Showing posts with label owen. Show all posts
Showing posts with label owen. Show all posts

Wednesday, August 31, 2011

Retrospective: Wilderlands of High Fantasy

I think it's fair to say that two of the lasting effects of the old school renaissance are the popularization of the term "sandbox" to refer to an open-ended campaign setting and the holding up of Judges Guild's The Wilderlands of High Fantasy as the premier example of a sandbox setting. The term "sandbox" is one I'd never heard, let alone used, in a tabletop RPG context until a few years ago, being, ironically, borrowed from the world of video games. And, while I knew of The Wilderlands of High Fantasy and even used it (briefly) back in the day, I never held it up as a model I wanted other campaign settings to emulate. How things change!

Originally released in 1977, The Wilderlands of High Fantasy is one of oldest published settings for use with Dungeons & Dragons. Nowadays, the release of a new campaign setting is often met with disinterest and even eye rolls, in part, I suspect, because campaign settings have become a very common product in the years since this was released. In 1977, though, this wasn't the case and one sometimes gets the impression that there was some skepticism among even their creators that gamers would have any interest in such a thing. Consider, for example, that the credits to The Wilderlands includes the following disclaimer:
All within are merely inspiration for the active and pontifical judges of the guild. Please alter, illuminate, expand, modify, extrapolate, interpolate, shrink, and further manipulate all contained to suit the tenor of your campaign.
I really like that quote and it nicely highlights one of the continually fascinating things about the Wilderlands setting: it's very flexible, even protean. Every time I have ever encountered or heard of a referee using it for their home campaign, I've been struck by just how different his home campaign is, not only from the "official" Wilderlands as published by Judges Guild but also from every other Wilderlands campaign run by other referees.

A big part of why this is the case is that The Wilderlands of High Fantasy, despite focusing on five of the sixteen regions of the overall Wilderlands setting, nevertheless devotes a lot of its 32 pages to collections of random tables and new rules. Thus, there are tables for ruins, caves, and lairs, in addition to rules for hirelings, prospecting, and income, among other topics. These tables and rules are clearly designed to facilitate campaigns where the characters wander about the world, exploring it hex by 1056-foot hex, in search of fame and fortune according to their own lights rather than any overarching plan concocted by the referee beforehand.

Another big part of why Wilderlands campaigns differ so much from one another is the sketchy nature of the setting information The Wilderlands of High Fantasy presents. A typical settlement is given a name, a population, a racial "type," general alignment, the name and characteristics of its ruler, and its primary resource. Hexes containing features of interest get a single line of description, such as "The crystallized skeleton of a dragon turtle is buried on the sandy beach. The skull houses a giant leech." There are no game stats or explanation here, just a very basic idea for the referee to read and, it is hoped, to be inspired by.

As a younger person, the Wilderlands didn't thrill me much and the presentation of the setting in products like The Wilderlands of High Fantasy was the main reason why. From my youthful perspective, I felt that authors Bob Bledsaw and Bill Owen hadn't done "enough work" for me. Sure there were maps, including player's maps that didn't have complete information about settlements and geographic features, but what I really wanted was a lengthy historical overview of the setting and more detailed information about its peoples and locales. The Wilderlands of High Fantasy gave me none of that, instead expecting that I'd fill in those blanks myself, using the vague details, random tables, and new rules as raw materials from which to craft my own setting. After all, that's what being a referee is all about, isn't it?

Wednesday, March 25, 2009

Retrospective: City State of the Invincible Overlord

When one thinks of the greatest city in the history of pulp fantasy, one immediately thinks of the City of the Black Toga, Lankhmar. And when one thinks of the greatest city in the history of fantasy roleplaying, one immediately thinks of Judges Guild's City State of the Invincible Overlord. First published in 1977, CSIO made a huge splash at the time of its release and it remains, in my opinion, the gold standard for urban sourcebooks over 30 years later.

One reason for that was its huge 34" x 44" map (in four sections), detailing over 300 individual locations, along the NPCs who inhabited them. This opened urban adventuring to sandbox-style play with great ease. Players could send their characters to wander aimlessly through the City State, checking out its various shops and sights without the referee having to worry about the daunting task of creating it all himself. Of course, in typical Judges Guild fashion, these details were sparse and open-ended. This let each referee tailor the City State to his own campaign, making this product very much a "playing aid," just as it bills itself.

CSIO really was a very flexible and easy to use product. I have filed off the serial numbers and re-tooled it for use in many campaigns, most memorably my Greyhawk campaign of old, where it stood in for the City of Greyhawk itself (there being no official alternative at the time). The City State is also the basis for Adamas in my current Dwimmermount campaign. Oddly, I've never actually used it in a genuine Wilderlands campaign. My few Wilderlands campaigns were all set far away from the City State, which makes me a bit unusual, I suspect.

I don't think it's an understatement to say that Judges Guild played a bigger part in establishing most of what I consider the essential elements of old school play than any company outside of TSR. Beyond that I'd say that JG did even more than TSR when it came to developing certain elements, most notably wilderness/sandbox and urban play. CSIO shaped many people's perceptions of what a D&D city ought to be and, as I said, I've yet to see a more immediately useful urban environment for gaming than this one. Like the Wilderlands of which it's a part, the City State is a terrific pulp fantasy goulash that borrows gleefully from many sources of inspiration, creating a city that's not only a great place to adventure in its own right but one that feels as like a D&D city should -- boisterous, somewhat incoherent, but brimming with possibilities.

You can still find copies of this great game aid on eBay and from used game sellers, but they're often very pricey. Necromancer Games produced a 3e version of it several years ago and, like all their JG stuff, it's excellent. It really is a pity that they're not continuing to produce new Wilderlands material, but that leaves an opening for guys like James Mishler, so I can't really complain. In any event, City State of the Invincible Overlord remains one of my favorite RPG products of all time and, in terms of its influence, it certainly ranks highly indeed.

Thursday, November 20, 2008

REVIEW: Judges Guild's Bob & Bill: A Cautionary Tale

Bill Owen was the co-founder of the legendary Judges Guild, along with the late Bob Bledsaw. Together, the two friends blazed a trail in the RPG industry that still shines brightly over thirty years later. Judges Guild was the first third party company ever licensed by TSR to produce support products for Dungeons & Dragons, which it did from 1976 to 1982. During that time, JG published over 200 different products, many of which are rightly regarded even today as the best ever written. Mr Owen has now written a 36-page "memoir" of his time with Judges Guild and of his friendship with Bob Bledsaw. Available directly from him, this little book is a treasure trove of information for those interested in the history of the hobby, particularly its wild and wooly early days.

Mr Owen's reminsicences begin in 1965, when he first played the Avalon Hill wargame Afrika Korps with his older brother and embarked on a lifelong love of such games. His story is probably not too different from that of many kids growing up in the late 60s, who would eventually go on to become the core of the hobby. These are the original grognards, the guys who earned the right to that noble moniker far more than I. I was never a wargamer myself, but I knew many of them as a younger person. Nevertheless, there's a huge gap in my knowledge of the prehistory of RPGs and Mr Owen's stories go some way toward filling it in. That's not say that the information presented here is exhaustive, because it occupies only a few pages of a fairly short work. Still, what impressed me was the way that Mr Owen provided context to the environment out of which OD&D would grow.

Of course, it's the information about the early days of D&D and Mr Owen's involvement with Judges Guild from 1976-1978 that is the main attraction here; he doesn't disappoint. I could probably list dozens of marvelous anecdotes Mr Owen relates about the foundation of the Guild, his interactions with fans, and more, but I doubt I'd do them justice. They simply must be read in his own conversational style to be apreciated. Two of the things that quickly come through the text are Mr Owen's love of gaming and his abiding affection for Bob Bledsaw. It's these twin sentiments that make this more than a simple memoir and something to be savored. I found myself going back and rereading many sections after the fact, such as his recollections of GenCon 1977 -- held at the Playboy Club in Lake Geneva, if you can believe. This isn't an academic tome; it's not a collection of names and dates nor is there a great deal of analysis (there is some). That might not be to everyone's liking, but I found it endearing and one of the primary attractions of this book. It's often too easy to forget that gaming is a social activity enjoyed by friends, a mistake Mr Owen's memoir doesn't make.

You will note that the book has a subtitle -- "A Cautionary Tale." That's because Mr Owen makes digressions throughout in which he discusses the ups and downs of running a small business generally and a gaming business in particular. He offers a number of insights and bits of useful advice that'll be of immediate interest to anyone who's ever considered taking the plunge and entering the games biz. More than that, though, his digressions shed light on the profoundly amateur nature of the hobby in the early days, something more than a few of us in the old school community have commented upon. The do-it-yourself nature of the early days wasn't limited to the gaming table; the early industryhad a similar character.

What really makes this book something special, though, are the old photographs. It's richly illustrated, with multiple color and black and white photographs on every page. I absolutely adore this kind of thing and found myself mesmerized by photos of the original hand-drawn map of Tegel Manor and similar artifacts. If you possess a sensitive stomach, some of the 1970s fashions found in these pictures might be arresting. Even so, it's hard not to wax enthusiastically for those bygone days when the hobby was born. It was an amazing time and, while I am still old enough to remember much of what Mr Owen recounts in this book, I often nevertheless found myself wishing I was older and had entered the hobby sooner.

If Judges Guild's Bob & Bill has a flaw, it's that it's too short and that some of its few pages are taken up by events after Mr Owen left Judges Guild in 1978. Granted, the post-JG information is useful in providing additional context and in fleshing out the continuing friendship between the author and Bob Bledsaw. Still, I would have liked a lengthier treatment of the Judges Guild years. Perhaps it's something Mr Owen could take up in the future; I have a feeling he has a lot of great information to share with us.

Final Score: 4 out of 5 polearms