thanks for that! I too would have skipped this one as a teenager, though today I feel like it could be played (or at least stolen from and reassembled somehow) at my table. As you say, the fluidity of early D&D, before the Ouroboros of D&D-informed fantasy literature/milieu had really taken over and calcified the "default", is present here, and that holds a charm to me nowadays. I think I'd have to modify it pretty heavily one way or another, to lean fully into it being a technological war machine now vaguely controlled by the tinker gnomes who vaguely know what's going on or to lean fully into it being a magically-commanded titan corpse or something. But I guess that's a matter for a blog post another day. Thanks again for bringing this to my attention, though; I don't know when or if I'd have had it cross my path without your post James!
ReplyDelete"before the Ouroboros of D&D-informed fantasy literature/milieu had really taken over and calcified the "default", " . I enjoy that phrase [ as much as I deplore that which it describes ].
DeleteI never saw this back in the day, but it sounds a bit of a laugh. Rather than invent a steam-powered robot, I wonder why they just didn't big up an Iron golem? That's a bit more Jason and the Argonauts.
ReplyDeleteIt may have been in part you, but it wasn't limited to you. I was younger and had been playing seriously for fewer years, and the shift was palpable - and it was coming from the old guard.
ReplyDeleteMy best wild guess is that this may have been borne out of a combination of boredom and panic. The TSR crew had been at play while the cat was away. Most of them who survived had been there since '78 or so - and had enough institutional experience to be able to feel like they had "made it." All the cool crazy random Arnesonian Gygaxian mysterious background starting PCs like Mordenkainen, Bigby, Leomund, etc. of pre 1981 had now become tropes, and made numerous - and equally disenchanting - Wizard of Oz without a curtain appearances in modules.
I think designers were trying to capture the innovation of game play, the tournament-style long march iterations. Barrier Peaks started, in my opinion, in 1973 or 1974 with Arneson's City of the Gods, and survived the gauntlet of tournament play to eventual publication eight years after that.
While modules didn't drive D&D financially, they reflected its spirit, and Gygax and company had continuously filled the hopper from Tournament to Publication, with great, playtested stuff and creative critical mass, that a mediocre or slapdash module was a rare and forgotten event.
But 1985-6 was the outgrowth of 2-3 years of fallow fields, over extension, occasional layoffs, and dispersed goals. While no one in 1978 ever dreamed that D&D might duel Scooby Doo on Saturday mornings in the 1980s, I don't think the module designers ever envisioned themselves as IP managers, either.
Earthshaker!, War Rafts of Kron, Bloodstone Pass, and anything else (I vaguely recall something something Beacon, for example) that came out around that time usually employed an innovation that felt theoretical, not practical, not playtested. After all, the Assassin's Knot was a "weird" module at the time, but when you played it, it felt lived-in, it felt like it had been in some true master's campaign (it had!). I didn't even like it that much, but it still felt like D&D.
I wonder how many of the modules of 1985-1986, outside of DragonLance, were the result of tournament rigors or had been engineered at someone's table.
Maybe I was lucky: my first 3 years of play, IIRC - when modules were involved - only ever were modules that had come from someone else's campaign, a tournament, or had been intentionally designed as sandbox's/DM training (Palace of the Silver Princess, The Lost City).
But Dragon #100 marked a new landscape where the adventure module production process had been fully revolutionized. I think this was symptomatic of the palpable change we all experienced at the time, regardless of age or experience.
I've never heard of this one either, but it reminds me a lot of 13th Age's Eyes of the Stone Thief. There too we have a mobile dungeon rampaging across the countryside, with various factions trying to stop or control it.
ReplyDeleteI categorize the modules below as "Classic" not based on quality (there are a lot of them below that aren't great adventures), but on whether they seemed to me (totally subjectively) to flow organically from one of the three D&D strains in existence. I categorize them as "New Order" if they feel more untethered from those roots to me.
ReplyDeleteThe Great Module Shift of 1985:
1983
B5 Horror on the Hill - Classic
EX1 Dungeonland - Classic
EX2 The Land Beyond the Magic Mirror - Classic
I4 Oasis of the White Palm - Classic
I5 Lost Tomb of Martek - New Order
I6 Ravenloft - Classic/New Order (this super-railroady, but we broke the rails)
L2 The Assassin’s Knot -Classic
M1 Blizzard Pass - Classic (yes, I know)
M2 Maze of the Riddling Minotaur - Classic (ditto)
O1 The Gem and the Staff - Classic (I'm not cheating! Play it! You'll agree!)
U3 The Final Enemy - Classic
UK1 Beyond the Crystal Cave - Classic
UK2 The Sentinel - Classic
X4 Master of the Desert Nomads - Classic
X5 Temple of Death - Classic
1984
B6 The Veiled Society - Classic (faction play!)
B7 Rahasia - Classic
B8 Journey to the Rock - Classic (in my opinion very classic - as in pre-D&D Arnesonian)
BSOLO Ghost of Lion Castle - Classic, especially with your previous PC's corpse becoming a part of the module.
C3 The Lost Island of Castanamir - New Order
C4 To Find a King - Classic
CB1 Conan Unchained! - New Order
CB2 Conan Against Darkness! - New Order
CM1 Test of the Warlords - New Order
CM2 Death’s Ride - New Order
CM3 Sabre River - Classic (my memory may be bad on this one. I just remember a dungeon crawl)
DL1 Dragons of Despair - New Order
DL2 Dragons of Flame - New Order
DL3 Dragons of Hope -New Order
DL4 Dragons of Desolation -New Order
DL5 Dragons of Mystery - New Order
MV1 Midnight on Dagger Alley - New Order
N2 The Forest Oracle - Classic (trash, but Classic)
O2 Blade of Vengeance - Classic (one-on-one)
UK3 The Gauntlet - Classic
UK4 When a Star Falls - Classic
UK5 Eye of the Serpent - Classic
UK6 All that Glitters… - Classic
WG5 Mordenkainen’s Fantastic Adventure - New Order
X6 Quagmire! - Classic (shockingly classic - there's barely a background!)
X7 The War Rafts of Kron - New Order
X8 Drums on Fire Mountain - Classic
XL1 Quest for the Heartstone - New Order
XSOLO Lathan’s Gold - No idea. I don't remember this one at all.
1985
B9 Castle Caldwell and Beyond - Never read/played
C5 The Bane of Llywelyn - Classic (and a very memorable TPK for me!)
CA1 Swords of the Undercity - New Order
CM4 Earthshaker! - New Order
CM5 Mystery of the Snow Pearls - New Order
CM6 Where Chaos Reigns - New Order
DL6 Dragons of Ice - New Order
DL7 Dragons of Light - New Order
DL8 Dragons of War - New Order
DL9 Dragons of Deceit - New Order
DL10 Dragons of Dreams - New Order
DL11 Dragons of Glory - New Order
H1 Bloodstone Pass - New Order (would have been classic if it used Chainmail)
I7 Baltron’s Beacon - Classic
M1 Into the Maelstrom - New Order
T1-4 The Temple of Elemental Evil - Classic
UK7 Dark Clouds Gather - Classic (maybe)
WG6 Isle of the Ape - New Order
X9 The Savage Coast - New Order*
X10 Red Arrow, Black Shield - New Order
XS2 Thunderdelve Mountain - Classic
*Some seemingly Classic sandboxes or settings have highly channeled "Party Recipes" at the beginning that made it impossible in some cases to place it in a campaign for the current party. While we had always treated the party quantity and level guidance as a suggestion, none of our parties ever had many magic weapons, often went without any clerics (most likely to be targeted and die - so many undead encounters...) and often had MUs several levels below the rest of the party. The only modules we ever broke in order to have fun with (Ravenloft,
Could you clarify about the “three D&D strains in existence” you’re referring to?
DeleteI view the increasing prescriptiveness of party roles as one of the tide turners that marks the uncoupling of D&D from its roots. Pre-generated characters had their origin in "fair" tournament play, but eventually this evolved into essential standardization in order to "win" D&D modules, which to me, was never the objective. Of course we wanted to "play well" but that could just as easily mean to "die well" or to "find costly success". Any module that has some variant of "Congratulations, Hero!" is almost certainly new order, and over this time frame, there were more and more of those, even to the point where the core essential Wandering Monster table became literally labelled as "OPTIONAL," and the originally tri-part definition of Encounter ("Engage, Avoid, Attack") became shorthand for "Combat."
ReplyDeleteAnother way for me to mark this time is that I played/DM'd every single module published in 1983 within a year of publication. 1984 published more, but there are some that were published that year I never played, but only read. 1985? There are modules that I never played or even read until the 21st century.