Friday, April 17, 2026
Underground
Wednesday, April 8, 2026
Retrospective: Earthshaker!
I mentioned in yesterday's "The Articles of Dragon" post that, by 1985, I had begun to sense a nebulous but nevertheless real shift in TSR Hobbies and its games, though I could not then have really articulated what precisely it was that I was sensing. Even now, with the benefit of hindsight, I'm still not entirely sure I can pinpoint what my younger self was picking up on – but I don't think I was mistaken in my hunch. That's why I thought it might be worthwhile to take a look at some of TSR's releases around this time to see what they were like and what, if anything, they might reveal about the early years of the Silver Age of Dungeons & Dragons.
That's where the subject of today's Retrospective post comes in. David Cook's Earthshaker!, written for use with 1984's D&D Companion Rules, is a very unusual adventure module, containing many of the elements that mark this transitional period for TSR and its games. It's very clearly an attempt to try something different, both in terms of subject matter and tone. For example, Cook, in the "How to Run This Adventure" section, notes that "this is not an entirely serious adventure." That's not to say it's a "joke" module, but neither is it self-serious in its presentation. Like I said, it's an attempt to try something different and, on that front at least, it succeeds.The module takes its name from a massive, magically powered war machine that trundles across the landscape, leaving destruction in its wake. At once a fortress, a vehicle, and an engine of conquest, the Earthshaker is a mobile threat that cannot simply be ignored or bypassed. In some ways, it's also an interesting inversion of the traditional dungeon. Rather than the character venturing into a static, well established locale, the "dungeon" comes to them in the form of an Empire State Building-sized steam-powered robot. Most of the adventure takes the form of the characters have to infiltrate this immense machine and stop its relentless march across the domain of a local lord (who can either be an NPC or, if the Companion rules are being fully used, one of the player characters).
The adventure begins with the arrival of traveling impresario, Formiesias of Thyatis, who has made his way to the Kingdom of Norwold with his Exhibition of Wonders. Chief among these wonders is Earthshaker. Formiesias does not know the origin of the device, though he recounts several legends about it, one of which claims that it was once an evil giant who, upon having the gem that contained his soul stolen, he turned to iron. A clan of gnomes dwells within Earthshaker and they're responsible for its operation. In fact, Formiesias doesn't really understand its operation himself, though he does command a unique spell that enables him to transport the giant machine from place to place without its having to walk across – and destroy – the countryside.
Enter a group of villains who've managed to obtain the soul gem Formiesias mentioned. Turns out that it's not merely a legend but real and the key to seizing control of Earthshaker. The main action of the adventure, therefore, is the characters attempting to stop them from reaching the Brain Deck of the machine and, with it, command of the ancient device. It's a pretty straightforward premise for a scenario, all things considered, even conventional. What sets it apart is the locale in which it takes place.
A map is provided of the Earthshaker’s interior, divided into a series of decks stacked on top of each other. Unlike a more traditional dungeon, most of these decks aren't keyed with encounters or treasure. Instead, they're simply described as environments in which battles against the villains can take place, as the characters try to foil their plan. There's also some information on the inner working of the Earthshaker, too, but it's limited in scope. The Earthshaker is supposed to be this mysterious, ancient thing rather than something explicable.
Despite Cook's suggestion that Earthshaker! is not entirely serious, I don't detect too much in the way of humor. Certainly the gnomes who inhabit it possess a degree of whimsy that's reminiscent (probably intentionally) of the tinker gnomes of Dragonlance, but their presence here does not overwhelm the overall situation the module describes. Likewise, some of the NPCs, like Formiesias and even the villains, have a flamboyance that borders on comical, yet I don't feel they cross the line into parody. It wouldn't be wrong to call Earthshaker! "light hearted" in its overall tone, though. The Tomb of Horrors this is not!
I’d even go so far as to say there’s a certain exuberance to Earthshaker! There’s a sense that Cook was exploring the outer limits of what D&D could encompass. The presence of a gigantic, walking war machine in a fantasy setting harkens back to a time when the game’s identity was still fluid and the boundaries between genres were porous. I find that aspect of the module appealing now, though I recall being somewhat irked by it at the time. Even so, the environment Cook presents is sufficiently intriguing that I was willing to overlook any reservations I had about its blending of fantasy and quasi-technological elements.
That said, I never actually ran Earthshaker! Like many modules of this period, it offered compelling ideas but never quite rose to the level of a “must play” scenario for me. Re-reading it forty years later, I’m no longer certain whether that judgment reflects a shortcoming of the adventure itself or simply my own preferences, both then and now. Indeed, I can’t help but wonder whether some of the shift I perceived in TSR during the mid-1980s was, in fact, a shift in me. I turned sixteen in 1985 and had already been playing Dungeons & Dragons for nearly six years. It’s possible I was simply growing restless and, without quite realizing it, projected that restlessness onto the game.
Tuesday, April 7, 2026
The Articles of Dragon: "Update from the Chief"
I mentioned a couple of weeks ago that, for all the fanfare that accompanied the publication of issue #100 of Dragon (August 1985), it nevertheless felt like the end of an era – at least to me. At the time, I couldn't have meaningfully articulated precisely why it felt this way, but I felt it nonetheless. Something intangible had shifted and I don't think I was alone in sensing it, even if its ultimate source remained nebulous.
I was reminded of this fact as I cracked open issue #101 (September 1985) and read it for the first time in decades. The very first article in the issue is "Update from the Chief" by Gary Gygax himself. Subtitled "About the past, the present, and a bit of the future," it's a very interesting snapshot of the state of TSR during the period between Gygax's return from California in late 1984 and his loss of control of the company in late October 1985.
Take note of those dates, particularly the second one. This article appeared less than two months before Lorraine Williams snatched TSR from Gygax's grasp, doing so just as he had begun to right the company's finances after years of mismanagement by the Blume brothers. TSR wasn't out of the woods yet. There were still plenty of problems to be addressed and it's far from a certainty that, had Gygax remained in charge of TSR, they would have been. That's precisely why I find this article so notable: it's the last gasp of the pre-Lorraine Williams TSR, for good and for bad, and, in retrospect, I find it fascinating that it somehow aligns with my own adolescent sense that the wheels were indeed coming off the wagon in 1985, even though there is no way I had any inkling of what was happening in the boardroom at Lake Geneva.
The article begins with Gygax continuing to report on the possibility of a D&D movie, something he'd been pursuing while during his exile in California. From what he says here, the project was, by this time, still not very far along. He mentions that there is still no finished script, nor any actors or director attached to it. I've never really understood the point of a D&D movie. However, it's clear that getting one made was personally important to Gygax and he beat that particular drum right up until he departed TSR for good before the end of the next year.
Next up, Gygax crows about how well Unearthed Arcana sold – and rightly so. For all my grousing about the book's shortcomings, I know it was very popular at the time of its release. For many months, it was indeed a very hot property and often difficult to find. Gygax mentions that it outsold TSR's expectations. Those purchases, along with the release of Oriental Adventures no doubt played a big role in helping to fill the company's coffers. Say what you will but Gygax understood well what would appeal to the AD&D audience at the time. He also announces the upcoming release of Temple of Elemental Evil. While I don't personally think much of this "supermodule," like UA, it sold well. After all, AD&D fans had been waiting for the conclusion to The Village of Hommlet for more than five years by this point. Pent-up demand probably served it well.
Though focused more on matters at TSR Hobbies itself, Gygax was still shepherding other D&D-related entertainment projects beyond the aforementioned movie. He notes that the D&D cartoon had been renewed for another season and expressed hope that it would be renewed again after that. Obviously, that didn't come to pass. Beyond that, there is talk of Amazing Stories and his own Greyhawk novels featuring Gord and Chert.
More interesting to me is mention of "a game and companion book series based on modern-day action adventures." The game, about which few details are given, was to be written by Gygax and his son, Ernie, with assistance from Jim Ward, and Paul Yih (whoever that is). He calls the game "different" and "family-oriented." If anyone has any idea what this game might have been or if any work on it had ever begun, I'd love to know more. Could it, perhaps, have been an early version of Cyborg Commando or something in that general vein?
Monday, April 6, 2026
Pulp Science Fiction Library: Deathworld
A couple of years ago, I noted a "problem" with Appendix N and the putative Appendix T suffers from a similar problem. Marc Miller provides no commentary on the books and authors he cites, leaving it to us to figure out what and in what way they were inspirational to him. This is in contrast to, say, the literary appendix found in RuneQuest, which is much more explicit about the debts owed to its contents. This fact in no way lessens the value of reading any of these books, but it does sometimes make it harder to declare definitively that this or that element of a roleplaying game was based on something from a particular book.
Friday, April 3, 2026
Keep Them Hungry: Fading Suns Edition
One of these days, I'll need to do a proper campaign update for my Dark Between the Stars Fading Suns campaign, which I've been refereeing since October of last year. We're only twenty sessions in, but things are evolving quite nicely. The players have all settled into their characters and the characters are now well established within both the setting and the group. They've even added a new companion, an amnesiac Vorox named Guron, who'd previously been employed as a chef by Count Ennis, the governor of Pandemonium, the planet on which they're currently staying. We're still in the early days, especially compared to House of Worms, but things are going well and I have every reason to expect this campaign has taken root and will still be ongoing for some time to come.
However, there were a couple of minor incidents in yesterday's session that reminded me of a post I wrote almost a year ago. In that post, I noted that it's important to keep the characters "hungry," which is to say, they should always want more than what they're capable of acquiring. It doesn't matter what it is that they want – money, status, knowledge, etc. – only that their reach should exceed their grasp. I say this, because experience has shown me that it's a good driver of both individual adventures and the larger campaign. Want keeps the characters (and players) focused and motivated, which is important, particularly in the early weeks and months of a campaign, before other more "elevated" goals take center stage.
Which brings me to yesterday's session. The characters, led by Sir Yamashiro Li Halan, had returned to The Hub, Pandemonium's capital, after a sojourn in the Badlands. They'd come back to the city for several purposes, most importantly the acquisition of new equipment to replace gear used during their expedition. Initially, they thought this would be a simple matter, since Yamashiro is wealthy. However, as they soon discovered, he's only rich according to the prevailing standards of the Known Worlds. His annual income is 15,000 firebirds – not bad for a wandering wastrel and very good compared to, say, a skilled laborer whose monthly income is probably 20fb a month, but nowhere near as much as everyone had previously assumed.
This meant that the characters' upcoming spending spree was more constrained than anticipated. After several combats against various foes in the Badlands, it was decided both Father Kosta and Holai liTarken needed standard shields (at a cost of 500fb each). Additionally, they needed more ammunition. These small purchases alone added up to nearly 1500fb. That's nearly half of what Yamashiro had on hand. On top of that, the characters had "requisitioned" an air yacht registered to House Gilgar and needed to replace its transponder with one that recognized their current possession of it. This was beyond Iskander Ecevit's skills to on his own. Instead, he turned to his contacts in the Supreme Order of Engineers, who were suspicious of Yamashiro's claims to own the yacht (rightly so) and thus demanded 2000fb to replace the transponder in a timely manner.
Thursday, April 2, 2026
Lowlife
That's why, when I found out a couple of weeks ago, that Sean has been working on a tabletop RPG called Lowlife based on his previously published co-op boardgame of "swords, sausages, and sorcery," Dungeon Degenerates, it caught my attention. Though I'd never played the boardgame, I knew of it and liked its garish colors and funky artwork. Likewise, the reviews of the game I found online were all very positive, praising both its mechanics and the world if presented, which piqued my interest. Plus, as I mentioned, Sean has a long history of involvement in the OSR, so I knew I wanted to give his new project a shout-out.
Wednesday, April 1, 2026
Retrospective: Mage: The Ascension
I know that, for some readers, White Wolf's World of Darkness games represent a definitive break with the early days of the hobby and, therefore, aren't a fit topic for discussion on this blog. I won't argue the larger point, even though I think White Wolf's RPGs represent less a revolution than an evolution of trends begun many years before. What I will say is that these games played an important role in helping me to better understand what I liked and what I didn't in roleplaying games and, for that reason, I cannot simply dismiss them.
Even so, I was never a big fan of Vampire: The Masquerade. For a variety of reasons, it never quite clicked with me and its immediate successor, Werewolf: The Apocalypse held even less appeal. Mage: The Ascension was a different matter entirely. Released in 1993, it was the World of Darkness game that made me finally take serious notice of the line. Like its predecessors, Mage presented a contemporary setting shot through with supernatural elements and an emphasis on mood, theme, and personal struggle. Unlike them, however, Mage was not content merely to reframe familiar folkloric monsters. Instead, it aimed at something more ambitious: the reimagining of Reality itself as a mutable construct, shaped and constrained by human belief.This is the beating heart of Mage: The Ascension. As presented in the game, Reality is not fixed, but rather the product of consensus. What humanity collectively accepts as possible becomes so; what it rejects becomes difficult or even impossible to achieve. The titular mages are those rare individuals who have awakened to this truth and, through force of will, can impose their own understanding of Reality upon the world. It's an absolutely terrific premise and one that works well within a modern-day setting. It allows for a conception of magic – or magick, the rulebook rather portentously calls it – limited only by imagination. At the same time, this conception also includes the risk of paradox, the backlash that occurs when a mage’s actions too flagrantly contradict the already established consensus of the world.
Mechanically, Mage divides magic into "spheres," which are broad domains such as Forces, Mind, and Time. In principle, the system grants players remarkable freedom to devise magical effects on the fly, constrained only by their characters’ knowledge of the relevant Spheres and their own imaginations. In practice, however, this freedom comes at cost. The system demands a degree of negotiation and interpretation that can prove taxing, particularly for referees accustomed to clearer guidelines. Where most roleplaying games offered more concrete procedures for adjudicating actions, Mage often substituted a framework that must be continually interpreted and, at times, reinvented every time a character attempted to employ magic.
That's not necessarily a criticism, since Mage attempted to incorporate some of this tension into its setting as well. The conflict between boundless possibility and practical playability is mirrored in the conflict between the various Traditions to which characters belong and the agents of a rationalized, scientific consensus known as the Technocracy. The Technocracy is both a terrific adversary and brilliant bit of worldbuilding. Not entirely villainous, its agents are committed to the preservation of a stable and predictable Reality, one in which even "sleepers" (i.e. non-mages) can enjoy the fruits of magic in the form of technology. Consequently, the central struggle of Mage is not a simple battle between good and evil, but a more nuanced contest between competing visions of how the world ought to function. It's this philosophical battle that drew me in all those years ago and still compels me even now.
Despite – or perhaps because of – this, Mage is not an easy game to run or to play. Its rules, while evocative, are often vague, leaving much to the discretion of the referee. This can result in a lack of consistency, as similar situations may be adjudicated differently from one session (or one group) to another. Moreover, the demands placed upon both players and referee are considerable. To make effective use of the system requires not only a firm grasp of its mechanics but also a willingness to engage with the underlying assumptions of its worldview. Even then, if my experiences with the game are any indication, it was often tough going.






