Showing posts with label different worlds. Show all posts
Showing posts with label different worlds. Show all posts

Thursday, June 6, 2024

Criticism and Commentary

I think it's fair to say that Gary Gygax had a very thin skin when it came to criticisms of the Advanced Dungeons & Dragons game line, even when the criticisms weren't aimed at a book or module in which he had a hand. A good example of what I'm talking about can found in the "From the Sorceror's [sic] Scroll" column he penned for issue #66 of Dragon (October 1982). There, Gygax responds to criticism of Deities & Demigods.

Before getting into the substance of what Gygax says here, a little background. The "critical piece" referenced in the paragraph above appeared in issue #19 of Different Worlds (March 1982). It's a review written by Patrick Amory that ends by stating "Deities & Demigods [is] fit only for the trashcan." Gygax claims that he only heard about Amory's piece after "reading a letter of agreement" written by a "disgruntled ex-TSR game designer." This second letter appeared in issue #22 of Different Worlds (July 1982) and its author is Lawrence Schick, who served as the editor of Deities & Demigods. 

If you follow the link to Schick's "letter of agreement," you'll see that it's both lengthy and thoughtful in its criticisms. Though he clearly disagreed with the direction James M. Ward took the book, he does not seem to bear any ill will toward the man he calls "a real nice guy." Likewise, that he "really liked the AD&D system and wanted the AD&D products to be the best possible." Schick's criticisms, for the most part, boil down wanting DDG to have closer to Cults of Prax in its approach. That's an absolutely fair criticism in my book, but I'd of course say that, since it's pretty close to my own opinion on the matter. Regardless, I don't think anything Schick wrote is worthy of the intemperate and petty response Gygax offers.

Sadly, Gygax doesn't stop there. He continues his verbal assault against "this capable and knowledgeable individual" in a very bizarre fashion.
Given Gygax's frequent and vociferous disavowals of the influence of Tolkien over his vision of AD&D, I think it's pretty rich of him to turn around and try to use the (admittedly true) lack of religion in Middle-earth as evidence that the kind of book Schick would have preferred is somehow inappropriate for the game line. His references to the works of Howard, Leiber, and De Camp and Pratt seems less disingenuous (and more in keeping with his pulp fantasy preferences), but I'm not sure it serves his original point. If anything, in his flailing attempt to deflect Schick's fair criticisms of Deities & Demigods, he comes close to suggesting a book about gods and religion is unnecessary for AD&D.

This line of attack is all the odder, because Gygax's own articles about the deities and demigods of his World of Greyhawk setting were all quite good and included many of the details that Schick wished to see. He even acknowledges this later in his response, adding that this is appropriate "because they are part of an actual campaign," while DDG was never intended as anything more than "raw material upon which to build a campaign." He then suggests that expecting Deities & Demigods to be more than that is tantamount to "want[ing] someone else to do all your creative thinking for you." What an odd – and condescending – thing to say!

In the end, I think Gygax would have been better off not saying anything at all. I can only assume the fact that Schick, a former TSR employee, publicly offered his own firsthand thoughts about the shortcomings of an AD&D volume stung. I can certainly understand his feelings and might well have felt similarly were I in his shoes. Nonetheless, his response seems disproportionate and, worse, small-minded. Compared to Dragon, Different Worlds had a very small circulation and I doubt that many people were unduly influenced by its negative review, assuming they even saw it. If anything, an immoderate tirade like this one might well have had a greater negative effect on potential buyers.

Tuesday, July 13, 2021

Different Worlds

Sadly, it looks like my retrospective of Chaosium's Different Worlds magazine has come to an end, at least for the time being. Some years ago, I acquired a large collection of DW issues – most of the magazine's run, I thought. Turns out that that wasn't not the case and I only had the first twenty-two issues. Until recently, I'd only ever skimmed most of them. I had hoped that, through this weekly series, I'd finally get the chance to read them all and by "all," I meant every issue of Different Worlds. 

When I first noticed that my issues were running low, I thought it'd be relatively easy to acquire the remaining issues in PDF. No such luck! Printed back issues can be bought through various only venues, like eBay and even from editor Tadashi Ehara himself. However, there's no guarantee you'll be able to find the specific issues you want at a reasonable price. The next issue I would have reviewed, issue #23, is particularly hard to obtain inexpensively, for example. 

It's disappointing, to be sure, but such is life. It's a reminder of how ephemeral many aspects of roleplaying history are. There is no way to legally obtain copies of many older gaming periodicals, including TSR's Dragon, except through the secondary market, where prices and availability are both erratic and frequently nonsensical. This is why, despite my inclinations to whittle down my gaming collection to something smaller, I have lately been reticent to divest myself of many things: you never know whether you'll be able to find copies of some material again.

To that end, I'll start a new series next week, in which I look at a magazine of which I do have a larger run of issues, White Dwarf. Like Different Worlds, it's a magazine I saw, let alone read, only intermittently in my youth, so the series will give me the chance to take a look at many of the issues for the first time. It'll also be a chance to delve into the UK gaming scene of the '70s and '80s, something I touched upon in my previous series on Imagine. And who knows? I might one day manage to snag copies of later issues of Different Worlds and, if so, I'll pick up where I left off. 

Tuesday, July 6, 2021

Different Worlds: Issue #22

Issue #22 of Different Worlds (July 1982) is a special RuneQuest issue, as its cover by Lisa Free, depicting a morokanth setting a trap for herdmen, makes clear. Like the ducks, morokanth are an aspect of Glorantha that's nearly impossible to explain easily and, even then, I'm pretty sure that they'll be baffling to most people (including myself). Regardless, issue #22 is a very good one that's not solely geared toward dedicated Glorantha aficionados.

The first article presents a "gateway" cult for RQ by Michael Kolb, entitled "Cult of Dionysus." As you'd expect, it details the cult of the Greek god for use with the game. I found the article interesting, because, unlike many previous articles presenting new cults, this one includes no new spells or rules. Instead, it shows how to use the existing RQ spells and rules to model an interpretation of the cult of Dionysus. Whether you agree with Kolb's presentation or not, I think there's something very positive about his approach of not using rules as the way to expand the scope of a game.

"Advice from Rurik" by Steve Perrin is a question-and-answer column for RuneQuest. Named after the sample character in the RQ2 rulebook, the column deals with both rules and the setting of Glorantha. "RuneFix1" by Greg Stafford presents a series of changes to the RuneQuest rules "adopted in the Chaosium house campaign." Amusingly, one of the largest changes concerns the acquisition of languages. I can't speak to the utility of any of the changes, but I am always happy to see evidence of RPGs actually being played by the people whose names appear in its byline. 

"Terraforming Part One" by Doug Houseman is a Traveller "source article" that discusses the topic of planetary engineering and includes game statistics and deckplans for a pair of starships. "Hela's House of Dark Delights" by Ken St. Andre is a solo adventure for Tunnels & Trolls. As someone with a growing interest in solo RPG adventure design, I found this useful. "Eight New Weapons for RuneQuest" by Paul Cardwell Jr. does what its title suggests. Most of the weapons detailed are "exotic" ones like atlatls, boomerangs, and caltrops.

This issue's reviews positively covers Worlds of Wonder, 76 Patrons, and Uragyad'n of the Seven Pillars (the last two for Traveller). It also negatively reviews C&S Sourcebook II and The Dungeon of King Lout, the latter of which I've never heard. Reviewer Dave Nalle sums up his feelings in the following way:

This product is ridiculously overpriced, almost contentless, and an affront to my pride as a gamer. There is no reason why anyone would buy this. You can design your own random and unrealistic dungeon (if you want) in the same time it would take you to prepare The Dungeon of King Lout and you would save $5.95.

Ouch!

John T. Sapienza continues to look at cardboard miniatures, this time focusing on Steve Jackson's Cardboard Heroes products. Larry DiTillio's "The Sword of Hollywood" returns, with some brief gossip about then-upcoming movies, like Revenge of the Jedi [sic]. Meanwhile, John Nubbin reviews Conan the Barbarian at length – and he doesn't think very much of it. Nubbin is critical of nearly everything, starting with its story (which "makes no sense"), but expanding to include the editing, acting, even its soundtrack (which he calls "awkward"). I have many problems with the film myself, but, even so, I think Nubbin's review is often needlessly nitpicky and mean-spirited. 

The issue concludes, as most issues do, with Gigi D'Arn's column. This time, she continues her coverage of TSR's purchase of SPI and its subsequent actions, such as the canceling of all SPI game events at Origins. In retrospect, it's not at all surprising how badly things ultimately turned out for SPI and its many excellent games. What a waste! Gigi also relates a darkly amusing story of something she overheard in a game shop: "That's the D&D role-playing game. It's based on Mattel's D&D electronic game."

I really enjoyed this issue and look forward to reading the next issue – though I should note now that I seem to have misplaced part of my collection of these issues, including issue #23. I'll keep digging around in my "files" to find the missing issues, but it's possible I might not be successful before next week, in which case I'll think of some way to continue this series. 

Monday, July 5, 2021

Deities & Demigods is a Failure

In my weekly summaries of the contents of Chaosium's Different Worlds magazine issues, I rarely comment on the letters column, "Different Views." Occasionally, though, there are entries worthy of commentary and, in such cases, I make a post to highlight them. In issue #22 (July 1982) – about which I'll talk tomorrow – there's a lengthy letter written by Lawrence Schick, a game designer once employed by TSR, perhaps best known for White Plume Mountain. Schick was also editor of Deities & Demigods, an AD&D book about which I have generally negative feelings and it's about that book that he penned the letter that appeared in Different Worlds.

Issue #19 of the magazine featured a scathing review of DDG by Patrick Amory. Amory disliked the book even more than I do, saying it was "fit only for the trash can." One might reasonably have expected Schick to have defended the book he edited, but he does not. Instead, he agrees with Amory's assessment and indeed amplifies them. Schick's letter, which I reproduce in full below is remarkable, not just for what it says about Deities & Demigods but how it says it. I can't help but wonder if Schick's feelings were at least partly colored by his experience of having been recently laid off by TSR at the time this letter appeared. That's not to suggest his feelings about the book aren't sincere – I have no reason to assume otherwise – but I doubt he'd have been so forthcoming were he still a TSR employee at the time.

There is much to ponder here, but what most stands out to me is Schick's recommendation of Cults of Prax over Deities & Demigods even for referees of Advanced Dungeons & Dragons. It's an unusual suggestion, though I understand Schick's point, namely that Cults of Prax treats the subject of religion far more seriously than does DDG – or indeed almost any RPG book whose content touches on gods and their worship. Mind you, I've long felt that there are almost no good treatments of religion in popular entertainment, which probably speaks to the cultural deracination of 21st century Westerners. D&D is far from the only example of this, even if it's one that frequently vexes me. Apparently, Lawrence Schick was similar vexed.

Tuesday, June 29, 2021

Different Worlds: Issue #21

I don't usually write about the letters column of Different Worlds for a number of reasons. However, in the case of issue #21 (June 1982), I want to draw brief attention to a letter by Steve Perrin, in which he responds to an article in issue #20 about heraldry. Perrin is quite complimentary about the article by Robin Wood but wishes to point out a handful of errors and misapprehensions based on his longtime association with the Society for Creativity Anachronism. In looking at the history of roleplaying games, we often forget the role played by the SCA as a crucible for many ideas that would later become important in the hobby (especially on the West Coast of the United States). Seeing this latter reminded me of that, as well as my own ignorance about this aspect of the hobby's prehistory.

"Racial Sight Differences" is the first article of the issue and it's an odd one. To start, it's author is credited simply as Shadowstar, which I can only assume is a pseudonym. Its subject matter is the differences between "human and non-human ways of seeing," starting with infravision but going beyond that into theoretical notions such as texture and vibration sensitivity. The article is short and peculiar – a bit like me, I suppose – and, while it doesn't include any game mechanics, it raises some interesting questions in a Gygaxian naturalistic vein. Also of note is that the article is illustrated by an artist credited as "Michael Mignola," who, at the time, was still a student.

"Healing Plants and Other Herbs" by Robin Wood is an amazing article. Seven pages in length, it's filled with many helpful illustrations of leaves and flowers to accompany straightforward, interesting text about various plants and herbs with healing properties. Most useful, though, is a series of tables at the end of the article to help the referee in designing unique (and fantastical) healing plants for use in his campaign setting. These are the kinds of articles I really enjoy seeing and this one is no exception. "Pistols" by Paul Montgomery Crabaugh offers up a few new handguns for use with GDW's Traveller, while John T. Sapienza's "Grenadier Hirelings, Fighting Men & Specialists" is a review of three different sets of AD&D miniatures.

Larry Best's "Fantasy Is Reality" is listed as a "philosophy" article, which tells you what you're in for. Best recounts his experiences as a graduate student in medieval English literature studying older texts and how what he read in, say, Beowulf or the Greenlander's Saga clashed with his everyday experience of the world. He knew there were no such things as monsters or spirits of the dead and yet all these stories spoke of them as if there were. Best states that 
I realize that technology, education, and shoes have caged me, kept me from a realm too often considered mere fantasy, a world through which I might perceive medieval literature, and all literature, and my entire life from a new and visual standpoint, a beautiful and fantastic world of pure reality.

I really don't know what to make of this article, so I won't even try.

Ken St. Andre's "The Elric Saga: See Battle Near Melniboné" is a solo adventure for use with Stormbringer. It's a fun little scenario based on events from the works of Michael Moorcock. "Creating Jolanti" by Michael Malony and Greg Stafford is a RuneQuest piece describing the constructed race known as the Jolanti. "Making a Magic Staff" by Gerald M. Schmitt is a D&D variant that offers rules and guidelines for making the ubiquitous wizard's staff much more mechanically useful. As is often the case with the articles of Different Worlds, it's not something I'd make use of myself, but I nonetheless appreciate variants of this sort.

This month's reviews highlight Waspwinter and Legend of the Sky Raiders, both for Traveller. The latter is rightly lauded, while the former is not. Also reviewed are Journey to the Center of the Circle (which I do not know) and Descent into the Depths of the Earth. John T. Sapienza's "An Expanded Cleric vs. Undead System" seeks to alter the turning system in order to better take into account the disparity between a cleric's level and that of the undead he's attempting to turn. Gigi D'Arn comments on how hard it is to write a monthly column, with which I can sympathize. Nevertheless, she comments upon the fall-out of the end of SPI, starting with its acquisition by TSR and the establishment of Victory Games. There's also mention of TSR's purchase of Amazing stories and a needlework company, as well as the (unrealized) rumor that Chaosium had obtained the rights to produce a game based on Fritz Leiber's Fafhrd and the Gray Mouser stories. 

I continue to enjoy reading Different Worlds and am curious to see where the magazine goes as the 1980s wear on.

Tuesday, June 22, 2021

Different Worlds: Issue #20

Issue #20 of Different Worlds (March 1982) features a cover by Luise Perenne, an artist I will always associate with RuneQuest, because of the the many illustrations she provided for it. The cover depicts Zarzeena the Sorcereress casting a spell through her scrying stone. Zarzeena, also called La Bella Donna, plays an important role in Steve Perrin's "Zarzeena's World," a "bare-bones scenario" intended to present the setting of a novel by Luise Perenne from a roleplaying perspective. So far as I know the novel in question was never published. The scenario is indeed "bare-bones," since it's more of a sketch of various NPCs and their interactions than a structured adventure. 

Robin Wood's "Heraldry" is a lengthy, 10-page article, complete with examples, that explains the intricacies of European heraldry. I love articles like this, but then I'm a bit strange. On the other hand, Roby Ward's "Giving Birth" is not an article I love. It answers the question, "How should a GM determine whether or not a player-character has gotten herself pregnant?" Words fail me. 

Fortunately, "Race for the 'Specter'" by Doug Houseman is a very good Traveller adventure. It's 9 pages long (including a two-page map spread) and is intended to be competitive. A team of Zhodani characters is assaulting an Imperial research station during the Fifth Frontier War, opposed by an Imperial watch team. The scenario is very well done, with an interesting premise and well presented map, but I do wonder how practical it would be to run two groups at the same time. It's recommended that each group meet in a separate room, with the referee moving between them, something I've tried before but found unwieldy. Houseman also includes notes on "ghosting" the Zhodani, a term I've never heard before but which simply means that the referee runs them rather than a second set of players.

"How to Design Mythology" by David P. Joiner is a decent, if brief, overview of the questions a referee should consider when designing gods for use in his campaign setting. This issue's reviews are a good mix of products, starting with the excellent The Free City of Haven. Also reviewed are Against the Giants and The Sinister Secret of Saltmarsh, alongside The Iron Wind (for Rolemaster) and several Judges Guild Traveller releases (Tarlkin's Landing, Glimmerdrift Reaches, Crucis Margin). What's interesting is that all of these reviews are positive, in contrast to several previous issues. The issue also includes book reviews, first of The Ice Is Coming by Patricia Wrightson and the Othergates publishing guide. 

The penultimate content of the issue is a short article entitled "The Mimi" by Ernest Hogan, which describes fairy-like creatures of Aboriginal Australian legend. Like most articles of this kind in the pages of Different Worlds, it's completely without game mechanics. Meanwhile, Gigi D'Arn continues to dish the dirt on the buy-out of SPI, this time suggesting that it was TSR, not Avalon Hill, that was looking like the most likely buyer (correct, as it turns out). She also mentions an upcoming Star Trek movie called Unknown Continent and featuring Ricardo Montalban as one of its "guest actors." Never heard that title associated with Star Trek II before!

I continue to be unsure how to judge Different Worlds. Its content is so variable and uneven that, every time I think I can render a verdict on it, I read the next issue and re-assess my perspective. Perhaps that's a good thing ultimately, but I find it mildly frustrating nonetheless. Unlike Dragon or White Dwarf, I don't know what to make of Different Worlds and I suspect that I may never know.

Tuesday, June 15, 2021

Different Worlds: Issue #19

Issue #19 of Different Worlds (February 1982) is filled with tentacles, starting with its cover by Roland Brown. Inside, many of its articles are devoted to Chaosium's then-new horror roleplaying game, Call of Cthulhu, which of course pleases me, as it's one of my all-time favorite RPGs. 

The issue kicks off with two excellent side-by-side articles by Sandy Petersen and Lynn Willis, in which each of them discuss the process of creating Call of Cthulhu from their perspective. These are both excellent articles and I wish I could do them justice with a brief summary. In general, Petersen focuses on the design of the game's rules and setting, while Willis talks about the "nuts and bolts" of making the game as a physical product, though each touches on other aspects as well. I already knew some of what was presented in these pieces, such as the origins of the game, but there was much more I'd never heard before. Good stuff!

"Guns Against Cthulhu" by Dick Wagenet presents variant rules for handling firearms in Call of Cthulhu and other modern Basic Role-Playing games. "Underground Menace" meanwhile is a Call of Cthulhu scenario by Sandy Petersen, set in and around Lake Superior in northern Michigan. Following it is a single page of errata and "second thoughts" on the rules of Call of Cthulhu. Not specifically related to Call of Cthulhu but relating to the 1920s time period is "The Gang Leaders" by Glenn Rahman. It's a collection of biographies and game statistics for famous criminals like John Dillinger and Pretty Boy Floyd for use with FGU's Gangster! I enjoyed reading it, even though I've never played Gangster!, helped no doubt by the terrific contemporary photographs of the gangsters themselves.

"Safe Storage for Figures" by John T. Sapienza reviews several cases and storage containers intended to hold and protect miniature figures, complete with photos. "Thieves of Sparta" by B. Dennis Sustare presents guidelines for adapting Task Force's Heroes of Olympus to the setting of Thieves' World. The article is notable for the fact that Sustare is himself the designer of Heroes of Olympus. This month's reviews include Call of Cthulhu (very favorable), Adventure Class Ships, Volume 1 (for Traveller, also favorable), and Palace of the Silver Princess. The latter review is interesting in that the reviewer, Anders Swenson, comments on its conflation of "player" and "player character," a pet peeve of mine, which Swenson calls "the perennial FRP identity crisis." That said, his overview opinion of the module is positive.

There are also reviews of the notorious roleplaying game, Spawn of Fashan, other reviews of which I recall from my youth. Amusingly, the reviewer, Charles Dale Martin, spends the entirety of his review criticizing various aspects of the game, but still concludes "it may be still worth buying" on the strength of its referee's section. No similar charity is extended to Patrick Amory's review of Deities & Demigods. Amory lambastes it for its overall approach, saying it "contains monsters not religions." While I largely agree with that particular point, he is much harsher than I, concluding that it "is not of the slightest interest to anyone in the FRP market and should be avoided like leprosy." Ouch!

The issue ends with Gigi D'Arn's column. Most of this issue's gossip is filled with ephemera but a few rumors stand out. Among these are Richard Snider's hiring by Avalon Hill, Lawrence Schick's hiring by Coleco, the upcoming D&D video game for Intellivision, and GDW's cease-and-desist order filed against Edu-Ware for computer games illegally derived from Traveller. There's also talk of an upcoming RuneQuest supplement by Ken Kaufer called Dorastor. A product with a similar title would eventually appear, featuring some of Kaufer's work (along with many others), but it would not appear until more than a decade later during the brief RuneQuest Renaissance of the early 1990s masterminded by Ken Rolston.

Being a fan of Call of Cthulhu as I am, I enjoyed this issue a great deal. I hope I'll be similarly impressed with issue #20.

Tuesday, June 8, 2021

Different Worlds: Issue #18

Issue #18 (January 1982) features a very striking cover by Kevin C. Ellis, which presages the issue's heavy science fictional content. The first example of this content is Paul Montgomery Crabaugh's "Swords on Deck." It's a very short article focusing on melee combat in Traveller, offering expanded rules for archaic weapons like swords and animal attacks. A second Traveller article immediately follows, "Changes for Trillion Credit Squadron" by Doug Houseman. Houseman reflects on the first year of GDW's Trillion Credit Squadron convention tournaments and makes some suggestions on how its rules could be changed in light of what he has observed. 

More science fiction content follows, in the form of another article by Crabaugh, this one for Heritage's Star Trek: Adventure Gaming in the Final Frontier. His article, called "Beyond the Final Frontier," provides seven pages of new and expanded rules for use with the game. It's a very good article, filled with many good ideas. Within a year, though, FASA would produce its own Star Trek roleplaying game and Heritage's version would become a forgotten relic of the early days of the hobby. John Sapienza follows up Crabaugh with an in-depth study of the Star Trek miniatures available from Citadel. 

Sapienza is the author of a second article, "Is It Magic? What Does It Do?" This is a D&D variant on how to handle the detect magic spell. As with many such variants, what Sapienza offers is more detail and complexity through the use of a series of random tables. I have mixed feelings about such variants. On the one hand, I recognize that some campaigns genuinely benefit from such elaboration; on the other hand, I've personally found the opposite to be the case. Henry J. Padilla's "Starfreighter Athena" presents a well-armed merchant vessel for use with Traveller, including a set of deckplans. Mart Connel's "Fast Towns" harnesses the idea of chronographs – graphic representations of how long it takes to travel between points on a map – to aid the referee in quickly generating towns for use in a fantasy roleplaying game. An interesting idea! Meanwhile, Patrick Amory's "How to Design Cities" looks to history and geography as a guide toward its titular purpose.

 "The Tale of the Jolly Soldier" by Ken Rolston is a lengthy, non-Gloranthan scenario for use with RuneQuest. Greg Stafford reviews the infamous Fantasy Wargaming under the title "Another Editorial Blunder." Its a lengthy – and brutal – review and deservedly so, I think. That said, Fantasy Wargaming remains one of those objectively awful RPGs with which I nevertheless retain a weird fascination and even fondness. The majority of this issue's other reviews are science fictional, most focused on Traveller, like Ordeal by Eshaar, High Passage, Simba Safari, and Action Aboard. It's a reminder of just how significant Traveller once was in the RPG world that so many products could be published to support it. 

Gigi D'Arn's column includes a report about the ongoing legal disputes between Metagaming's Howard Thompson and Steve Jackson. This is something of which I was not aware at the time, so I find these contemporary accounts intriguing. D'Arn also notes that, when the economy is bad, sales of games tend to rise, as people stop traveling and instead stay home to do things with close friends and family. Consequently, she predicts that 1982 will be a good year for the hobby. 

Given my science fictional predilections, I really enjoyed issue #18 of Different Worlds. Even so, I also think this is one of the best issues published to date, filled with plenty of good and useful articles. I hope it presages more to come.

Tuesday, June 1, 2021

Different Worlds: Issue #17

Issue #18 of Different Worlds (December 1981) begins with an interesting editorial by Tadashi Ehara. He discusses the need for "careful consideration" in choosing a roleplaying game system if one intends for it to become "a lifetime hobby." Ehara seems to be suggesting that a person might – or even must – choose a single system and then devote oneself fully to it. For that reason, he advocates choosing a system that is "lasting and worthwhile," providing "learning experiences that we can use constructively in our daily lives." I don't disagree in general, though I do find it odd that he doesn't consider the possibility of long-term devotion to multiple systems rather than a single "ultimate set of rules." 

The first article is a RuneQuest solo scenario by Sandy Petersen entitled "Ware Hall." Set in Glorantha, it's presented as a series of short boxed texts found at the bottom of most pages of the issue. The scenario itself is nothing special but I was impressed with its presentation, which is quite clever. Ronald Mark Pehr's "Speed in Melee" is a set of variant rules for Dungeons & Dragons focused on an alternative approach to initiative. I find it difficult to judge articles like this, as I've never cared much about these matters, preferring simpler, if "unrealistic," systems rather than more complex ones.

Paul Montgomery Crabaugh's "For Sale" provides three new fighter craft designs for use with GDW's Traveller. Greg Wilson's "Enuk Manamee" is a gateway cult for RuneQuest describing "the fire god of the tundra nomads." Ronald Mark Pehr appears again, this time offering "The Horseclans Player" for use with The Fantasy Trip. It's a short overview of how to set TFT in the universe of Robert Adams's Horseclans novels. As a fan of the source material, I was glad to see this article, even if it's much too brief. "The Log of the Lively Lady" by Gerald Seypura is an adventure for FGU's Skull & Crossbones – a RPG for which I've rarely ever seen articles published anywhere. 

"Questworld" is a lengthy article by Lynn Willis, Sandy Petersen, and Greg Stafford discussing the creation of a non-Gloranthan setting for use with RuneQuest. Ultimately, this setting would be published in the boxed set of the same name. I've long been intrigued by Questworld, which has long seemed to me to have been a path not taken for RQ. Most interesting to me is the article's mentioning of the fact that continents on Questworld had been set aside for Games Workshop and Judges Guild to use in producing their own adventures and support material. So far as I know, neither publisher ever did anything with Questworld, but then neither did Chaosium beyond the initial boxed set.

Robin Wood's "Conversions in Lead" is another lengthy article, this time discussing how to create non-standard miniatures by modifying existing ones. Like most topics pertaining to miniatures figures, I have a great interest in this one but absolutely no experience with it. Also notable is the article's inclusion of an Ahoggyá figure from the world of Tékumel, which is something you don't see very often. "Devious Magic" by Robert Plamondon is another D&D variant. Plamondon offers a number of new ways to use old spells and magic items in order to breathe new life in them. While I can't say I was blown away by any of his suggestions, I certainly approve of his intentions. 

John T. Sapienza also presents a D&D variant, entitled "Non-human Level Limits," which seeks an alternative approach to slowing the level advancement of demihuman characters. Sapienza's approach isn't what suggests – which is fine – but that he repeatedly notes that "the D&D rules are designed for human characters" and "humanity dominates among the intelligent races." It's a perspective that isn't much held nowadays, but I'm always pleased when I find further evidence that it was commonplace in the hobby prior to the 21st century. Issue #13 also reviews Champions, Assault on the Aerie of the Slave Lords, In the Dungeons of the Slave Lords, and Cults of Terror. 

Gigi D'Arn's column begins by noting that the sales of many RPG companies were poor in 1981 and that many would likely not survive long into 1982. There's no specific support for these claims, however, so I can't speak to their truth. Then there's this story:

Lou Zocchi's ventriloquist dummy, Woody Knotts, was once quite well known in the hobby, so I found this tidbit fascinating. Gigi likewise mentions rumors of a gaming magazine from FGU, Rona Jaffe's upcoming novel, Steve Jackson writing a supplement for Dragonquest, and the first two volumes of the Armies of Tékumel series. 

My exploration of Different Worlds continues. It's an odd magazine, as I've said: when it's good, it's very, very good, but much of the time it's fairly mediocre, or at least of much less interest to me than any random issue of Dragon or White Dwarf. That might say more about me and my tastes than it does about Different Worlds, of course, but there it is.

Tuesday, May 25, 2021

Different Worlds: Issue #16

Issue #16 of Different Worlds (November 1981) begins with an editorial by Tadashi Ehara regarding the identity of Gigi D'Arn. Ehara excerpts a few letters he received on this topic – "Gary Gygax in drag!," "John Sapienza on drugs." – before he assures readers that Gigi is, in fact, a "real person." He then offers snippets of information about her, such as the fact that she lives in southern California and writes articles for her local newspaper (e.g. "Save the Fruit Fly Movement!"). I'm honestly not sure how to take this, but it seems quite likely that the whole thing is a big joke. So far as I know Gigi's true identity has never been revealed, which is why I suspect she's not, despite Ehara's claims, a real person.

The issue proper begins with "Different Views," the letters column, which, in past issues, had been located toward the back. Immediately afterward is Robert Plamondon's "Hand-Held Thermonuclear Devices," a strange, short article about thermonuclear hand grenades. There are no game stats and it's quite clear that whole thing is not meant to be taken seriously. Ken Rolston follows up last issue's treatment of "Tournament Role-Playing" with a second part focused on the practicalities of refereeing scenarios at conventions – preparation, sequence of play, game aids, etc. It's a solid article filled with helpful advice, though its appeal is limited only to those who run (or plan to) tournament-style adventures.

"Mythological Monsters for The Fantasy Trip" by Ronald Mark Pehr provides write-ups for six monsters for use with TFT derived from Greek mythology. "The Cult of Indlas Somer" by Angus MacDonald is a 9-page long parody article, offering up a new cult for use with RuneQuest. As its name suggests, the cult is filled with references to beach bums and surfers. It's well done and amusing, though I have to wonder about the wisdom of publishing such a lengthy spoof article. "Illusion Magic" by David F. Nalle is a seemingly system-neutral article that delves into quantifying various aspects of illusions, like sensory impact, volume, and duration, though to what end I'm not entirely sure. 

"Training the Novice GM" by Howard Mahler is a short article offering advice to neophyte referees on handling NPCs during combat. John T. Sapienza reviews the "Dungeon Adventurers" and "Space Marines" miniatures produced by Asgard Miniatures, complete with photographs. I really like these articles, if only from the nostalgia point of view: seeing all these old figures really brings back memories. Several AD&D modules modules are also reviewed, including Secret of the Slavers Stockade, The Secret of Bone Hill, and Dwellers of the Forbidden City. They're all reviewed mostly positively, albeit with caveats in all cases. Gamescience's Star Patrol, on the other hand, does not get off so lightly, which is described as "flawed" and "incomplete." Gigi's column this month contains little of lasting interest, alas.

I continue to find reading Different Worlds frustrating. The quality and consistency from issue to issue is all over the map. Many are truly excellent, surpassing what I saw in the pages of Dragon or White Dwarf, while others are either mediocre or bafflingly opaque in their focus. Compared to other RPG magazines with which I have greater familiarity, DW seems much more "experimental," for good and for ill. Being a man of rather staid tastes, this doesn't always sit well with me. Still, I do feel like I'm acquiring greater insights into the history of the hobby outside the East Coast and Midwest, which is useful, even if I don't always like – or understand – the products of the West Coast.

Tuesday, May 18, 2021

Different Worlds: Issue #15

Issue #15 of Different Worlds (October 1981) features a cover by Rick Becker, who had previously done the covers for issues #6 and #10, as well as The Gateway Bestiary. Paul Montgomery Crabaugh's "More Citizens" kicks things off by presenting six new professions for use with GDW's Traveller: cavalry, artillery, technician, engineer, reporter, and civilian, along with three new skills. In my youth, when I was playing Traveller regularly, I used to adore articles like this, so reading this one was a nice blast of nostalgia for me.

"Tournament Role-Playing" by Ken Rolston is a lengthy, 10-page piece that covers a great many topics relating to the refereeing a adventure scenarios at gaming conventions. The topics range from styles of play to the creation of characters to judging players. He provides a lengthy example of a RuneQuest scenario he has designed that nicely demonstrates the principles he puts forward. Of particular interest to me was his assertion that one's "best bet" is "basing your tournament scenarios in the campaign you are currently running." As someone who's long felt that too many game writers aren't even playing the games for which they are writing, I couldn't agree more.

"Calandra and Aurelion" by Charles Huber is a Gloranthan cult for use with RuneQuest. Even though I don't play RQ regularly, I nevertheless enjoy these cult write-ups. Religion is a topic that's near and dear to me; I find its treatment in most fiction (including RPGs) to be laughably simplistic. RuneQuest makes a much better effort to take religion seriously and many of these cult articles demonstrate that quite well. David F. Nalle's "Favorites of the Gods" is another article treating religion, specifically the ability of characters to gain the favor of deities through sacrifices and quests. Nalle's treatment is simple and mechanical in its approach, but I nevertheless appreciate his attempt to grapple with the topic of divine intervention.

"A Modest Proposal for The Fantasy Trip" by David R. Dunham is a short article suggesting the splitting of the game's attribute scores into related pairs to deal with both the over-importance of certain attributes and the "unrealistic" nature of combing, say, one's physical strength and endurance into one score. This is a long-standing complaint about not just TFT but also its descendant GURPS. "Man Bites Dog" is Ken St. Andre's rather peculiar article that's ostensibly about "role-playing in the future." Instead of a prognostication of how the then-new technology of computers might change the face of the hobby, St. Andre instead offers a half-serious, half-parodic account of what roleplaying might be like in a post-apocalyptic world when only the aged remember "the good old days back in the 1980s." 

Lewis Pulsipher's "Making Life Hard for Magic-Users" is another entry in the ancient genre of "cutting magic-users down to size," the belief that magic-users in Dungeons & Dragons are too powerful compared to other character classes. To correct this supposed imbalance, Pulsipher offers numerous possible fixes, such as spell points, spell failure, spell interruption, and more. I appreciate the range of options he suggests, even if I've never been of the opinion that magic-users needed fixing to make them less potent and flexible.

This issue's reviews are lengthy and mostly critical of the products reviewed, starting with SPI's Universe. Actually, the review of Universe is quite measured and fair. The review of Aftermath is similarly fair, but notes that the complexity of the rules militates against wading through its rules to get to the genuinely good material in the game. The poor Fiend Folio gets the most abuse, such as the following passage that mocks the monsters contained therein.

Harsh but not wholly incorrect.

Gigi D'Arn's column is shorter, owing to the fact that it's now monthly, a fact Gigi draws attention to at the start of her piece. Nevertheless, there are a few notable tidbits, such as further rumors about the insolvency of SPI and that Chaosium is working on a King Arthur RPG (though it's rumored that Ken St. Andre is working on it with Greg Stafford). Gigi also says the following, which I found amusing.
Ouch! Equally amusing, I think, is that not everyone who read Different Worlds liked Gigi's column, as this letter to the editor makes clear.
I guess there's no accounting for taste.

Tuesday, May 11, 2021

Different Worlds: Issue #14

Issue #14 of Different Worlds (September 1981) opens with "Judges Guild and D&D" by Patrick Amory. This is an unusual article, in that it offers an overview of all the Judges Guild D&D/AD&D products, with an eye toward drawing attention to the best ones. This is necessary, in the opinion of the author, because "the Guild has always sacrificed quality for quantity." He hopes to save the reader the need "to wade through masses of rubbish, poor art, and typoes [sic]" before finding a genuinely useful product. That's harsh but fair. The full article is five pages long and singles out those Amory considers especially worth, such as City-State of the Invincible Overlord, City-State of the World Emperor, Tegel Manor, Caverns of Thracia, and First Fantasy Campaign, among a few others. 

"Character Personality Profile" by Mark Lukens presents a system for rating the personality, attitudes, and interests of a character, whether player or non-player. The system is usable with multiple RPGs, since Lukens provides multiple rating scales (2d6, 3d6, d20, d100). The system reminds me a bit of the opposed personality traits system presented in Pendragon, albeit in a less developed form. It's not bad for what it is and I imagine many referees would find some utility in it.

Richard L. Snider offers a preview to the second edition of Adventures in Fantasy. The article is mostly interesting as a historical curiosity, since, unless I am mistaken, this second edition was never published. "Painting Miniature Figures" by Robin Wood is a lengthy but fascinating article, complete with photographs, about the process of painting figurines for use with roleplaying games. Lewis Pulsipher's "Taverns and Inns" provides a system for randomly rolling up drinking establishments – everything from their size to proprietors to patrons. "Familiars" by David F. Nalle provides a handful of short tables for generating familiars, including unique ones. 

"Plausible Geography for Role-Playing Games" by George Hersh is a surprisingly short article, consisting mostly of a recommendation to acquire copies of United States Geological Survey topographical maps to use as the basis for adventure maps. "Come, Clash with the Titans" by Larry DiTillio provides AD&D and RuneQuest stats for the monsters and opponents from the 1981 movie, Clash of the Titans, along with magic items and scenarios employing them. The issue also includes reviews of the Traveller double adventure Argon Gambit/Death Station and Grimtooth's Traps. 

Gigi D'Arn's gossip column includes quite a few tidbits this issue, starting with rumors that "SPI is losing money rapidly," which is why it is trimming its staff. Gigi also mentions Avalon Hill and Heritage had supposedly made bids on the company. There's also this story:

This is a reference to the module, Palace of the Silver Princess, about which Jean Wells talked a bit in my interview with her some years ago. I find this fascinating, since, at the time, I had absolutely no idea there was any controversy regarding the module. It was only sometime this century that I became aware of and I still sometimes can't believe it actually happened.

Issue #14 is an improvement, in my opinion, over issue #13. There's a great deal more immediately useful gaming material and not a single "theory" article, which is a welcome change. It's worth mentioning that editor Tadashi Ehara began the issue asking readers to send him letters indicating what games they play and which articles they have found most enjoyable. This suggests that Ehara was well aware of the need to better balance in the magazine's content. It will be interesting to see how things unfold in the next few issues.

Tuesday, May 4, 2021

Different Worlds: Issue #13

Issue #13 of Different Worlds (August 1981) opens with an article entitled "The Land of Faerie" by Scott R. Turner. It's an odd piece, in that it contains no game statistics whatsoever. Instead, it's an overview of a variety of  myths and legends about fairies – mostly from the British Isles – strung together as a semi-coherent whole. There's even a bestiary of sorts, which provides brief descriptions of many fairy creatures. Articles like these baffle me somewhat. They're usually too short to present information that most players of fantasy RPGs don't already know. Likewise, the lack of game-specific information limits their utility.

Strangely enough, Iain Delaney's "The Travellers' Aid Society" follows a similar pattern, being both very short and almost entirely lacking in game statistics. Rather, what Delaney offers is a limited and particular interpretation of the iconic organization from GDW's Traveller game. Even more so than "The Land of Faerie," it's too short to present anything a Traveller fan didn't already know, as well as lacking in game rules that might otherwise make it useful.

 The oddly titled "Role-Playing in the Land of Xanth" by Leonard Kanterman is, for the most part, a book review of first three volumes of Piers Anthony's series of fantasy novels. The review also provides cursory suggestions on how to use Xanth as a setting for a RPG campaign. At the risk of repeating myself, I found the article mostly useless, owing to its short length and lack of game rules. but I suppose it's possible that it might serve as an introduction to the setting to the uninitiated (assuming one considers that a good thing).

Jane Woodward's "The Cult of Erlin the Harper" is a gateway cult for RuneQuest. It's a very welcome counterpoint to the previous three articles, in that it contains a great deal of game-specific information that's useful even in RQ campaigns set on Glorantha. There are not only new music-based rune spells but also details of musical instruments and how they can used in the game. Steven Marsh's "Samurai Swords" follows a similar path, offering lots of details on the schools of Japanese sword-making and the weapons they made. Rather than simply being historical in nature, the article also provides rules for each type of sword, including possible magical powers associated with the weapons. It's more detailed than I expect most people need, but I couldn't help but appreciate the detail nonetheless.

John T. Sapienza reviews "Samurai Figures," focusing on those available from Ral Partha, Archive, and Stan Johansen. The accompanying photographs are quite nice. Lee Gold's Land of the Rising Sun and Dave Hargrave's Arduin Adventure are both reviewed positively, though with a few caveats in the case of the Arduin Adventure. Larry DiTillio's "Sword of Hollywood" looks at two movies, one I've heard of and one I have not. The first is Dragonslayer, which DiTillio liked a great deal. The second is The Archer: Fugitive from the Empire, which he also liked – indeed, he liked it well enough that he wants it to become a weekly television series. Gigi D'Arn's column talks a fair bit about a supposed scramble by various publishers to secure the righs to Conan the Barbarian-related game products, as well as hints of trouble at SPI. 

All in all, issue #13 is something of a disappointment to me. My guess is that the shift from bimonthly to monthly left Chaosium with less quality material to choose from for each issue and it shows. I hope that, as 1981 wears on, things will improve.

Monday, April 26, 2021

Defend Yourself Against Boredom

The Dungeon Hobby Shop is rightly celebrated for the original art that graced its catalogs, mailer envelopes, and advertisements. Here's another example of it from an advertisement that appeared in issues of Different Worlds magazine. I don't know the artist, but I like the style, which is very much in keeping with the esthetics of early Dungeons & Dragons – a Norman knight whose arms and armor are reasonably historical facing off against a fantastical monster. 

Different Worlds: Issue #12

Issue #12 of Different Worlds (July 1981) is the first monthly issue of the magazine, all previous ones being bimonthly. It also features cover art by William Church, whom I will always associate with RuneQuest and the wonderfully evocative map of Prax that appeared in the game's rulebook. 

"Meaningful Names for Characters" by Jane Woodward is the issue's first article and it's a big one – eight pages – consisting largely of lists of names and name elements from a variety of languages, both real (Old English and Welsh) and imaginary (Quenya and the Black Speech). The idea behind that article is to encourage players to come up with better names for their characters than "bad puns or meaningless constructs." I'm deeply sympathetic to this perspective; I think character names are important. At the same time, I prefer names to be rooted in a game's setting rather than by recourse to whatever language catches one's fancy, regardless of how appropriate it is (and it's never appropriate, in my opinion, to use Tolkien's languages, unless one is actually playing in Middle-earth).

"The Full Circle" by Robert Lynn Asprin is a preview of the upcoming Thieves' World RPG supplement, based on the anthology series of the same name. Asprin talks not just about the supplement itself but the ways that his experiences as a referee and player affected his decisions in putting together the anthologies. The article's title is thus a reference to the way that roleplaying games were influenced by literature, only for literature, in turn, to be influenced by RPGs. Though brief, Asprin provides some fascinating insight into these matters and I was glad to have read what he had to say. "Bersekers" by Laurence J.P. Gillespie is an overview of Norse berserkers from the perspectives of history and myth, with a few suggestions on how to use them in roleplaying games. 

John T. Sapienza reviews several new sets of Zargonian paper miniatures from Bearhug Enterprises. As in his review of earlier releases in this series, Sapienza thinks highly of these miniatures. The issue also includes many other, generally shorter reviews, most notably those of The Isle of Dread (for D&D), Plunder and Rune Masters (for RQ), Thieves' Guild, and the D&D Basic and Expert sets. All these reviews are positive, though, perhaps unsurprisingly, the review of the Basic and Expert sets include a number of cavils about Dungeons & Dragons and its approach to both rules and presentation, even though D&D clearly appeals "to a lot of happy adventure gamers." 

Larry DiTillio's "The Sword of Hollywood" column continues, focusing this time on the still-untitled second Star Trek movie, Clash of the Titans, Dragonslayer, and Conan the Barbarian. There's also mention of multiple fantasy films supposedly in the works, almost all of which DiTillio believes will never see the light of day. His instincts were indeed correct, as the only one that seems to have seen the light of day was The Beastmaster, unless "The Dragons of Krull" was a working title of 1983's Krull. 

Gigi D'Arn makes another appearance, providing some interesting gossip, chief among them being that TSR was rumored to have laid off "a dozen or so employees for 'bad attitude.'" This is no rumor but fact: starting in April 1981, TSR fired Paul Reiche, Evan Robinson, Bill Willingham, Jeff Dee, Kevin Hendryx, and others. There's mention, too, that Dave Arneson "settled (happily)" with TSR and that Greg Costikyan "hasn't been heard from in a while," followed by an appeal to "people who know his whereabouts" to contact the Game Designers' Guild. I have no idea what this might have been about. Gigi also references a "Troll Ball" game from Greg Stafford, which will have miniatures sculpted by Steve Lortz. I assume this never came to pass and that the rules were later incorporated into Trollpak.

Issue #12 is unusual in that, although it's the same length as previous issues (48 pages), it feels shorter. I suspect that has to do with the fewer articles in this issue and the presence of huge numbers of advertisements. Now, I actually like seeing these ads, since they're a terrific way to remind oneself of the state of the hobby in 1981, but, in terms of actual gaming content, this issue seems a slight downgrade to past ones. Here's hoping future issues will see a return to previous form.

Thursday, April 22, 2021

How to Make a Lightbulb Again

Mark A. Swanson was a science fiction and fantasy fan who was very active in the 1970s. He was a member of the Los Angeles Science Fantasy Society (LASFS) and contributed to its weekly amateur press association known as APA-L. Swanson also contributed to The Lords of Chaos, Alarums & Excursions, and Different Worlds, as well as editing The Wild Hunt, a very early and important APA 'zine. 

In APA-L #493 (October 24, 1974), Swanson included a report, entitled "And Swanson Offers to Show Edison How to Make a Lightbulb Again." The report details his experience playing "a new game" called Dungeons & Dragons. He begins:

I have been hooked again, this time by a new game. The game is played basicly [sic] with paper, pencils, and a reeling mind (together with buckets of dice). It is DUNGEONS & DRAGONS (which someone probably introduced the LASFS to last meeting, but I'll risk it. Omelots [sic] anyone?)

I'm always fascinated about early descriptions of D&D. Swanson mentions paper and pencils – both of which are included in OD&D's subtitle –  but he also mentions "buckets of dice" (note: he doesn't comment on their being oddly-shaped) and "a reeling mind." There's no mention of miniature figures, which I think is significant. Swanson continues:

In the advanced version of the game, the players took the roles of various exploring/looting parties trying to return from a gamemaster desighned [sic] castle's dungeon with treasure. The gamemaster has a map, the player's [sic] don't. The treasures are guarded by appropriate monsters (gnomes, green slime, orcs, dragons, evil wizards, zombies, giants, etc.) The deeper you go, the nastier the monsters and the bigger the treasures. As you win encounters, you gain experience, which makes you a better fighter, able to go lower. It is played as a campaign game (there are some which are over a year old) with each person performing many quests. If you are killed, you get reincarnated, with a smaller initial stake. 

If you're curious what Swanson means by "the advanced version of the game," he elaborates a bit on this in the coming paragraph. Of note is his statement that D&D "is played as a campaign game" and his allusion to what I can only assume are the Blackmoor and Greyhawk campaigns. I've been beating the drum about the importance of campaigns to understanding how Gygax and Arneson imagined D&D being played for a long time, so it's good to see that perspective vindicated in such an early report of playing the game. Also of note is Swanson's use of the term "gamemaster, which is nowhere to found in the little brown books of OD&D.

The basic (early) game involves wandering through a wilderness on quest, looking for experience and treasure. It mostly involves luck and its proper use. In the basic version, the gamemaster rolls dice to determine what you meet. The basic game also has a shockingly high mortality rate, as might be expected in place where you and your trusty henchmen (40 first life, 35 2nd incarnation, etc) keep encountering such things as evil high priests, 300 bandits, or four balrogs, mere veterans, which is what you start as, have small chance.

From this section, it becomes clear that Swanson uses the terms "basic" and "advanced" as synonyms for "early" and "late," with the former referring to the initial trek through the wilderness to reach the dungeon's location and the latter being the exploration of the dungeon itself. It's certainly an idiosyncratic usage, but, at this early date, most usages will necessarily be unique. His comments about the game's mortality rate tracks with most other early reports of the game I've read, though the references to "first life" and "2nd incarnation," particularly when paired with the comments about getting reincarnated above, implies that such magic was commonplace in this campaign.

On the other hand, in the campaign I'll be continuing Saturaday [sic], I'm about to adventure in company with a friend who, deserted by all but 4 men and the persona of an abscent [sic] second friend, subdued two dragons, got them to market, and is now filthy rich and a second level cleric. The persona was killed by the dragons. Since he has only four men, he's financing a bunch of others while recruits.

Once again, Swanson mentions henchmen, which were a vital feature of D&D even as late as my own introduction to the hobby five years later. I'm amused by the fact the "persona of an abscent [sic] friend" was apparently killed by the dragons. I recall many a game in my youth where similar things happened: "Sorry I couldn't make last session; I had baseball practice. What happened?" "We defeated a dragon and got lots of treasure. And, uh, your character died. Sorry."

Your characteristics (Strength, Intelligence, Wisdom, Endurance, Dexterity and Charisma) are determined by rolling dice on first entrance into the game, after which you can choose the profession fighter, magician or cleric and begin. However, there are three booklets of rules, and I will not try to repeat them here. Very good game, at least as much for the gamemaster as for the players. 

I'm struck by the observation that D&D is a "very good game, at least as much for the gamemaster as for the players." That's certainly been my experience of the years, but I think it's noteworthy that this seems to have been recognized so early.

Thanks to Victor Raymond for providing me with this early account of playing Dungeons & Dragons.

Tuesday, April 20, 2021

Stackpole on DragonQuest

 In Issue #11 of Different Worlds, there's a lengthy review of SPI's fantasy roleplaying game, DragonQuest by game designer Michael Stackpole. Overall, the review is negative, though Stackpole concedes that the game was "designed with good intentions"  and contains "several good and innovative ideas … obscured by the clumsy methods used in implementing them." He concludes his review with the following:

Ouch!

Different Worlds: Issue #11

Issue #11 of Different Worlds (February/March 1981) is an interesting issue to me, because its content continues to differentiate the magazine from its contemporaries, like Dragon or White Dwarf. For whatever reason, Different Worlds published a significant number of "theoretical" articles about roleplaying, which is to say, articles about roleplaying rather than simply articles providing additions and options to existing games. If I had to guess, I imagine this reflects the local culture out of which Chaosium and, by extension, Different Worlds, grew. I've noted on a couple of occasions that California, like the Midwest and the East Coast, was distinctive in its approach to RPGs, so I suppose it shouldn't be surprising to see this distinction reflected in its periodicals. 

The issue begins with "Running Low Level Dungeons" by Robert Plamondon, which offers some advice to referees on the necessity of taking beginner dungeons seriously, as a means of "hooking" people into the hobby. Plamondon's concerns are twofold. First, he feels strongly that even low-level dungeons should be every bit as interesting as high-level one. Second, he feels equally strongly that low-level dungeons should be accommodating to the inexperience of new players and thus not "killer" in their approach. Mind you, Plamondon seems generally opposed to dungeons designed to kill characters, seeing this as somehow antithetical to the purpose of RPGs. 

"A Change of Hobbit" by Ronald Mark Pehr is an odd piece. It's a critique of D&D's portrayal of hobbits (halflings) on the basis that it differs from they way Tolkien portrayed them in The Hobbit and The Lord of the Rings. Beyond that, Pehr's main complaint is that D&D pigeon holes halflings as thieves and doesn't acknowledge their skills as warriors. These are fair points, if being true to Tolkien, is one's goal, but I'm not sure that was ever the point of including halflings in the game. (I resolve the matter by dispensing with halflings entirely.) Part two of "Gems & Magic" by Steve Marsh and Margaret R. Gemignani is also here, completing what began last issue. I'm a big fan of "natural" magic items like this, so the article was most welcome to me.

"A New Computer System for Traveller" by Martin Connell is an attempt – in 1981, I remind you – to offer new rules for computers to make it "truly representative of the far future." More amusingly, Connell notes that his rules are based on his experiences with an "IBM 360, and IBM 3033, a PRIME, and several hobby computers." He also consulted with "several friends who are computer science majors." I don't mean to mock Connell, whose larger point about how outdated Traveller's computer rules have always been is sound, but only to point out that, when it comes to technology, predicting the future is not always easy. Personally, I've generally found Traveller's somewhat retro approach to computers less problematic than trying to import the moving target of "realistic" far future computer rules into the game.

"The Fourfold Way of FRP" by Jeffrey A. Johnson is a follow-up of sorts to the articles by Glen Blacow and Lewis Pulsipher in issue #10. It's another stab at trying to describe types of gamers and approaches to roleplaying. Johnson offers a diagram consisting of two axes, one relating to personal goals (power gaming vs storytelling) and realism (pure fantasy vs simulation). Honestly, this isn't a bad approach, though, as with most such articles, I marvel at gamers' desire to try and codify everything into neat categories (I am as guilty of this as anyone).

There is a huge collection of lengthy reviews in this issue, starting with a positive one for Azhanti High Lightning. Also covered are Tunnels & Trolls (also positively) and DragonQuest and several smaller adventure publications of which I've (mostly) never heard. What stands out about these reviews is how lengthy they are, something I appreciated, since, if nothing else, they afforded the reviewer to explain his own perspective in detail. This is particularly useful in the case of case of the T&T review (by Ken Rolston) and the DQ review (by Michael Stackpole), since there are multiple points where their own opinions differed with my own. Even more interesting is that the review of DragonQuest was followed by a rebuttal of sorts by the designer, Eric Goldberg. Good stuff!

John T. Sapienza reviews Beasts of Antares and several other novels in the saga of Dray Prescot. Sapienza also provides D&D game statistics for some of the magical items and monsters that appear in the series. "The Cult of Kali" is a "gateway" cult for RuneQuest by Greg Costikyan. Meanwhile, "The Sword of Hollywood" by Larry DiTillio is a new column about fantasy and science fiction movies, this time focusing rumors of the D&D movie, a new Star Trek TV series, and pre-production of the third Star Wars movie, Revenge of the Jedi. 

Lewis Pulsipher's "Personalities of Role-Playing Gamers" presents fifteen types of roleplayers, ranging from "The Barbarian," who always plays fighters and likes combat, to "The Puppet," who does what other people tell him to do, and "The Entrepreneur," who's always looking for ways to make money in an adventure. It's a fine, if limited list, but, much like Johnson's article earlier in this issue, I'm not quite sure the point of all these attempts at codifying the hobby and its players. Ending the issue is another column by Gigi D'Arn, which sadly doesn't contain any remarkable bits of gossip worth mentioning here. Oh, well.

Tuesday, April 13, 2021

"Pulsipher's Sanctimonious Pile of Crap"

In my posts about each issue of Different Worlds, I generally pass over commenting upon the letters pages. Most of the letters aren't all that interesting in their own right and even the interesting ones are frequently very "inside baseball" in terms of the content. However, there will certainly be occasions when a letter catches my eye and I think it worthy of mentioning. Issue #10, for example, includes this brief letter:

The article that so enraged Ken St. Andre appeared in issue #8. Its author, Lewis Pulsipher, discussed various refereeing styles, one of which he called "silly" and of which he considered Tunnels & Trolls to be an exemplar. 

The degree to which T&T actually is a silly game has long been a matter of debate. I've written previously about my own feelings on the subject. While I readily concede that there's perhaps more nuance here than many, including Pulsipher, might admit, I also think T&T is itself to blame for this common perception. From the beginning, Tunnels & Trolls has presented itself in a more lighthearted way than, say, D&D or RuneQuest. Its spell names, for example, are notorious for their humor, if that's the word, and have no doubt contributed greatly to how outsiders perceive it. I've often wondered if T&T's reputation might have been different had it had a more conventional list of spell names.

Different Worlds: Issue #10

Issue #10 of Different Worlds (October/November 1980) features a cover by Rick Becker. Tadashi Ehara's editorial discusses the increased scrutiny roleplaying games were receiving in the media at the time, some of it quite sensationalistic and negative. Interestingly, Ehara's chief concern is not that others will believe the worst about the hobby and its participants but that roleplayers themselves might come to believe them. It's an odd perspective to me, but, as I've said in the past, I never encountered any significant negativity to my involvement in roleplaying games, so perhaps my perspective is skewed. 

The issue proper begins with Larry DiTillio's "You Gotta Be Fiendish," a collection of six "rules" to aid the referee in "bedazzl[ing] the hell out of his or her players." As is so often the case with articles like this, it's good for what it is, but I doubt anyone who's been playing for more than a couple of years will find it all that insightful. Referee's advice articles tend not to age well and this one is no different, even though DiTillio's advice – for example, "Think before you build" or "Delayed action pays off" – is just fine.

"Traveller Mutations" by Iain Delaney offers up some brief rules for adding mutant abilities to Traveller. Leaving aside the possible inappropriateness of such abilities in a relative grounded SF RPG like Traveller, the article is decent and could prove useful to referees simply looking to model certain common superheroic powers. "Dungeon of Pelius Mright" by Ken Rolston is a simple "adventure for novices," intended to be used as a brief (90 minute) D&D scenario accessible to people with no prior knowledge of roleplaying games. While the adventure itself is very basic, I enjoyed Rolston's commentary, in which he talks about his experiences initiating newcomers into the hobby and how those experiences influenced his choices in designing this "quicky" adventure.

John McEwan's "Fantasy Gaming and Scale" is two-page article in which the author talks about the various scales used for miniature figures, terrain, buildings, models, and so on and provides a chart to aid gamers in choosing pieces that are properly scaled to the others in their possession. Though not a big user of miniatures myself, I found it an interesting, potentially useful little article. "The Usefulness of FRP Games" by Steven Horst is an odd "theory" article of the type that Different Worlds seemed to publish often in its early days. Horst discusses all sorts of potential benefits to playing RPGs, particularly when it comes to enabling one to view the world from a different perspective or to experience things one might otherwise not have the opportunity to do. I have no objection to such benefits, of course, but, for me, RPGs are more about the fun of exercising my creativity with others. They're an entertainment, first and foremost.

"Another Look at RuneQuest Movement" by Morgan O. Woodward III is a set of variant rules and guidelines for adjudicating movement during combat. Being something of a novice when it comes to RQ's combat rules, I must confess I have little ability to judge how useful Woodward's variant might be. Kathryn E. Shapero's "Gem Types and Values" provides a d1000 table for gems, with each entry including a description, usual cut, usual mass in carats, and value. John T. Sapienza's "Metal Marvels" installment this issue focuses on Grenadier's wizards and halflings figures and Dragontooth's "personalities" line. Articles like this are fun to read, because they include lots of photos of old school minis that really take me back to my earliest days in the hobby.

"Aspects of Gaming Culture" by Glenn F. Blacow is another "theory" article, this time focusing on what he considers the four main "emphases" of those who get involved in the hobby, namely power gaming, role-playing, wargaming, and story telling. This is an early example of the now-common discussion of different gaming "styles" and how best to satisfy players of each one. I have no specific objection to articles of this type and can see how they might be helpful to some referees. However, like other referee advice articles, they're less useful to referees with any experience and a little limited in their focus. 

Anders Swenson reviews The Temple of Athena, a scenario book by Kenneth Richert and published by Dimension Six. He didn't think much of the adventure, which considered poorly written and conceived, with numerous errors and sources of confusion. Gigi D'Arn's gossip column is sadly lacking in the kinds of juicy tidbits I'd come to expect from it. That's understandable, I suppose; there are bound to be "slow" issues when there aren't as many rumors to report and this seems to have been one of them. Maybe next month!