Tuesday, November 5, 2024
The Articles of Dragon: "Old Dwarvish is Still New to Scholars of Language Lore"
Monday, September 9, 2024
Flighty Elves and Bearded Dwarven Ladies
The astute among my readers might have noticed that the Boot Hill advertisement I shared earlier today appeared in the August 1979 issue of Dragon, the same month that the AD&D Dungeon Masters Guide was released. To mark this occasion, issue #28 includes an article in which TSR employees who had even a small hand in the completion of the DMG offer their opinions on the finished product. There's a lot of interesting stuff in the article, some of which might make good fodder for a future post. For the moment, though, I want to draw your attention to the comments offered by Jean Wells:
The section to which Wells refers is actually entitled "Player Character Racial Tendencies" and begins at the bottom of page 15 and continues on to page 16. Here's the section about elves that she so disliked:Tuesday, August 6, 2024
REPOST: The Articles of Dragon: "A Special Section: Dwarves"
The first of the four articles is "The Dwarven Point of View," which presented a psychology of the dwarves, explaining aspects of their thoughts process and, by extension, the society and culture that arose from them. "Bazaar of the Bizarre" featured two new (and forgettable) dwarven magic items, while "Sage Advice" answers a battery of increasingly nitpicky questions about dwarves. "The Gods of the Dwarves" is probably the most well-known of the four dwarf articles in issue #58, if only because it was officially canonized by Gary Gygax, who included it in his 1985 Unearthed Arcana expansion to AD&D. I'll also never forget "The Gods of the Dwarves" because it included an illustration depicting Berronar, the dwarven goddess of safety, truth, and home, with a beard:
I've long had a fondness for this piece of artwork, both because I relentlessly used it in my youth to bludgeon those who denied that female dwarves had beards (in contradiction of both Tolkien and Gygax – so you know it had to be true!) and to emphasize that dwarves aren't just short, stocky humans. They are, effectively, an alien race and to expect them to conform to human ways is absurd, not to mention demonstrating a severe lack of imagination.
When this quartet of articles was released, I adored them and made every effort to incorporate as much of them into my ongoing campaign as I could. Nowadays, I have much more mixed feelings about them, chiefly because they, almost certainly unintentionally, became the fount from which subsequent discussion of dwarves flowed. That is, later writers – and even TSR itself – treated Moore's ideas as normative, the result being that, as the '80s wore on, the portrayal of dwarves in AD&D became less diverse. At the time, I didn't care; indeed, I was very happy with "official" information on dwarves and all the demihuman races, because I wanted my campaign to conform to the conceptions of my betters in the hobby. In retrospect, though, I feel less happy with these articles and wish their influence had been more limited.
Tuesday, May 21, 2024
Polyhedron: Issue #27
Monday, August 15, 2022
"The Last Word on Dwarven Women's Beards"
The issue of whether or not female dwarves have beards is a longstanding one in the hobby. It has its roots in Appendix A of J.R.R. Tolkien's The Lord of the Rings, which says of dwarf women that "They are in voice and appearance, and in garb if they must go on a journey, so like to the dwarf-men that the eyes and ears of other peoples cannot tell them apart." Some readers assert this statement is ambiguous, though it seems pretty clear to me.
Of course, whether or not dwarf women have beards in Middle-earth doesn't have much bearing on whether or not they do in Dungeons & Dragons – just ask Gary Gygax. In issue #41 of Dragon (September 1980), in response to a letter to the editor, Gygax said the following:
Friday, April 16, 2021
Random Roll: DMG, p. 59
As explained in PLAYERS HANDBOOK, infravision is the ability to see light waves in the infrared spectrum.
To say that I have disliked this definition for decades is an understatement. While I am on record as not being opposed in principle to the mixing of science fiction and fantasy, Gygax's explanation of infravision leans a little too heavily, in my opinion, on real world science, with infelicitous consequences, as we shall see.
Gygax elaborates with the following:
Characters and various creatures with infravisual capability out to 60' (standard) are basically picking up radiation from their surroundings. Therefore, they note differences in thermal radiation, hot or cold. They do not "see" things which are the same temperature as their surroundings. Thus, a room in a dungeon might look completely blank, as walls, floor, ceiling, and possibly even some wooden furniture are all of the same temperature. Openings in the walls should show up rather plainly, as space anywhere else will, and if you are generous, you can allow different substances to radiate differently even if at the same temperature, i.e. the wood in the example above would be discernible if care was used in scanning the room infravisually.
Leaving aside the not insignificant matter of what this does to the "magic" of D&D, the conception of infravision Gygax advances here seems intended to limit its utility. If an elf's ability to see in the dark is akin to 1970s era IR goggles, it's a rather narrow ability, almost to the point of uselessness. I imagine that's the point, though. He continues:
Except where very warm or very cold objects are concerned, vision of this sort is roughly equivalent to human norm on a dark or cloudy night at best. Note also that monsters of a very cold or very warm sort (such as a human) can be tracked infravisually by their footprints. Such tracking must occur within two rounds of their passing, or the temperature difference where they had trodden will dissipate.
The ability to track via infravision is certainly handy, though, as one might expect, Gygax places limitations on it, which given his explanation of how the ability works, is not unrealistic. Of course, what he gives with one hand, he takes with the other.
Light sources which give off heat also absolutely prevent infravision from functioning within their sphere of illumination. (Explain this as the effect of trying to see into the dark when the observer is in a brightly lot area.) It requires not less than two segments to accustom the eyes to infravision after use of normal vision.
Again, this makes sense, given his conception of infravision, but it's a potentially serious drawback when one notes that it takes two segments to shift between normal and infravision. A lot can happen during those 12 seconds of temporary blindness.
The section ends by noting that creatures with infravision with a range of 90' or more – the sort possessed by "most monsters inhabiting underground areas" – see much more clearly than those with standard infravision.
Such creatures can easily distinguish floor, ceiling, wall, and other areas, as well as furnishings within the area.
Talk about stacking the deck in the monsters favor!
This whole section makes me unhappy, or at least disappointed. I much prefer granting certain creatures, like dwarves, elves, and many monsters, the magical ability to see in the dark without restriction. This is more or less what's implied in OD&D and the way I've always handled infravision (a term I now reject, owing to the scientific associations Gygax foists on it here). Chainmail, I believe, grants magic-users the power to see in the dark too and it's something I've long considered giving player characters of that class as a basic ability.
My point, ultimately, is that I think this whole section reeks of an attempt by Gygax to rein in an ability he thought too useful. Since I neither share his likely concern nor like his reframing of infravision as thermal vision, there's not much here I would use.
Monday, December 7, 2020
The Lowly Fighter
When it comes to delving into history – any history, not just the history of RPGs – I tend to favor documents over memories, especially my own memories. Memories, after all, are tricky things, especially the memories of middle aged and older people. More times than I care to admit, I was sure I remembered something that was later proven, through documentary evidence, to be untrue or at least misconstrued. Documents don't tell the whole story, of course; divorced from context, they can be just as prone to being misconstrued as memories (and that's not even taking into account deliberately false documents). Nevertheless, I tend to think we're on more solid ground in examining history when we have physical evidence, which is why I have such respect for the work of people like Jon Peterson, whose careful examination of early RPG documents have revealed a great deal about the history of the hobby.
To that end, one of current activities is re-reading many of the RPG periodicals, both professional and amateur, I still have from the '70s and '80s. Though TSR's Dragon is quite useful in this regard, I'm finding that the Polyhedron is sometimes much more intriguing. Whereas the articles in Dragon tended to be both more polished and "theoretical," those in Polyhedron were (generally) rougher and more focused on "practical" considerations. In the process of re-reading those issues of Polyhedron I still have, I've come across a number of articles that seem to have arisen out of a referee's attempts to deal with some problem or other in his campaign.
A good example of what I'm talking about is Brian Leikam's "In Defense of the Lowly Fighter," which appears in issue #30 of Polyhedron (July 1986). Leikam was a RPGA tournament winner, as well as a member of the US Air Force, who ran a Dungeons & Dragons campaign at Whiteman Air Force Base in Missouri (or so says his author bio). It's also noted that he was "pleased with the convenience and playability" of the D&D (as opposed to AD&D) system. The article attempts to grapple with the fact that "no one seems to play fighters anymore" and that D&D campaigns are "overrun with 'rare' demihumans and spellcasters." To that end, Leikam proposes some solutions that have worked for him in his own D&D campaign.
I genuinely enjoy articles of this sort, both for what they tell us about the perception of supposed "problems" in the rules of Dungeons & Dragons and how individual referees dealt with them in their own campaigns. This is the kind of documentary evidence of which I want to see more, if only because it provides a useful counterpoint to the frequent cries of "I never saw that back in the day" or "We did it this way." Again, I don't want to discount memories entirely, but, speaking for myself, my own memories are so often hazy (or rose colored) that I think it's vital to buttress one's memories with additional testimony.
Leikam's assertion that fighters were often rare is, I think, right. That's certainly my recollection, particularly in AD&D, where rangers and paladins were much more commonplace, despite the supposed ability score restrictions. His comments about the prevalence of demihumans likewise comport with my experiences, though I mostly played AD&D rather than D&D. Regardless, Leikam proposes three solutions, only two of which interest me at the moment. Here's one of them:
Wednesday, December 2, 2020
Obscenity in Lead
Fantasy Role Playing Games by J. Eric Holmes is a fascinating book. Published in 1981, it's an overview of this then-new hobby, written at least in part to clear up some popular misconceptions about RPGs and the people who play them. It's also a terrific window into the state of things in the late '70s and early very early 1980s from the point of view of someone knowledgeable about the West Coast scene and with connections to many of the movers and shakers of the Midwest region as well.
Over the past few months, I've been returning to the book and re-reading certain sections of it, focusing on those where Holmes offers interesting or even unusual takes on those times. A good example of what I'm talking about occurs in Chapter 11. Entitled "Little Metal People," it discusses, among other topics, the use of miniatures in roleplaying games. At one point, Holmes notes that
Traditional wargame figures were all male. Minifigs did make castings of a few ladies who might appear on a battlefield – Queen Boadicea, for instance. The wives, sweethearts and camp followers of the armies of Alexander, Caesar and Napoleon were not depicted in lead, however. Fantasy gaming has changed all that, since female characters are of major, or central, importance in many fantasy and science fiction stories. Also, for the first time, the game players who used the figures were often female.
The first set of female figures wasn't much to brag about. Minifigs added Amazons to the early Sword and Sorcery line and "Valka Spacewomen" to the first science fiction series. These ladies were either nude or almost so. It was several years before any of the figure companies realized that there was a market for lady adventurers and sorceresses who dressed appropriately to their role and did not look as if they were about to star in the middle of a Las Vegas nightclub chorus line.
I was, at best, an indifferent collector and user of miniature figures in the roleplaying game campaigns of my youth. Nowadays, I don't make use of them at all, though I have made good faith attempts to do so in the recent past. Consequently, I had – and indeed still have – relatively little knowledge of the history of miniature figures. What Holmes says above is not surprising to me, but, until I'd read it, I never gave it much thought. He talks more about this topic and, in doing so, discusses some intriguing bits of history.
The women in the Western, Star Trek and Barsoom figure series are all dressed appropriately. For the Barsoomian ladies this does mean near nudity, but that is true of the male figures also and entirely faithful to the stories. Ral Partha now makes a series of amazonian warriors whose femininity is obvious but whose armor and military equipment look distinctly functional. There are now appropriate figures for a princess, a lady thief or an old witch, although as yet no lady clerics, orc or dwarves. There is a sharp controversy within TSR Hobbies over whether a female dwarf wears a beard. Since Gygax insists she would, perhaps there is no hurry to produce a game-playing figure.
Intriguing, as I said, not least because the matter of female dwarven beards remains a contentious one, even among old schoolers. I sidestep the issue entirely by imagining sexless dwarves, though I nevertheless like to tweak my fellow gamers who hate the idea of bearded female dwarves by sharing this illustration from Dragon (and others like it). I find it equally intriguing that Holmes treats Gygax's opinion on the matter – which I remember his voicing on several occasions – as if it settled the matter. That, too, comports with my memory the oracular status Gary once possessed in certain quarters of the hobby at the time (though just as many, perhaps more, people would have laughed at the suggestion that Gygax's thoughts had any special status).
Holmes continues, bringing us to the section that occasioned this post's title.
This sexual revolution among wargaming figures appears to have taken place without much fanfare. Such is not the case in the hobby of the large military miniatures. I gather there had always ben an "underground" traffic in castings of the female body, but when fantasy figures began selling in the larger sizes as well as the game-playing 25 millimeters, an advertisement for a series of beautiful and sexually exciting nude figures in the British magazine Military Modeling produced several letters of protest. Protest was over the "obscenity" of the figures and their appearance in a hobby magazine that appeals to "innocent" young boys. These letters were followed, of course, by others pointing out the ludicrous nature of a charge of obscenity against the female body, long an accepted challenge for the artist and sculptor, in a hobby devoted to the accurate depiction of men and mechanisms equipped for the killing and maiming of other human beings. Meanwhile, in 25 millimeters, the ladies seem to have entered the field, in various stages of dress and undress, without serious opposition.
Some things never change! Unfortunately, I can find no evidence of the particular advertisement of which Holmes speaks. He provides insufficient detail to determine when this might have occurred or even which company's advertisement it was. If anyone has any insight into this, I'd love to know more. In any case, it's precisely these kinds of stories that Holmes shares regularly in the page of Fantasy Role Playing Games and why I find it such a remarkable book.
Wednesday, August 19, 2020
Retrospective: Dwarven Glory
Also like its predecessor, Dwarven Glory calls itself a "dungeon kit." As you will see, this is an apt description. The product consists of eight hex map sections, each of which can be connected to the others in a variety of different ways (more than sixty, according to the text). This allows the referee to configure the dungeon according to his own wishes (or re-use it). Thus, Dwarven Glory is as much a set of geomorphic maps as it is an "adventure module," as the term is generally understood.
These maps detail a semi-abandoned dwarven community that is now overrun by the Ten Orc Tribes. Their keys are comparatively brief, but not minimalist. Here's a typical example:
This room contains 4 locked cabinets (each with 6 bottles of Dwarven Ripple Wine), 18 empty bottles (on the floor), and a long table with 8 plain cups (in the corner).
Many entries contain even less detail. However, a few are more elaborate, containing not only specific information but the germs of side adventures.
The door is trapped with a bank of crossbows set to fire 5 hexes across towards Room #4. A Minotaur (HP 21; AC 6) carries a +2 hand axe and 4,000 SP. The room contains a roasting rack with several Human skeletons and 2 bedding areas. There are 4 gems: one is worth 1,000 GP, one is broken with no value, one is a Gem of Giant Strength, and one is a Gem of Sexual Change. The Minotaur puts the party under a geas to find and return his son unharmed. Failure to perform this task invokes a curse upon the party members (loss of 1 intelligence pt per day, unless the geas is resumed; the effects are not reversible). If the geas is fulfilled, the Minotaur will obtain Gauntlets of Ogre Power for each party member.
Judged by the standards of later times, Dwarven Glory seems quite primitive, being little more than a collection of simple maps and sparse keys. That's undeniably true but it's also reductive. To explain what I mean, allow me a lengthy digression.
By the time I had entered the hobby in earnest, in early 1980, Wee Warriors was no longer producing support materials for Dungeons & Dragons. I had never even heard of the company or its products, let alone seen them. That changed one summer – I wish I could nail it down to a specific date, but it was certainly before 1984 – when I attended a "games day" at a local library.These were regular events where the library opened up its meeting rooms for six or eight hours to players of RPGs. Referees would claim a table and set up, while players milled about, inquiring as to what games the referees were planning to run. Once enough players joined a table, the referee would begin.
One of the great things about these events was that they introduced me to games I otherwise wouldn't have known about or had the opportunity to play. This is where I became better acquainted with RuneQuest and The Morrow Project, for example, and it was also where I first set eyes on Dwarven Glory. A referee had set up in the boardroom, a room adjoining the main play area, in which there was a long table and lots of chairs. Somewhere between ten and fifteen players grabbed chairs on the assumption that, given the magnificence of the venue, the adventure scenario would must be just as grand. We weren't mistaken.
Even after four decades, I remember the scenario quite vividly. We had a lot of fun and Dwarven Glory most certainly played a large part in that – not the only part, of course, since, like so many good times I've had while roleplaying, the fun was the result of the inexplicable alchemy of referee, players, source material, and randomness. Nevertheless, the experience left me with fond memories of the little yellow booklet the referee kept hidden behind his screen. I assumed that it had to be one heck of an adventure, because we all enjoyed ourselves so much, which is just about the highest praise I can offer an RPG product of any kind.
Over the years, I would occasionally try to find a copy of Dwarven Glory, but to no avail. Like Metamorphosis Alpha, this booklet became a white whale for me, albeit a minor one. Indeed, I'd pretty much forgotten about until very recently, when I discovered that Precis Intermedia had acquired the rights to the entire Wee Warriors catalog, including Dwarven Glory. Having now had the chance to read the dungeon kit for myself, I was transported back to my youth, remembering weird little details from it, like the underground tavern run by a half-orc and the dwarven police station (yes, really!). I cannot claim that Dwarven Glory is, in itself, a forgotten classic, but it's both an important artifact of the early days of our hobby and a source of personal satisfaction. That's reason enough to celebrate it.
Tuesday, October 11, 2011
The Articles of Dragon: "A Special Section: Dwarves"
The first of the four articles is "The Dwarven Point of View," which presented a psychology of the dwarves, explaining aspects of their thoughts process and, by extension, the society and culture that arose from them. "Bazaar of the Bizarre" featured two new (and forgettable) dwarven magic items, while "Sage Advice" answers a battery of increasingly nitpicky questions about dwarves. "The Gods of the Dwarves" is probably the most well-known of the four dwarf articles in issue #58, if only because it was officially canonized by Gary Gygax, who included it in his 1985 Unearthed Arcana expansion to AD&D. I'll also never forget "The Gods of the Dwarves" because it included an illustration depicting Berronar, the dwarven goddess of safety, truth, and home, with a beard:
I've long had a fondness for this piece of artwork, both because I relentlessly used it to bludgeon those who denied that female dwarves had beards (in contravention of both Tolkien and Gygax -- so you know it had to be true!) and to emphasize that dwarves weren't just short, stocky humans. They were, effectively, an alien race and to expect them to conform to human ways was absurd, not to mention demonstrating a severe lack of imagination.
When this quartet of articles was released, I adored them and made every effort to incorporate as much of them into my ongoing campaign as I could. Nowadays, I have much more mixed feelings about them, chiefly because they, almost certainly unintentionally, became the fount from which subsequent discussion of dwarves flowed. That is, later writers -- and even TSR itself -- treated Moore's ideas as normative, the result being that, as the '80s wore on, the portrayal of dwarves in D&D became less diverse. At the time, I didn't care; indeed, I was very happy with "official" information on dwarves and all the demihuman races, because I wanted my campaign to conform to the conceptions of my betters in the hobby. In retrospect, though, I feel less happy with these articles and wish their influence had been more limited.
Sunday, July 17, 2011
Thorin Oakenshield
So much for the theory that the King Under the Mountain would be an archetypal Nordic-style dwarf.
Saturday, July 16, 2011
Balin and Dwalin
These guys aren't too bad, though, again, Dwalin looks to have a very short beard, unless I'm just not seeing something right. That leaves just Thorin to reveal and let's be honest: he's the only dwarf whose appearance means that much in the end. I hope he looks more like Balin and Dwalin than like Fili and Kili.
Tuesday, July 12, 2011
Dwarven Variation
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Fili and Kili |
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Nori and Ori |
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Dori and Nori |
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Oin and Gloin |
Uh ... no
I don't know what these guys are, but they're certainly not dwarves.
Saturday, July 9, 2011
More Dwarves
Feel free to comment away about your impressions of the costuming, makeup, etc. However, after the nonsense accompanying my last post about The Hobbit movies, I'm going to ruthlessly delete any comments that deride or impute motives to others who have a differing opinion on the matter. You have been warned.
Thursday, July 7, 2011
Meet Dori, Nori, and Ori
I don't have my copy of the book handy, so I'm not able to comment on how closely these guys match up to whatever description Tolkien provides, if any. My gut reaction, though, is a positive one. These three look a lot more "dwarf-y" to me than Gimli did in The Lord of the Rings and, provided there are no more dwarf-tossing jokes in The Hobbit, go some way toward redressing the wrong done to Durin's folk previously. Mind you, I've never had much of a problem with the way Middle-earth looked in Jackson's movies; it was their tone that annoyed me at times. So, I see this photo as a definite positive, but the proof, as always, will be in the script.
Thursday, June 2, 2011
Kobolds
Thinking on it, I rather like the idea, both because it presents a different take on kobolds than either the little dog men of the Monster Manual or the little dragon men of later editions and because it ties in nicely with the knockers of the Dwimmermount setting, about which I've been thinking about lately. It's funny that I'd read that passage in the Blue Book more times than I can count and it was only now, after Fr Dave pointed out an obvious conclusion, that I had an "aha!" moment about these puniest of dungeon monsters.
Funny how that can happen.
Monday, January 3, 2011
Tolkien's Influence in Pictures

Rather than blather on at length about this topic, I thought a few pictures might make my point far better than anything I could write here.




I could go on and on illustrating how many fantasy tropes have their origins in Middle-earth, but I hope my point is made simply by selecting four relatively straightforward examples. It might be an exaggeration to say that J.R.R. Tolkien singlehandedly invented modern fantasy, but he is certainly one of its main progenitors, particularly when it comes to the "furniture" of the genre. Tolkien's peoples and creatures have had a profound impact on the imaginations of nearly everyone who's worked in fantasy since the 1960s. It's safe to say that, without him, fantasy would have been a very different thing than what it became. In that sense, we're all in Tolkien's debt and ought to lift a glass in his honor on this day of his birth.
Tuesday, August 24, 2010
Father and Son

Saturday, August 7, 2010
OD&D Psionic Limitations
It's also noted (in bold text, no less) that
Monks & Druids do not have psychic potential, they are therefore prohibited from becoming psychics.Again, I can see limiting psionics to certain classes but a universal prohibition does raise questions. For example, of all the classes available in OD&D, the monk strikes me as the one that's most compatible with the notion of psionics. Indeed, many of the class's abilities strike me as conceivably psionic in nature. So why the prohibition? And why are druids unable to be psionic while clerics can? It's an oddly specific ruling. No mention is made of paladins (who, presumably, count as fighting men) or assassins, nor of classes from The Strategic Review, even though rangers at least are referenced elsewhere in Eldritch Wizardry.
Needless to say, OD&D psionics are a lot more "quirky" than even their AD&D counterparts, which is saying something. Right now, I'm trying to figure out if there's any discernible logic behind these quirks or if they're just things that are. Regardless, I'm having a lot of fun plowing through this stuff.