Wednesday, September 10, 2025
Unfinished
Retrospective: Mutiny on the Eleanor Moraes
When TSR released Star Frontiers in 1982, I imagine the company intended it to be the “science fiction Dungeons & Dragons” in the sense of being very broad in its scope and inspirations. To that end, the original boxed set presented a fairly straightforward system that emphasized accessibility and pulpy space opera-style adventures. Traveller it was not, nor, do I think, it was intended to be. TSR supported the game with the excellent Knight Hawks boxed set, as well as a handful of adventures, the best remembered of which are probably the Volturnus trilogy, a series of modules that functioned much like the The Keep on the Borderlands for D&D – an extended introduction to both the game and its setting.
By 1984, however, TSR seemed unsure of what to do with Star Frontiers. The game had never been as profitable for them as had D&D and the company was already turning its attention to licensed properties like Marvel Super Heroes and The Adventures of Indiana Jones, both released that same year. Star Frontiers would limp along for a few more years – even getting a pair of licensed modules of its own – but its line of support soon started to shrink. Into this environment appeared Mutiny on the Eleanor Moraes, the first part of the "Beyond the Frontier" trilogy.
Perhaps unsurprisingly, considering that it was written by Ken Rolston, Mutiny on the Eleanor Moraes is an excellent adventure. The player characters are part of the crew of the titular Eleanor Moraes, a small scout ship operating on the fringes of the Frontier. Their mission is to chart an uninhabited world designated Mahg Mar for potential colonization by the United Planetary Federation. While the characters are away from the ship conducting a planetary survey, the first officer seizes control in an unexplained mutiny, leaving the vessel in his control. Now out of contact with the Eleanor Moraes and thrown on their own resources, the characters must make their way back to the ship to discover what has happened.
From that point onward, the module shifts into a hybrid of a survival scenario and an open-ended exploration one. The characters must find food and shelter, contend with hostile alien fauna, scavenge and repair damaged technology, and even contend with robots reprogrammed by the mutineer to attack them, before eventually devising a way to retake the Eleanor Moraes. Because the mutiny occurs "offscreen," so to speak, the characters have no chance to prevent it, but once it has happened, they enjoy a great deal of freedom of action. The referee is given tools for handling wilderness travel, encounters with alien creatures, and the steady progress of the mutineer's own plans, creating a situation where time and resource management matter just as much as combat prowess.
What distinguishes Mutiny on the Eleanor Moraes from previous Star Frontiers modules is its tone. Where the Volturnus trilogy presented the pulpy and highly implausible world of Volturnus, this module feels closer to a science fiction survival tale, like Robert Heinlein's Tunnel in the Sky. It asks players not simply to blast their way out of trouble but to endure, improvise, and outthink their obstacles with only limited means at their disposal. It's a great set-up for an adventure in my opinion, which is why I've long held it in pretty high regard.
This approach was something of a throwback to an earlier era. D&D modules of that time were increasingly plot-driven, often built around a central antagonist. While Mutiny on the Eleanor Moraes does have one unavoidable story element (the mutiny) it thereafter opens into something much more freeform and sandbox-like. Its survival elements invite genuine creativity, since the characters’ success depends on how they use the limited tools and knowledge available to them. Couple that with a ticking clock – the characters must reach and regain control of the ship before the mutineer attempts to leave the planet without them – and you've got a remarkably engaging scenario.
As I noted at the start of this Retrospective, this module is the first in a new trilogy of adventures, suggesting that, despite whatever confusion TSR had about the game's place within its stable, it was still willing to commit some resources to it. Indeed, the next two modules in the series point toward Big Events in the setting about whose ultimate outcome I was genuinely curious. Unfortunately, nothing lasting came of it, as TSR overhauled the entire game and then completely abandoned it.
This context gives Mutiny on the Eleanor Moraes a bittersweet quality in hindsight. It demonstrates that Star Frontiers could have become a much more serious contender in its competition with other well-established SF RPGs had TSR pursued a more diverse range of scenarios instead. Its mixture of betrayal, survival, and wilderness exploration is genuinely engaging in my opinion and, from what I have gathered online, many referees have repurposed it for other systems precisely because the situation it describes is so adaptable.
Looking back four decades later, Mutiny on the Eleanor Moraes stands out for offering players a wide-open field for ingenuity and problem-solving. In doing so, it bridges two eras of TSR design – the freewheeling sandbox of the early days and the more scripted scenarios of the Silver Age. For anyone interested in science fiction roleplaying of the early 1980s or simply in how TSR approached a genre outside of fantasy, Mutiny on the Eleanor Moraes is a fascinating artifact. It's also a glimpse of the potential Star Frontiers possessed had it received stronger and more consistent support from the company.

Labels:
modules,
retrospective,
rolston,
science fiction,
star frontiers,
tsr
Tuesday, September 9, 2025
Alone in the Dreamlands
The latest post about Dream-Quest is a public one, because I want to solicit comments and suggestions from as wide a pool as possible. Feel free to post your thoughts here or, if possible, over at the Patreon.
The Articles of Dragon: "The Marvel-Phile"
The very first installment of Jeff Grubb’s "The Marvel-Phile" appeared in issue #88 of Dragon (August 1984). The column’s purpose was straightforward: to provide game statistics for Marvel Comics characters – famous, obscure, and in-between – for use with TSR’s newly released Marvel Super Heroes roleplaying game. Ultimately, the column would appear in 78 issues of the magazine, its last one appearing in issue #198 (October 1993), long after I'd stopped reading Dragon regularly.
The debut entry of the column focused on Thor, Loki, and Ulik the Troll. It was an interesting choice to kick things off. Thor was, by 1984, one of Marvel’s most recognizable superheroes, a long-time member of the Avengers, and one of the publisher’s flagship solo characters. Loki, of course, was his long-standing nemesis and his inclusion made perfect sense. Ulik, however, was another matter. Though he’d been appearing in Thor comics since the 1960s, he was by no means a household name. His presence here, I think, highlighted the column’s larger mission, namely, showing that the Marvel Super Heroes RPG wasn’t just about Spider-Man, Captain America, or the Hulk. It was also about the sprawling, interconnected Marvel Universe, filled with strange and colorful characters who might otherwise never make it to the tabletop.
That was part of what made "The Marvel-Phile" special. Each column offered not just game stats but also background, history, and context, which were enough to orient players who might not be die-hard readers of Marvel comics. That certainly described me. I was never a huge fan of superheroes as a kid. I dabbled, to be sure, and I knew some of the heavy hitters thanks to Saturday morning cartoons and endless merchandising. But beyond that shallow familiarity, I often drew a blank when confronted with Marvel’s deeper roster. For me, Grubb’s column was a kind of primer. I might never have read the issues of Thor where the Thunder God encountered Ulik, but I knew who he was because Dragon explained it.
Looking back, it’s easy to see "The Marvel-Phile" as part of TSR’s broader strategy in the mid-1980s. With Marvel Super Heroes, the company had acquired the license to one of the biggest names in comics. Of course, translating that license into a lasting RPG line wasn’t simple. The game’s beloved FASERIP rules were quite innovative at the time, but its longevity depended on holding players' attention over the longer haul. The column in Dragon did just that, ensuring a steady stream of new material while simultaneously advertising the game to magazine’s already sizable readership.
Jeff Grubb was the perfect choice to write it. He was not only the designer of Marvel Super Heroes but also someone with an evident affection for its source material. His enthusiasm came through in every installment, making the column accessible to casual readers while still satisfying those with more extensive comic book knowledge. In many ways, "The Marvel-Phile" functioned like a bridge. It connected the gaming world and the comics world, inviting players to explore the latter while providing them with the mechanical tools to do so in the former.
As I noted at the beginning of this post, the column proved popular enough to become a semi-regular feature in the Ares Section of Dragon for almost a decade. For some readers, it was their first exposure to characters who would only much later become mainstream through movies and television. Decades before the Marvel Cinematic Universe made Loki and Thor household names, Grubb’s column was doing the work of introducing them and countless others to gamers around the world. That, I think, is the enduring significance of "The Marvel-Phile." Like many of the best features of Dragon, it simultaneously served practical gaming needs and provided a window onto a larger hobby culture. For me and, I suspect, for many others, it was as much an education in Marvel Comics as it was an aid to running a superhero RPG.

Labels:
articles of dragon,
comics,
dragon magazine,
grubb,
marvel,
superheroes
Monday, September 8, 2025
Toward Lighter Dreams
As I alluded to in today's earlier post, I recently discovered a surprising connection to the stories of H.P. Lovecraft's so-called "Dream Cycle." I say "so-called," because exactly which stories are to be included in this grouping is a matter of some debate, though certain tales, like "The Doom That Came to Sarnath" and The Dream-Quest of Unknown Kadath are pretty much universally accepted as being among them, while the inclusion of others, such as "The Dreams in the Witch House," for example, are more contentious. Such considerations are interesting and probably worthy of further discussion, but that's not what concerns me in this post. Instead, I want to talk a little more about just why I think I've returned to the stories of the Dreamlands with new eyes.
H.P. Lovecraft has long been one of my favorite authors and his stories have exercised a remarkable influence over my imagination. Until recently, though, it was his tales of cosmic horror that commanded most of my attention as, I suspect, they have for most fans of his work over the decades. Cosmic horror is a literary mode that emphasizes human insignificance and powerlessness, often culminating in despair, if not outright madness. I first encountered it at just the right time – the dawn of my teenage years – so it stuck with me almost as a default lens for thinking about not only horror in general but Lovecraft in particular.
However, as I suggested last month, Lovecraft’s work was not monolithic and neither is my interest in his writings. When I re-read his tales with fresh eyes, I found myself drawn less to his works of cosmic dread and more to those set in the Dreamlands. These stories, however one defines the cycle, strike very different notes than, say, “The Call of Cthulhu” or “The Dunwich Horror.” They are suffused with longing and melancholy, yes, but also with a deep sense of wonder. They are stories in which the imagination does not lead inevitably to terror but instead creates places worth visiting, people worth meeting, and experiences worth treasuring.
I didn’t expect Lovecraft’s Dreamlands stories to awaken such feelings in me, but they did. I still value the bleak and the horrifying, of course, but I’ve come to realize that, with the realm of roleplaying games, I also crave experiences that leave space for something lighter, something more hopeful. By “hopeful,” I don’t mean saccharine or consequence-free. The Dreamlands are no less perilous than the Waking World and many who travel there come to sad ends. Yet, they also offer fellowship, beauty, and the possibility of triumph. Further, they have provided me with a vision of a roleplaying game in which imagination is not merely a weapon turned against us, but a lamp to guide us through the darkness.
These are the qualities that inspired me to begin work on Dream-Quest. My intention with this particular project is not another generic fantasy roleplaying game, but one where exploration, discovery, and wonder take center stage. I want a game where danger is real, but so too is the joy of a shared meal, the peace of a moonlit harbor, and the beauty of a long-lost temple rediscovered beneath the stars. Dream-Quest is meant to capture the balance between peril and possibility, melancholy and hope, that I find so compelling in Lovecraft’s Dreamlands yarns.
Perhaps this reflects where I now find myself, both as a gamer and as a person. The older I get, the more I value moments of rest, fellowship, and joy, even in the midst of turmoil and struggle. That, I think, is what Randolph Carter sought in his wanderings across the Dreamlands: a reminder that, however fleeting, there are still places of wonder to be found. If Dream-Quest can capture even a fraction of that feeling, then the effort will have been worthwhile.
Pulp Fantasy Library: Polaris
I hesitated, at first, about writing yet another Pulp Fantasy Library post about a story by H.P. Lovecraft so soon after the conclusion of The Shadow over August. However, I soon realized that, since I'm already in the midst of reading and re-reading the stories of HPL's Dreamlands for my work on Dream-Quest, it only makes sense that I should also use them as fodder for more posts on Grognardia. On the off-chance anyone wants to complain about that, feel free to vent your spleen in the comments. That's what they're there for.
The earliest of Lovecraft's tales associated with the Dreamlands is “Polaris," written sometime in 1918, but not published until 1920 in the first (and only) issue of Alfred Galpin's amateur journal, The Philosopher. "Polaris" was reprinted twice during Lovecraft's life – in the May 1926 issue of National Amateur and in the February 1934 issue of Charles D. Horning's The Fantasy Fan. It was also reprinted posthumously in the December 1937 issue of Weird Tales. As the first Dreamlands story, one can already see Lovecraft experimenting with the ideas, imagery, and themes that would later become more important in later entries in this literary cycle.
The story is brief but suggestive, more of a prose-poem than a typical weird tale. Its unnamed narrator dreams of the ancient city of Olathoë in the land of Lomar, beneath the ceaseless gleam of the Pole Star. In his dream, he inhabits the body of a Lomarian during a time of siege, when the Inutos press upon the city’s walls. Chosen to mount the watchtower and guard against treachery, he succumbs to the lulling shimmer of Polaris and falls asleep. When he later awakens, the city has fallen, its fate sealed by his own negligence. Back in the waking world, the narrator is tormented by the possibility that Olathoë was reality and his modern existence only a dream, with Polaris itself shining above as an eternal reminder of his failure.
What makes “Polaris” interesting is not its plot, which is little more than a vignette based on one of HPL's own dreams, but the way it introduces the idea of dreaming as a gateway to another existence, one continuous across nights and perhaps more “real” than waking life. This conceit, to which Lovecraft will return in later stories, is the first step toward the creation of the Dreamlands as he would eventually develop them. In addition, we see the first hints of what might be called the “rules” of that setting, such as:
- Dreams as portals: The dreamer does not merely imagine but in some sense enters another world, complete with a history and geography of its own.
- Identity across dreams: The narrator is not simply himself, but inhabits another body, another life, as if reincarnated or transported.
- Dream vs. reality: The story leaves unresolved which world is real, a tension Lovecraft would return to repeatedly.
As a work of literature, “Polaris” is a bit rough, lacking the ornate landscapes of The Dream-Quest of Unknown Kadath or the romantic melancholy of “Celephaïs” (which I'll discuss in the weeks to come). Instead, its importance lies in presenting Lovecraft’s enduring fascination with the idea of dream as revelation, that what we glimpse in sleep might not be fantasy at all, but rather memory, prophecy, or indeed truth. The notion that the dream may be more real than the waking world would become one of the cornerstones of the Dreamlands stories.
“Polaris” may also reflect Lovecraft’s personal preoccupations at the time of its writing. He possessed a lifelong fascination with astronomy and once hoped to study the subject at Brown University. That ambition, however, was derailed by a nervous breakdown in 1908, which left him unable even to complete high school, much less pursue higher education at an institution as prestigious as Brown. By the time he wrote “Polaris,” Lovecraft was 28 years old and had no steady employment or reliable income, surviving instead on the remnants of a dwindling inheritance. In this light, the narrator’s dereliction of duty beneath the watchful star can be read as a symbolic dramatization of Lovecraft’s own sense of failure and unfulfilled promise. Yet, as is often the case with his work, what begins in the register of personal despair is ultimately transformed into a broader, more cosmic vision.
For readers who first encountered the Dreamlands chiefly through Lovecraft’s later and better-known stories, “Polaris” offers a glimpse of the cycle in embryo. By the light of the Pole Star, Lovecraft first sketched out a realm where dream and waking life blur and where the heavens themselves seem both oppressive and eternal. At the same time, the story hints at the liberating possibilities of that realm as a place where the constraints of his own earthly disappointments could be reimagined and transcended. In the Dreamlands, at least, he discovered a vehicle of escape, one that would grow into a central imaginative outlet for the rest of his career.

Labels:
dream-quest,
lovecraft,
pulp fantasy library
Friday, September 5, 2025
Epistle (Continued)
Epistle (Continued) by James Maliszewski
More Excerpts from the Secrets of sha-Arthan 'Zine
Read on SubstackInitiation
Over the past few months, I’ve been thinking a lot about my own introduction to the hobby in late 1979. My experiences weren’t unique, but they were mine and it’s important not to treat them as universal. Even among those who started around the same time, no two stories are exactly alike. The same goes for anyone who might read what follows and think, “That’s not how I remember it.” Your memories are no less real, but neither are they more representative than my own. There’s no single, definitive way to have entered the hobby and we’d all do well to remember that. I raise this point only to make clear that what follows comes from my own recollections of being ten years old, discovering Dungeons & Dragons, and, through it, the larger world of nerd-dom.
Like a lot of the kids I grew up with, my first awareness of D&D didn’t come from spotting a box on a toy store shelf or from advertising. It came as a result of the media hoopla surrounding the disappearance of James Dallas Egbert in August 1979. I've talked about this many times before, so I won't waste too much time with it here. What's important to bear in mind is that this event and the sensationalist news coverage that it elicited it played a key role in my earliest sense of what the hobby was like. Even though I never saw anything "dangerous" about D&D or roleplaying games, many people seemingly did and that knowledge colored my early experiences.
Once I had a copy of D&D to examine, I couldn't make heads or tails of the rules. Even though my copy was supposedly a "basic set," I found the rulebook nearly impossible to understand. I might as well have been written in Latin or Greek, because at least then I could explain why I had such difficulty making sense of it. When I sometimes compare opening that rulebook to peering into a grimoire, this is what I mean. The knowledge was there, but it was opaque and intimidating. Consequently, my real education came not from the printed word but from my elders in the hobby, older kids who had already passed through the veil and were willing to usher me along, like my friend's older brother.
What's interesting from the vantage point of the present is that he didn't sit us down and explain rules systematically. Instead, he showed us how to roll up characters, how to read the dice, and so forth. In a number of cases, what he told wasn't something I could find anywhere in the rulebook, but none of us minded, because we had faith that what he was teaching us was correct, even though, as we later learned, that much of it wasn't. In any case, this is vital to understanding how I came into the hobby. My friends and I were taken under the wing of someone we perceived to be already knowledgeable about D&D, who showed us the ropes, even if he did so imperfectly.
It's equally important to understand that, despite the media coverage, roleplaying was still very much a fringe activity in my earliest days. The first truly "mainstream" edition of Dungeons & Dragons – the Moldvay and Cook/Marsh boxed sets – weren't released until 1981, more than a year after I started playing, so you had to venture into some pretty peculiar places to find RPGs (though, to be fair, my Holmes set was ordered through a Sears Catalog). The hobby shops of my youth were nothing like the bright, well-stocked game cafes of today. They were dim, cluttered, often a little musty. Aisles were packed with model kits, miniatures, and stacks of books. The proprietors were frequently brusque, eccentric men who seemed to size you up as you walked in, as though to determine whether you were really there for the games or had simply wandered in by mistake. To buy your first set of dice or a module was to pass through a kind of test and, if you succeeded, you carried your treasure out like a relic looted from the catacombs.
From the outside, of course, it all looked baffling. I don't think my parents ever really understood what roleplaying games were, for example, and their confusion was not unusual. Outside my circle of friends and the other players I'd meet in various locales, it was very uncommon to encounter anyone who knew what we were playing – which is perfectly understandable, given how hard even we found it to learn to play. Inside our circle, though, the hobby felt like we had been given access to something powerful and hidden. Once we'd been shown how to play, once we'd rolled those dice, and said what our characters wanted to do next, we belonged. We were now part of a fellowship that outsiders could not easily understand and that was part of the fun.
No one ever handed me a torch or a robe. There was no altar, no oaths sworn in secret chambers. Even so, I can't help but think of my introduction into the hobby as an initiation. That introduction was not at all straightforward. It wasn't simply a matter of “learning a new game” that it might have seemed to outsiders. Instead, it was baffling and mysterious and thrilling, not to mention occasionally off-putting. It felt like a rite of passage for me as a kid on the verge of his teen years. Decades later, I remain grateful for it all. It was a terrific way to enter this hobby.

Thursday, September 4, 2025
Dream-Quest: Knight of Dreams
Elsewhere, I'm still developing Dream-Quest, my Lovecraftian/Dunsanian fantasy game based on Old School Essentials. This is a side project to the others I'm already sharing over at Grognardia Games Direct, but it's starting to pick up steam, with the goal of playtesting an early version of it in the winter. In the meantime, I'm filling out the roster of character classes for play, with the Knight of Dreams being the latest one. The class takes loose inspiration from the knights who serve King Kuranes in Lovecraft's "Celephaïs."

Labels:
character classes,
dream-quest,
ose,
patreon
Short-Term
As you know, I'm currently refereeing three different roleplaying game campaigns: House of Worms (Empire of the Petal Throne), Barrett's Raiders (Twilight: 2000), and Dolmenwood (which doesn't have a separate name, despite my long-held practice of bestowing them). Dolmenwood is the newest of the three, having been started a little less than a year ago (November 2024), while the other two of much older vintage – House of Worms has been going for over a decade of continuous play, while Barrett's Raiders will celebrate its fourth anniversary this December.
Though I never specifically set out to run a multi-year campaign when I began any of these, I nevertheless hoped that they would last for several years. Indeed, it remains my firm belief that roleplaying games are best enjoyed not as some casual entertainment but as something demanding more sustained commitment from both players and the referee. This is, in my opinion, the ideal form of roleplaying, for reasons I've elucidated elsewhere. Consequently, I always feel a little bit defeated when a new campaign doesn't quite take and sputters out after only a few weeks or months.
Of course, if I look back at the more than four decades I've been involved in this hobby, I can see far more "failed" campaigns, which is to say, campaigns lasting a year or less, than those lasting two or more years, never mind a decade. House of Worms is truly unique. Were I to live to be one hundred, I doubt I will ever strike gold the way I have with House of Worms. Even after all this time, its longevity is inexplicable to me – a one-of-a-kind coincidence of elements that I couldn't have planned no matter how hard I tried (and I didn't). As that campaign prepares for its conclusion, I cannot help but be profoundly grateful for the experience of such a long and enjoyable campaign.
I bring all this up as something of a prolog to a conversation I recently had with my adult daughter, who's a bit more plugged into the contemporary RPG scene than I am. We were out somewhere and I saw a new roleplaying game with which I wasn't familiar. I thought the idea behind it was interesting but very focused. I told her that I couldn't imagine anyone being able to play this game for very long, to which she replied, "Not everyone wants to play the same game continuously for years."
Now, obviously, I knew this to be true. Even so, hearing her say that made me ponder the question a bit more. How many of the games I own are broad enough in concept that I can imagine playing them for years? The truth is fewer than I would have thought. Certainly, Dungeons & Dragons and its various descendants have proved that they can support long-term play. I don't hesitate in saying that about Traveller as well, but what about, say, Call of Cthulhu? Is it possible to play a continuous CoC campaign for years with the same group of characters (more or less)? I know of long-running Call of Cthulhu campaigns but how common are they and are the odds stacked against them, given the frame of the game?
Mind you, I'd argue that the odds are stacked against most RPGs, not necessarily because of their rules or even their focus but because most players and referees grow bored of them after a while. Gamer ADD is a real thing and always has been, though I think it's gotten worse in the last couple of decades. If I had to venture a guess as to why, I think its roots are twofold. First, I think most people nowadays are much more easily distracted. There are so many shiny things competing for their attention that it's harder and harder to keep them on task. Second, there are so many more RPGs to choose from. Gamers have always been prone to neophilia in my experience, so when there are literally dozens of new games released every year, it's little wonder that they find it difficult to commit to any one of them for more than a few weeks or months. They wouldn't want to "miss out," would they?
My daughter is more charitable than I. She compares many gamers' approaches to a charcuterie board. They want a little of this and a little of that but aren't willing to make an entire meal out of salami. Instead, they want to sample everything. That's fair, I suppose, and I can't really be too critical of this perspective, because, at various times, I've adopted something close to it myself. Still, it's another reminder that my tastes and preferences are increasingly out of touch with what the hobby seems to be about. I guess that's just the nature of getting old.

Labels:
campaigns,
musings,
the hobby,
the industry
Subscribe to:
Posts (Atom)