Tuesday, September 24, 2024
The Articles of Dragon: "Robots – Mechanical Sidekicks for Traveller Players"
Friday, August 23, 2024
Lament for a Lost Age
Tuesday, July 16, 2024
The Articles of Dragon: "Singing a New Tune"
Issue #56 (December 1981), with its memorable Phil Foglio cover, was among the issues in that collection and is thus the first Dragon magazine I ever read. It's not a great issue, at least in comparison to many of those that followed, but it has two articles in it that I remember quite vividly, the first of which I decided would be the first entry in this new series, whose purpose, after all, is to use old Dragon articles as an occasion to share memories of my early days in the hobby.
Written by Jeff Goelz, "Singing a New Tune" offers up "a different bard, not quite so hard" for use with Advanced Dungeons & Dragons. AD&D's bard, as presented in the Players Handbook, is a bizarre and unprecedented multi-class/split class thing. A prospective bard begins play as a fighter. Then, after achieving a level between 5 and 7, he takes up thievery. He then abandons the thief class sometime between 5th and 9th level and becomes a bard proper. Why Gygax opted for this scheme is unclear, since Doug Schwegman's original bard class from Strategic Review, Vol. 2, issue 1 (September 1976) is a straightforward class without multiclassing. So different is this class than any other in the game that it's stuck in an appendix at the end of the PHB.
In his article, Goelz proposes to return bards to something closer to what was seen in the Strategic Review, albeit with numerous tweaks of his own. He begins with an amusing exchange between a DM and two half-orc NPCs, in which they discuss bards.
Monday, July 15, 2024
A (Very) Brief Pictorial History of Halflings
For today's look at the art of TSR era Dungeons & Dragons, I've decided to step away from monsters and instead focus on something a little different: halflings. Halflings, as everyone knows, originate in the works of J.R.R. Tolkien and have little or no antecedents in real world myth or legend. Despite Gary Gygax's well-known dislike of The Lord of the Rings, he was, however, a fan of The Hobbit, which introduced halflings – or, rather, hobbits – to the world. Both books were very popular among fantasy aficionados during the early 1970s, when D&D was born, so it's not at all surprising that Tolkien's diminutive creations should find their way into the game (along with several of his monsters). Of course, this usage was completely unauthorized and legally dubious. Saul Zaentz's Middle-earth Enterprises threatened legal actions against TSR for its usage of "hobbit" (and "ent" and "Nazgûl," I believe) in OD&D. Subsequent printings of the game, such as the one I own, changed "hobbit" to "halfling" and that term then became the common one in Dungeons & Dragons.
There are no clearly identified illustrations of halflings in OD&D. However, there is this piece of Greg Bell artwork that I think is supposed to be a halfling:
Tuesday, December 19, 2023
Polyhedron: Issue #15
Could the cover of issue #15 of Polyhedron (December 1983) by Keith Parkinson be any more 1980s if it tried? Like most recent issues, the illustration depicts a character from the "Encounters" feature, in this case an 8th-level Dungeons & Dragons fighter named Edrie Solo. Edrie is the player character of Randy Solo (no relation), who was the second-place winner of the RPGA membership drive announced all the way back in issue #3. His prize included an illustration of his character by his favorite artist (Parkinson), as well as a brief scenario involving her, written by James M. Ward. My teenage self thought that was a pretty cool prize – and it is.
The issue marks the department of Kim Eastland as publisher of Polyhedron, a role he took over from Frank Mentzer about a year and a half prior. Eastland is, for me anyway, one of the more mysterious members of TSR's staff. I remember his name, but, until I started re-reading Polyhedron, I don't think I could have told you what he did at the company. Looking back over his credits, he wrote or contributed to a number of modules for TSR RPGs throughout the '80s, though, as I said, until I made the effort, I don't think I could have recalled any of them. That probably says more about my aging memory than it does about him.
Issue #15 also marks the end of the RPGA catalog as part of Polyhedron. Apparently, like me, many readers felt that it took up too many pages that could have been more profitably used for gaming content. From this point on, all RPGA merchandise was sold exclusively through the Dungeon Hobby Shop in Wisconsin. I remember this shift, because I suddenly started receiving a copy of the DHS catalog in the mail a couple of times a year. I adored the catalog, because it included both gaming products I'd never heard of before and those I of which I had heard but never seen in the wild. I wish I still had my copies, because I suspect they'd be a treasure trove of information and nostalgia.
The letters page is mostly ephemera, but one letter and its response stood out:
Saturday, December 2, 2023
Philatelic News
Yesterday, several of you sent me a link to an announcement by the United States Postal Service that, in honor of the 50th anniversary of Dungeons & Dragons next year, ten new stamps featuring D&D artwork will be released.
Tuesday, November 28, 2023
Polyhedron: Issue #12
GWQ: The GAMMA WORLD game system is so deadly, my players complain that their characters get killed off almost before they have rolled them up! What can I do to help them last long?GWA: If your characters are constantly dying, they're probably not being very careful. The game was designed to test the intelligence and role-playing skill of everyone who tries their hand.
Ward does go on to offer some genuinely useful advice about how to moderate the game's deadliness for beginners, but I can't help but chuckle at his initial response.
"Basically Speaking" by Jon Pickens takes a look at mass combat in Dungeons & Dragons. It's a topic of long-term interest to me, but, unfortunately Pickens doesn't provide much in the way of concrete guidance on how to integrate large battles into D&D beyond "read some Tony Bath." Good advice, certainly; I guess I'd hoped for more. "Knight Hawks: A New Dimension" by Doug Niles is an overview of the Knight Hawks boxed starship rules set for Star Frontiers. It's mostly a bit of advertising dressed up as an article, alas.
Part III of Frank Mentzer's "Mapping From Square One" continues its focus on how to describe dungeon rooms to players engaged in mapping. It's good stuff and I appreciate the effort Mentzer put into this, even as I realize that, by comparison, my own maps have always been rather straightforward. Mentzer, meanwhile, favors rooms like this:
Tuesday, August 8, 2023
Polyhedron: Issue #4
Highlighted on the Letters page is a missive from Gary Gygax, in which he talks about his first meeting with James M. Ward. Mentzer follows this with the following comment: "See, folks, he really reads this stuff!" While I'm sure it was meant innocently enough, the comment strikes me as an example of the Cult of Gygax that TSR promoted sometimes promoted and to which fanboys like myself were often prone. With the benefit of hindsight, it also reminds me uncomfortably of the parasocial relationships with celebrities that contemporary social media tries to foster.
Mentzer's "Where I'm Coming From" is brief and focuses on new and upcoming features in Polyhedron, such as Jon Pickens's column for Basic D&D and Roger Raupp's "Nor" comic strip, both of which premier in this issue. There's a similarly brief piece announcing the winner of Grenadier's 1980–81 "Wizard's Gold" giveaway. The winner was a 14 year-old boy from Florida, which oddly pleased me. I remember the ads for "Wizard's Gold" in the pages of Dragon at the time but I can't say I ever gave much thought to who might have won. More than four decades later, now I do.
"RPGA Interview with 'Jake' Jaquet" is, as its title suggests, an interview – and a lengthy one at that – Gary "Jake" Jaquet, one of the forgotten employees of TSR Hobbies during the late '70s and early '80s. His name is well known to me because of his involvement in the creation of the first edition of Gamma World. He was also an important figure in the early days of Dragon, where he served in a variety of capacities, including Publisher. As with previous interviews in Polyhedron, this one is full of wonderful anecdotes and trivia about TSR and its products. I could – and probably should – devote an entire post to sharing some of these tidbits. For now, though, I'll share one of them, which feels strangely relevant in our present age.
Monday, February 21, 2022
Make Monsters, Not Monstrosities
Larry Elmore joined TSR as a staff artist in late 1981, after which his artwork became a staple of the company's many products, from Dungeons & Dragons to Gamma World and Star Frontiers, among many, many others. My own earliest memories of Elmore's distinctive style are from the pages of Dragon, such as this piece, which appeared in issue #59 (March 1982).
Monday, July 5, 2021
Elmore's Debut
Tuesday, May 11, 2021
Legendaria
The very first issue of Dragon I vividly remember buying was issue #62 (June 1982), in large part because of its spectacular cover painting by Larry Elmore. I read that issue cover to cover so many times that I must have committed a good portion of its contents to memory. I also clearly recall its many advertisements, one of which still fascinates me.
Monday, January 4, 2021
Join the Galactic Legions
TSR's Star Frontiers distinguishes itself for its excellent black and white art, thanks in no small part to the illustrations of Larry Elmore (whose technical brilliance, I've long argued, is a better fit for sci-fi than for fantasy). Yet, the ad reduces the prominence of Elmore's cover art and pairs a bland, generic illustration with cartoonish graphic design. In addition, the text of the advertisement says next to nothing about Star Frontiers itself or the game's setting (there are no "Galactic Legions," for example).
I presume the writer of the ad was attempting to riff off military recruitment posters of the era, which is a tried and true – if unimaginative – advertising technique. But, if you're going to go that route, why wouldn't you put Elmore's art front and center and use text that actually reflects the content of the game? As I said, I don't pretend to understand the ways of advertising. It's possible, I suppose, that there were very good reasons for producing the ad in this way, but, if so, I can't imagine what they would be.
Monday, December 28, 2020
Computer-Assisted Gaming
At the time this ad appeared, personal computers were pretty uncommon, at least among my friend group. A classmate of mine was an early adopter of PCs, having a TRS-80 on which we used to play a Star Trek (or perhaps Star Trek-inspired) game that I thought was the most amazing thing ever. Another friend, whose older brother was an early (albeit reluctant) gaming mentor and whose father was a wargamer, owned an Atari 800 (I believe; it's possible it was a 400). But I didn't have a computer of my own till I was in graduate school a decade later. Consequently, ads like these intrigued me mightily. The very idea that there were computer programs that might assist one in playing a roleplaying game was equal parts baffling and exhilarating and I tried to imagine how they might work.
Though I never did see Game Master, which, after a little digging online, I learned came in "basic" and "advanced" versions, I did eventually see a very good computer program produced for the Amiga in the early '90s. Called "Chargen," it was an exceptionally easy to use and functional character generation program for use with Second Edition AD&D. The program, as I recall, allowed the user to determine which rulebooks and supplements to use, in addition to providing the means to add one's own material. That was a huge bonus and one that made the program quite attractive to me at the time, since I had been elected referee of a Forgotten Realms campaign that had been running for several years prior to my arrival and had been heavily house-ruled during the course of its existence.
In the years since, I've made only intermittent use of computers in running or playing roleplaying games. I have a few programs that automate aspects of Traveller, for example, one of which – a character generator – I sometimes idly "play" to pass the time, but these days I mostly prefer to do things "by hand" and roll my own dice. Mind you, I don't play any games that would really require the use of computer assistance, which may well bias my feelings on the matter. At the same time, I pretty strongly feel that roleplaying games are an "analog" form of entertainment and that the introduction of computers and other forms of digital or electronic technology warps game play in various ways, some obvious, some subtle. I say this even as someone who has played in or refereed multiple long-running campaigns online, so I'm not speaking out of ignorance on the matter. It's a subject I find myself thinking about throughout 2020, since face-to-face gaming hasn't really been an option and likely won't be for some time to come.
Monday, September 28, 2020
Pinball Wizard
Saturday, July 21, 2012
French D&D Images
The original version of this from the 1981 edition is almost identical, right down to the numbers shown on most of the dice, so why bother commissioning a new piece?
Goofy though it is, I actually really like this illustration by Jim Holloway. There is a comparable illustration in the 1981 edition, but it depicts two people (one male, one female) imagining themselves as D&D characters, not one, and neither looks anything like this fellow, who seems a truer representative of the cohort of gamers entering the hobby via the Basic Rules.
This looks to be another Jim Holloway piece, depicting what I suspect are meant to be a thief, an elf, and a dwarf. It's wholly original and has no antecedent in the 1981 edition.
This is Larry Elmore's version of the famed alignment illustration from the 1981 book. I can't be certain, but I think it had previously appeared elsewhere, perhaps in an issue of Polyhedron, but my memory is faulty after three decades.
Here's another reworking, this time of Erol Otus's wizards arguing over who gets which magic items from their latest haul. While the entirety of this piece by Larry Elmore (so far as I can recall) never appeared anywhere, the female magic-user on the left makes several appearances in the 1983 Frank Mentzer-edited Basic Set.
There are many more illustrations in the French Basic Rules I can share if there's sufficient interest in seeing them. I picked the ones above because they struck me as interesting and because the majority of them are either direct re-imaginings of things found in the 1981 English version or depict similar things. I find myself wondering why all the interior artwork is new and unique to this edition but the Erol Otus cover painting was retained. Regardless, I find it helps give the 1982 French version a flavor all its own that distinguishes it from the original work from which it was derived.
Thursday, August 25, 2011
The Ads of Dragon: D&D Poster
Back in 1984, you could buy a D&D poster, featuring art by Larry Elmore, from Sears stores or from the Sears Christmas catalog. When was the last time that you saw a D&D poster at all, let alone available through a major department store chain? It's little things like this that remind us how big a fad D&D was once upon a time.













































