From issue #66 of Dragon (October 1982) comes this full-page advertisement for Gangbusters. I haven't played the game in decades, but it was a favorite of mine for a couple of years after its original release back in 1982. Though I haven't (yet) done so, I occasionally get the hankering to pull it off the shelf and play it again. It's a fun little RPG with a lot to recommend it.
Monday, October 7, 2024
Brotherly Love Bulletin
Friday, August 30, 2024
Level Titles: Beyond D&D
Having now covered all of the published TSR era D&D and AD&D character classes with level titles, I wanted to turn to some other RPGs published by the same company that also include them. First up is Empire of the Petal Throne (1975), which only makes sense, as the game's rules were essentially a variant of OD&D. Here is the chart featuring level titles for all three character classes available in that game:
There are a couple of notable ways that this chart differs from its D&D predecessors. The first and most obvious is that these titles aren't in English. Instead, they're in the Tsolyáni constructed language used in the setting, though they are accompanied by rough English translations. Secondly and more importantly, most of these titles have a meaning within the setting. For example, the titles of the fighting man class are, from levels 1 through 6, actual titles within the Tsolyáni legions. Likewise, the titles of both the priest and magic-user classes are those of ranks within the "circles" (an administrative term) of the temple priesthoods and lay priesthoods respectively. In short, these level titles aren't arbitrary names but rather markers of attainment within Tsolyánu.Tuesday, April 2, 2024
Polyhedron: Issue #20
Tuesday, March 26, 2024
Polyhedron: Issue #19
Issue #19 of Polyhedron (September 1984), like the previous issue, features a cover illustration promoting one of TSR's licensed RPGs, in this case The Adventures of Indiana Jones. The reputation of the Indiana Jones game has long – and somewhat understandably – suffered as a result of the game's narrow focus and presentation, squandering its real potential as a vehicle for pulp adventure. The scenario included in this issue, "The Temple of the Chachopoyan Warriors "(written by Doug Niles), does little to correct this. The adventure reframes the opening scenes of Raiders of the Lost Ark as a means of introducing the game and its rules to newcomers. While adequate to that specific task, it also reinforces the sense that the RPG would never really rise above its limited source material and that's a pity.
This issue's "Two Cents" is a rebuttal to last issue's rebuttal to another article, appearing in issue #14 – yikes! If nothing else, it's a reminder that roleplayers have always liked to argue with another about almost anything. It's also a reminder that my patience is very limited when it comes to such things, then or now. That said, this issue's installment, by Christopher Gandy, at least makes a few solid points, most importantly that, for many players, roleplaying is an escape and an opportunity to do and experience things they'd never be able – or want – to do in real life. There's nothing wrong with this and it can, in fact, serve a useful purpose.
"Lost Ships, Madmen, and Pirate Gold" by Antonio "Crazy Tony" O'Malley is a fun article intended for use with Gangbusters, Call of Cthulhu, Daredevils, or any other roleplaying game set in the 1930s (interestingly, Indiana Jones is not mentioned). The general thrust of the three-page piece concerns the care and feeding of pulp adventure campaigns. O'Malley covers a wide range of topics – legendary treasures, historical mysteries, gangsters, and ghosts, among others – with an eye toward offering advice on how best to make best use of them in play. The article is both creative and practical and I remember enjoying it when I first read it long ago, an opinion that didn't much alter upon re-reading it.
"... And the Gods Will Have Their Way" by Bob Blake concludes the "Prophecy of Brie" series of adventures begun back in issue #16. The adventure takes up the interior twelve pages of this issue and is designed to be removeable by bending back the staples that hold it together. Though I never mad direct use of it, I appreciated its attempt to provide a consistent cultural backdrop for the scenario, in this case, pseudo-Celtic, rather than the usual vague mishmash found in most Dungeons & Dragons modules at the time. On the other hand, the fact that this "mini-module" took up half of the issue's page count was a bit of an annoyance. As always, I suspect that the editors of Polyhedron were struggling with figuring just what the 'zine was supposed to be and how it differentiated itself from TSR's other gaming periodical, Dragon.
Frank Mentzer presents the results of the RPGA Network Item Design Contest, consisting of six winners selected from a pool of "almost a hundred." The items were judged in the categories of "usefulness," "originality," and "rules compliance." The grand prize winner, whose creator received a lifetime membership to the RPGA, is the talisman of the beast. Written for AD&D, the talisman enables its wearer to shapechange into the animal associated with it, as well as to speak with animals of the same type. Usable seven times a week, any attempt at an eighth use traps the wearer in anima form until the curse is dispelled by the Great Druid. With the exception of the taser rifle, intended for use with Star Frontiers, all the other winners are for AD&D – a reminder, I suppose, of just how much more popular it was than any of TSR's other offerings.
Tim Kilpin's "If Adventure Has a Game ... er, Name, It Must Be Indiana Jones!" is a two-page overview of The Adventures of Indiana Jones Role-Playing Game. It's essentially an advertisement masquerading as an article, though I do appreciate that there are some quotes from David Cook, in which he explains his intentions while designing the game. Alas, his intentions included not just a desire for "fast action" but also hewing as closely as possible to the characters and events of the two movies released at the time. Not to sound like a broken record, but it's a real shame that TSR either didn't (or couldn't – I've seen claims that it was Lucasfilm that dictated this) open up the world of Indiana Jones a little more, so as to include original characters and situations. Ah, well!
James M. Ward's "Cryptic Alliance of the Bi-Month" looks at The Created, a group of sentient androids and robots that believe themselves superior to the human beings who created them. The Created make for a great antagonistic cryptic alliance in Gamma World campaigns, which is why I like them. Compared to earlier articles in this series, this one doesn't add much to our knowledge beyond making The Created even more explicitly villainous than we already suspected (their leader is android/robot hybrid called V.A.D.E.R. X and, no, there's no explanation for that acronym).
"The Laser Pod" by Jon Pickens is a nice – and very useful – addition to the Star Frontiers starship combat system found in Knight Hawks. One of the oddities of baseline Knight Hawks is that fighter craft are too small to carry any type of laser weapons. Instead, they're armed exclusively with rockets. While this makes sense within the context of the starship construction rules, it nevertheless felt a little disappointing to those of who'd grown up imagining fighters dogfighting with lasers. Pickens presents a clever little option that simultaneously stays true to the original rules while also giving us laser fanatics what we've wanted all along. Bravo.
Finally, there's "Dispel Confusion" with more questions and answers about TSR's various RPGs. While reading this issue's sampling, a few thoughts occurred to me. First, the AD&D questions are overwhelmingly technical in nature, which is to say, they're about how to interpret the text of the rules as written, whereas the questions for most of the other games are much more in the realm of advice on how to handle situations the rules don't explicitly cover. This might simply be a consequence of AD&D having more rules than other TSR games, but I suspect it may speak to the culture surrounding AD&D as well. Second, there are no questions in this issue about Boot Hill. I can't help but wonder if this is reflective of its relatively small fanbase at the time.
As always, Polyhedron continues to be something of a moving target. Every issue offers a different mix of content, coverage, and quality, which, I suppose, is fairly typical of a zine that is increasingly relying on outside submissions for its content. Still, I find the inconsistency a little bit frustrating, making my enjoyment of this series similarly inconsistent.
Wednesday, January 17, 2024
Polyhedron: Issue #17
Issue #17 of Polyhedron (May 1984) is immediately notable for its cover, which features an uncredited 19th century engraving rather than an illustration by one of TSR's staff artists. Nevertheless, the engraving is being used to illustrate one of this issue's articles, a long "Encounters" piece by Kim Eastland about which I'll speak shortly. Because of hos different this cover looks compared to its predecessors, it's one that I remember well, even if I didn't recall anything about the article to which it's connected.
The issue kicks off with a long letter in which a reader comments that he is "not a member of the RPGA Network in order to get a second helping of articles every month. DRAGON does a good job monthly." Instead, the reader wants to hear the opinions and ideas of RPGA members rather than "professional writers." It's a fair criticism, I think, though, as I noted last week, it's not one I shared. Editor Mary Kirchoff explains that the preponderance of articles by TSR staff members is due to a lack of submissions by RPGA members. Reading this now, I must admit to some surprise at this. I would have imagined that members would have jumped at the chance of writing for Polyhedron, but apparently not. (Of course, given that I never submitted anything during the time I was a subscriber means that I have no room to criticize.)
Kim Eastland's "Encounters" concerns a ruined temple that the characters came across while traveling elsewhere. Outside the ruin is the servant of an adventurer whose employer left him outside while he ventured within to investigate. That was more than a day ago and the adventurer has not returned since. What then follows is a three-page description of the temple, its contents, and denizens, accompanied by illustrations that (mostly) are in the same style as the cover. Though lacking a map, the temple is quite fascinating, since it includes a number of tricks and traps within it, as well as some valuable treasure. I think it'd make an intriguing side encounter for an ongoing campaign.
The Knights of Genetic Purity are James M. Ward's "Cryptic Alliance of the Bi-Month" for use with Gamma World. Pure strain human supremacists, the Knights fall squarely on the side of villains, at least in most of the GW campaigns with which I am familiar. The article thus devotes most of its two pages to details of the alliance's personnel and weaponry, so as to aid the referee in using them as adversaries. We also get a couple of legends associated with the cryptic alliance, such as "Pul Banyon," a seven foot-tall mutant slayer and a king named "Art" who was betrayed by his "human-looking mutant" wife. I remember liking this article more than is probably deserved upon re-reading it. I don't think it's bad so much as uninspired, which is a shame, because I think the Knights of Genetic Purity make great adversaries for a Gamma World campaign.
"Variants, House Rules, and Hybrids" by Roger E. Moore, on the other hand, is a terrific article. Over the course of three pages, Moore looks at the merits and flaws of introducing variant rules into your ongoing RPG campaign, as well as presenting examples of such variants (critical hits, new classes, etc.). What's most remarkable about this piece is not Moore's advice, which is indeed good, but the fact that it appears in the pages of Polyhedron at all. Moore acknowledges, at the start of his article, that TSR's policy is that "it's better to game with the rules as they are," but he nevertheless feels that "everyone has different ideas on what makes a game fun." From the vantage point of 2024, this might seem non-controversial, but, at the time, for people like myself, who hung on every word that proceeded from the mouth of Gygax, it was a Very Big Deal and I am grateful for it.
"The Fighter" by James M. Ward is the start of a new feature, intended to present an "archetypical [sic]" example of a Dungeons & Dragons character class "to give a general idea of what characteristics and/or quirks a superior, balanced character in a particular character class would have." Ward presents Ian McPherson as his example of the archetypal fighter, detailing his personality, skills, equipment, and holdings. It's notable that the article is light on game mechanics, which surprised me. I would have thought we'd at least get game statistics for Ian, but we do not. Instead, the following article, "Two New NPCs," presents two brief write-ups of unique fighters, one a dwarf and one a half-orc, written by Ward and Roger E. Moore respectively. These write-ups do include stats and are thus more immediately usable.
"Disguised Weapons" by Nicholas Moschovakis presents six hidden weapons for use with Top Secret. This is a no-nonsense "meat and potatoes" gaming article of the sort that used to fill gaming magazines at the time. Likewise, Kim Mohan's "Wishes Have Their Limits" also belongs to a hoary gaming magazine genre, namely, articles about how to constrain and otherwise rein in the power of magic wishes in D&D. Mohan attempts to present, over the course of three pages, a series four "laws" for adjudicating wishes. His laws are all fine, if you feel the need for such things, but, these days, I'm generally quite lenient with wishes and reality warping magics, because I see in them the opportunity to inject a little chaos into the status quo of a campaign. Maybe I'm weird.
"DM Talk" by Carl Smith looks at the various approaches to refereeing D&D, offering thoughtful insights and advice. Though obviously geared more toward novice DMs, I think he still says things of potential interest to more experienced ones. In particular, I like his division of RPG players into one of three "levels," each of growing sophistication, with Level 1 being "roll playing" and Level 3 being a high degree of immersion. He then tailors his advice for the referee based on the current level of the campaign and the needs of its players. It's not a world changing article, but it's solid and looks at the subject from a slightly different perspective, which I appreciate.
"Dispel Confusion" presents the usual assortment of questions and answers related to TSR's various RPGs. The most notable questions this time around are one concerning the fact that the monster Zargon from The Lost City is stated to be "no god" and yet his clerics have spells. How is this possible? According to the answer, "there is in fact a greater evil force behind Zargon" and it is this mysterious being who is granting spells to his cleric. I have to admit that's quite intriguing! Another question concerns whether there are female dwarves, which the questioner apparently doubted. Obviously, the answer is in the affirmative. Did anyone seriously doubt this?
Issue #17 also includes another mini-module, "The Incants of Ishcabeble," by Bob Blake. It picks up from the mini-module included in the last issue and takes the characters to the abandoned tower of the ancient wizard, Ishcabeble. I have an affection for abandoned towers of all sorts, so I'm naturally inclined to like this one, too, which features a good mix of puzzles, tricks, traps, and combat.
The transformation of Polyhedron continues, though, as I theorized previously, not all of its readers are entirely happy with its new direction as Dragon Jr. Of course, Polyhedron was, to my recollection, always in a state of flux, never quite knowing its niche within the larger constellation of TSR gaming periodicals. As a result, each issue was, to some degree, an experiment to determine what worked and what didn't. This one is no different in this regard and, as we shall see in weeks to come, quite a lot didn't work, hence the regular need to launch new columns and features that soon disappear, only to be replaced by others.
Thursday, January 11, 2024
Polyhedron: Issue #16
In her "... from the editor" column, Mary Kirchoff explains that the RPGA has decided to stop producing exclusive merchandise, including exclusive AD&D adventure modules. Consequently, each issue will no longer include a catalog, freeing up about ten pages for additional gaming material. This month, that means the aforementioned mini-module. Kirchoff also mentions that, with the increase in space available for game material, she's looking for more submissions from readers. This call will bear some interesting fruit in future issues.
The issue proper begins with "Encounters" by Doug Behringer. This Top Secret scenario pits "NATO agent" – whatever that means – Dean Wiles versus two GRU operatives (Mike Duplie and Gregor Campleliski – I guess these are supposed to be Russian ...) as he attempts to help an East German laser scientist defect to the West. Other than the cool illustration by Roger Raupp depicting Wiles flying a gyrocopter, there's not much to recommend this article. I wish it were otherwise, as Top Secret was a game I greatly enjoyed in my youth.
Much better is "The Followers of the Voice" by James M. Ward, which details the titular cryptic alliance for Gamma World. Ward begins the article by explaining that "90% of all the adventure that goes on in the GAMMA WORLD game" is instigated by cryptic alliances, which gives some insight into how Ward views the play of the game. For that reason, each installment of the series will provide information about history, leadership, goals, geographic locations, and legends associated with each alliance. It's a solid format and one that I appreciated back in the day. The Followers of the Voice, who worship computers, were never my favorite alliance, however, and reading this article did little to change that. Even so, there's something amusingly quaint about seeing the alliance's symbol from the vantage point of 2024:
- Impossible odds
- Mont Haul worlds
- Long-winded GMs
- Unprepared GMs
- Random encounters GMs
- Map-crazed GMs or players
- Overly creative GMs
- The "stuck-in-a-rut" campaign
Tuesday, December 19, 2023
Polyhedron: Issue #15
Could the cover of issue #15 of Polyhedron (December 1983) by Keith Parkinson be any more 1980s if it tried? Like most recent issues, the illustration depicts a character from the "Encounters" feature, in this case an 8th-level Dungeons & Dragons fighter named Edrie Solo. Edrie is the player character of Randy Solo (no relation), who was the second-place winner of the RPGA membership drive announced all the way back in issue #3. His prize included an illustration of his character by his favorite artist (Parkinson), as well as a brief scenario involving her, written by James M. Ward. My teenage self thought that was a pretty cool prize – and it is.
The issue marks the department of Kim Eastland as publisher of Polyhedron, a role he took over from Frank Mentzer about a year and a half prior. Eastland is, for me anyway, one of the more mysterious members of TSR's staff. I remember his name, but, until I started re-reading Polyhedron, I don't think I could have told you what he did at the company. Looking back over his credits, he wrote or contributed to a number of modules for TSR RPGs throughout the '80s, though, as I said, until I made the effort, I don't think I could have recalled any of them. That probably says more about my aging memory than it does about him.
Issue #15 also marks the end of the RPGA catalog as part of Polyhedron. Apparently, like me, many readers felt that it took up too many pages that could have been more profitably used for gaming content. From this point on, all RPGA merchandise was sold exclusively through the Dungeon Hobby Shop in Wisconsin. I remember this shift, because I suddenly started receiving a copy of the DHS catalog in the mail a couple of times a year. I adored the catalog, because it included both gaming products I'd never heard of before and those I of which I had heard but never seen in the wild. I wish I still had my copies, because I suspect they'd be a treasure trove of information and nostalgia.
The letters page is mostly ephemera, but one letter and its response stood out:
Wednesday, December 13, 2023
Polyhedron: Issue #14
Contrary to the hoary gamer joke, I really would like you to tell me about your character. Hearing about others' characters is often a good way to gain insights into how they're playing the game. That's why I particularly enjoyed the installments of "Encounters" in issues #14 and #15: they gave me a little glimpse into what others were doing with Dungeons & Dragons at their own tables.
The RPGA Network Scholarship announced way back in issue #3 finally has a recipient: a young man by the name of David Lee Griffith from Aurora, Illinois, who was headed to the University of Chicago to study physics. The scholarship is for $1000. I have no idea how much the University of Chicago cost at the time, so it's difficult to say how significant a scholarship this would have been. Still, I find it notable that TSR offered a scholarship at all.
This issue's "Two Cents" column is by Christopher Gandy, who presents "Views on 'Role' Playing." In his one-page essay, he criticizes how little many players actually play their character as different from themselves. As he suggests:
Next time you or your players roll up a set of characteristics, don them like an actor would his wardrobe and portray someone new, someone unique, someone else. Don't just play at a role-playing game, role play during the game.
The extent to which roleplaying is or should be analogous to acting has long been a vexatious topic in RPG circles. Gary Gygax, for example, once famously fulminated against what he called "amateur thespianism," while other luminaries in the hobby held opinions closer to that of Christopher Gandy. As with many such topics, I don't think there's any single correct answer beyond what everyone at the table prefers, but it's good to be reminded that these questions have been with us for decades.
"Dispel Confusion" now takes up four pages, largely because it provides answers to many more questions about the rules of TSR's roleplaying games. Despite their large number, none of the questions in this issue are worthy of comment – which, to be fair, is pretty typical of these kinds of columns (with the exception of "Sage Advice" when Jean Wells was writing it).
"The Lone Wolf" by James M. Ward is a Gamma World article devoted to describing a type of character, whether player or non-player character, who "is perfect for balancing the deadliness of an Ancient installation with the power that can be gotten from looting such a place." The Lone Wolf is thus a very potent character with high ability scores and hit points, as well as a sizable arsenal of high-tech devices. His purpose is as a guide and guardian so that PCs do not "loose [sic] heart" and avoid the dangers of the setting's most lethal ruins. I imagine that Ward wrote it to throw a bone to those GW players who balked at how deadly the game can be and wanted a surer means of protection than "intelligence and role-playing skill."
"D&D Name Means More Than Just Modules" is an article about which I have written before. Since I stand by my original comments on that, I'll move on to Roger E. Moore's "Artifacts, Relics, and DM Headaches." This is a solid, three-page article full of thoughts and advice on introducing artifacts and relics – immensely powerful magic items – into a campaign. It's good stuff, with plenty of ideas to consider, including the fact that the appearance of an artifact or relic is sure to bring its possessor to the attention of others who will undoubtedly want it for themselves. Moore's primary point is that an artifact or relic is not just another magic item. While they certainly can be brought into a campaign to good effect, they can also upset things – and not just "game balance" – to such an extent that the Dungeon Master should think carefully before doing so.
I'm going to pass over two one-page articles about conventions, because they're only of ephemeral interest, especially to me, since I've never been much of a con-goers. Much more significant in my opinion is this small blurb placed at the bottom corner of a page:
Wednesday, December 6, 2023
Polyhedron: Issue #13
Issue #13 of Polyhedron (August 1983) is dubbed a "special issue," because, in the words of its editor, Mary Kirchoff, more "strictly gaming aid articles." What that means is that, unlike previous issues, this one includes no RPGA ephemera, only articles for use with TSR's various roleplaying games. This is precisely what I'd hoped to see in the pages of Polyhedron when I first started to subscribe to it. Alas, the 'zine would return to its earlier form with issue #14, but I nevertheless enjoyed this one, singular though it was.
The letters page contains two letters of note. One asks about the possibility of a D&D movie, while the other questions why Deities & Demigods includes "fighting abilities and statistics" for the gods described therein. Here's the response regarding a D&D movie:
Tuesday, November 28, 2023
Polyhedron: Issue #12
GWQ: The GAMMA WORLD game system is so deadly, my players complain that their characters get killed off almost before they have rolled them up! What can I do to help them last long?GWA: If your characters are constantly dying, they're probably not being very careful. The game was designed to test the intelligence and role-playing skill of everyone who tries their hand.
Ward does go on to offer some genuinely useful advice about how to moderate the game's deadliness for beginners, but I can't help but chuckle at his initial response.
"Basically Speaking" by Jon Pickens takes a look at mass combat in Dungeons & Dragons. It's a topic of long-term interest to me, but, unfortunately Pickens doesn't provide much in the way of concrete guidance on how to integrate large battles into D&D beyond "read some Tony Bath." Good advice, certainly; I guess I'd hoped for more. "Knight Hawks: A New Dimension" by Doug Niles is an overview of the Knight Hawks boxed starship rules set for Star Frontiers. It's mostly a bit of advertising dressed up as an article, alas.
Part III of Frank Mentzer's "Mapping From Square One" continues its focus on how to describe dungeon rooms to players engaged in mapping. It's good stuff and I appreciate the effort Mentzer put into this, even as I realize that, by comparison, my own maps have always been rather straightforward. Mentzer, meanwhile, favors rooms like this:





























