Tuesday, July 25, 2023

Polyhedron: Issue #2

Issue #2 of the soon-to-be named RPGA Newsletter (Autumn 1981) features a cover illustration by Stephen D. Sullivan, depicting an unfortunate encounter with a bathing nymph. Sullivan tends to be forgotten as a TSR artist, probably because his contemporaries, like Erol Otus, Jeff Dee, and Bill Willingham, all loom larger in our collective memories of the late '70s and early 1980s. Consequently, I always enjoy seeing his artwork and being reminded that, yes, TSR did in fact employ other illustrators at that time.

"Dispel Confusion" continues, though this time all the questions pertain to AD&D and are answered by Gary Gygax. Whenever I read columns like this, I'm always struck by just how different my own early experiences of roleplaying games must have been compared to those of others. Undoubtedly my friends and I were doing it wrong, but we rarely focused on the minutiae of rules interpretation and, on those occasions when we did, we never even considered the possibility of asking TSR for an "official" clarification. I've always played RPGs in a rather fast and loose fashion, trusting in common sense and on-the-fly judgment to fill in any gaps. Call me weird.

Speaking of Gygax, the second part of the interview begun in the previous issue appears here. As with the previous installment, this one is quite interesting, particularly for those of us interested in the history of the hobby. For example, Gygax talks a little bit about his work on AD&D module T2, which, of course, he never finished himself, handing it over instead to Frank Mentzer. He also mentions "the plane modules I want to do. I want to do the elemental planes, para-elemental planes, demi-planes and semi-planes, and demi-semi-planes, et cetera ..." Of all the D&D products that never were, my own thoughts drift most often toward Gygax's planar modules and supplements. I would have loved to see what he'd have done with the concept, since, from other statements he made over the years, it's clear he saw the planes as the playground of high-level characters in AD&D and that sounds terrific.

Mike Carr's "Dawn Patrol Preview" focuses on the creation of pilots for use with the upcoming game of World War I aerial combat. It's basically a two-page excerpt from the soon-to-be-published game, hoping to generate interest in it. Much more interesting is "How to Create Monsters for D&D® Basic and Expert Games" by Jean Wells. Wells explains that, because D&D, unlike AD&D, has comparatively few monsters, referees are likely to want to create new ones, but there's a lot to consider when doing so. She then devotes a nearly two-page article discussing various aspects of D&D monster design as she creates a new monster step-by-step. I like articles that balance the theoretical with the practical and this one does that nicely. It's also a reminder that Jean Wells was a much better designer and writer than she's often given credit for.

"Turnbull Talking" is a reprint of a short article by Don Turnbull, head of TSR UK at the time, in which he talks – rambles is perhaps more accurate – about the growth and development of the larger hobby. It's really a space filler rather than a substantial article. On the other hand, "Mutants: A Representative Sample of the Weak Ones" by James M. Ward is quite meaty. Ward presents a variety of new opponents for use with Gamma World. Despite the title, not all of these opponents are mutants, nor are they in any sense "weak." All, however, are imaginative and make me wish that, during his time at TSR, Ward had produced more support material for Gamma World. It is a mystery to me why he did not.

Also included in the issue is a RPGA Gift Catalog, featuring many of the items listed here. To this day, I wish I'd bought the "fighters wheel" gadget. "Notes for the Dungeon Master" includes more tricks and traps for use by the referee in his dungeons, as submitted by Polyhedron readers. It's amazing to me how many of these tricks are intended to foil or frustrate mapping – a reminder, I think, of just how important good cartography was in the early days of D&D. "Top Secret Transmissions" by Allen Hammack talks a bit about the popularity of "commando raid" missions for Top Secret, in part because of how much players enjoy loading their characters up with lots of weaponry. What Hammack says is true in my own experience and may go some way toward explaining why espionage RPGs have never been as popular as the books and movies that inspired them.

This issue's installment of "Rocksnoz" by Tom Wham is not a comic but rather a bit of background about the setting of the comic itself. Wham explains that, "in this very universe, before the last big bang, there was a world very similar to ours." This world, called Nidd, was inhabited by intelligent beings called "huemans." Despite its similarity to Earth, on Nidd "no chemicals combine to make gunpowder, and nuclear weapons are impossible. To make up for this deficiency, the denizens of Nidd have turned to magic." It's an odd little article but a strangely fascinating one, if only to see into the mind of Wham and his conception of fantasy. Finally, there's "The RPGA Scoring System," which lays out recent changes to the way that the RPGA evaluates players and DMs in its tournaments. Since I'm unfamiliar with the original system, I can't say this article held much interest for me, but it's probably of interest to those looking into the history of organized play.

Issue #2 of Polyhedron predates the years when I subscribed to it, so much of what's in it is new to me. What's most notable about it is its roughness. Were it not published by TSR and filled with articles by its staff, it'd be hard to tell it apart from a high-end fanzine of the same era. I think that's what's most appealing about it and why I look forward to exploring it over the coming months.

13 comments:

  1. I wonder, how many of those TSR logo belt buckles they're advertising in the mag are still floating around out there?

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    1. If you can find one, grab it, and then put it up for auction, because it's my understanding that they're quite rare and valuable.

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    2. Never seen one in the wild, I'm afraid, nor do I expect to. Just a few old photos.

      Awful people being as common as they are, I wonder if there's someone counterfeiting them to bilk collectors. No idea how you'd go about authenticating such a thing.

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  2. The mystery of "Gamma World" deepens. With a guy like James Ward hatching intriguing gaming ideas and the full might of TSR's marketing engine ready to launch the next big thing in RPGs, you'd thunk it would have blown up in a bigger way than it ever did.

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    1. TSR didn't give any of their boxed rpgs a lot of support, at least in terms of modules, add-ons, and Dragon articles. The one exception I can think of is Marvel Super Heroes. I'm not sure if this was due to limited resources or relatively poor sales compared to D&D/AD&D.

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    2. I agree and think it was even more marked with Gamma World than other games. Unlike Top Secret, there was no module with the boxed set. The first, GW module, "Legion Of Gold," came out a year or so after the game. Yet given the oddity and mystery of the gaming environment, such an addition would have been immensely helpful selling the game design.

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    3. @Mark I suspect the amount of support for Marvel had a lot to do with the terms of their license, they probably needed to release X amount of new product per year to satisfy the terms. That's frequently a thing with major IPs.
      Sales were doubtless also a factor or they wouldn't have kept the license as long as they did. Looking at the difference between their Marvel and Indiana Jones output, it's not hard to guess which did better and which license was more profitable.

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  3. Re: AD&D
    My impression is that most of us who bought the AD&D books didn’t play AD&D, more that we used the books to play a role-playing game that suited our group. I’m also under the impression that Gygax didn’t develop AD&D principally to deprive Arneson of recognition and royalties. Rather the main purpose of AD&D was to enable Gygax/TSR to create a global, franchised tournament system.
    I’m under the impression that, in the early days of D&D while demand and distribution were still building from a very low base, Gygax saw professionally run tournaments as a potentially significant income source. However, D&D’s Arneson inspired approach of ‘rulings not rules’ made it impossible to ensure any consistency between tournament DMs. To fix this, Gygax designed AD&D, with its rigid, comprehensive rule-set, to establish a reasonable basis of comparing the ‘rpg-ing abilities’ of players taking part in tournaments run anywhere across the globe.

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  4. We were of the same mind James, when we played DnD and later AD&D, we did not rely on 'official' interpretations nor have access to them due to the part of Chicago where we lived and the lack of access to all these wonderful hobby stores. Once in a great while we would get a dragon magazine, if we went to the Loop's Krochs and Brentanos or the games store out northwest in the Harlem Irving plaza.

    Expecting orthodox play in a FRPG is like expecting a ren fair's clothing to be historically accurate.

    thanks for all these articles and retrospectives examining that topic of 'right way to play'

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  5. Well you can still get a decent substitute for the fighters' wheel. Kenzer and Co. sold one for their original Hackmaster RPG. It's still available at drivethru rpg https://www.drivethrurpg.com/product/20997/HackMaster-Combat-Wheel. Of course "some assembly reqiured''

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  6. Back in the 80s, our group played 1e by the book! Looks like that made us outliers? We strove to follow all the rules, except weapon versus armor adjustments, which I now think are terrific and should have been a priority. We did use weapon speed, which I now think is a Red Herring. Anyway, I recall getting a score (1-4) at the end of each adventure and that multiplied by 1,500 was the amount we paid in gold for level training. Did not seem tedious at the time, gave the game a satisfying resource management feel.

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  7. "She then devotes a nearly two-page article discussing various aspects of D&D monster design as she creates a new monster step-by-step" I wonder how that would compare to all the various bloggers and youtubers advice on how to make a monster *today* and does WOTC have a guide on Beyond? How does it compare?

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  8. During the interview EGG mentioned “ It's a rather simple but fun card game.” Does anyone know what this was?

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