Showing posts with label gods. Show all posts
Showing posts with label gods. Show all posts

Tuesday, August 5, 2025

The Articles of Dragon: "The Lovecraftian Mythos in Dungeons & Dragons"

In honor of The Shadow over August, I thought I'd do something a little different with my weekly "The Articles of Dragon" series. Instead of continuing to highlight articles that I remember or that made a strong impression on me – good or bad – from my youth, I'm instead going to spend this month focusing on Dragon articles that touch upon H.P. Lovecraft, his Cthulhu Mythos, or related topics. Interestingly, nearly all these articles come from before I was even involved in the hobby, let alone reading Dragon regularly. While I can't say for certain why that might be, I have a theory that I'll discuss later in this post.

The "From the Sorcerer's Scroll" column is nowadays associated with Gary Gygax, but its first three appearances (starting with issue #11 in December 1977) were penned by Rob Kuntz. Furthermore, the second of these initial columns, entitled "The Lovecraftian Mythos in Dungeons & Dragons," is, in fact, largely the work of J. Eric Holmes with additions by Kuntz. In his brief introduction to the article, Kuntz explains that the material is intended to be "compatible with Dungeons & Dragons Supplement IV 'Gods, Demigods & Heroes'." It's also meant to satisfy both "Lovecraft enthusiasts" and those "not familiar with the Cthulhu cycle."

From the beginning, it's immediately clear that, despite its title, much of what follows in the article is not authentically Lovecraftian but owes more to August Derleth's idiosyncratic interpretation of HPL's work. For example:

The Great Old Ones of the Cthulhu Mythos are completely evil and often times chaotic. They were banished or sealed away by the Elder Gods.  
Now is not the time to relitigate the case of Lovecraft v. Derleth, which is a much more complex and nuanced discussion than many people, myself included, have often made it out to be. However, I bring this up simply to provide context for what follows. In February 1978, when issue #12 of Dragon appeared, Lovecraft scholarship was, much like that of Robert E. Howard, still in very much in its infancy, with the popular conceptions of both writers and their literary output still very much in the thrall of pasticheurs like Derleth, L. Sprague de Camp, Lin Carter, etc. With that in mind, we can look at the article itself.

Holmes describes "only Lovecraft's major gods," namely, Azathoth, Cthulhu, Hastur, Nyarlathotep, Shub-Niggurath, Cthugha, Ithaqua, Yig, and Yog-Sothoth. These selections clearly show the influence of Derleth, who was very keen on Hastur, Ithaqua, and Cthugha, the last two of which were his own inventions. Each god is given an armor class, move, and hit points, along with magic, fighter, and psionic ability. I find these statistics really fascinating, as they're somewhat unimpressive by the standards of later editions of D&D, but were considered exceptionally powerful by the standards of OD&D, for which they were written. Cthulhu, for example, has only AC 2 and 200hp and fights like a 15th-level fighter.

Also described in the article are Byakhee, Deep Ones, the Great Race, the Old Ones, Mi-Go, and Shaggoths [sic]. They're described in the same way as the gods, using the same game statsistics. What I found interesting here is that Holmes suggests the Byakhee are more potent opponents than the Shoggoths, something my post-Call of Cthulhu brain wouldn't have concluded. From the vantage point of the present, that's what makes this article so fascinating: it's an artifact from a time before Chaosium's RPG was published and helped to popularize not just Lovecraft's creations but a particular interpretation of them. This article is an alternate presentation of those creations and, even if I disagree with parts of it, I appreciate its uniqueness.

Obviously, this article was published before 1980's Deities & Demigods, whose early printings included a different presentation of the Cthulhu Mythos. As a kid, my copy of the book was one of the later printings that didn't include this chapter (or that of Moorcock's Melnibonéan Mythos) and indeed I didn't even notice its absence until I was in college. My roommate had a copy of one of the early printings and I was flabbergasted when I saw its extra chapters. The saga of the inclusion and removal of the Cthulhu and Melnibonéan material from the DDG is well known, I think, so I won't repeat it here. However, I wonder if it left a sufficiently bad taste in TSR's mouth that Dragon would thereafter include almost no Lovecraft-related material in its pages for years after the event.

Tuesday, July 22, 2025

The Articles of Dragon: "Presenting the Suel Pantheon"

No one should mistake my many misgivings about Deities & Demigods for a disdain for its subject matter. On the contrary, I've long been fascinated by the treatment of gods and religion in roleplaying games. In fact, it's precisely because of that deep interest that I find Deities & Demigods so lacking. It simply isn't a very compelling or thoughtful exploration of these topics, especially when compared to works like Cults of Prax or Cults of Terror.

That said, I was nonetheless an avid reader of Gary Gygax’s “Deities & Demigods of the World of Greyhawk” series in the pages of Dragon magazine. My appreciation for it was twofold. First, I enjoyed learning more about Gygax’s setting than was revealed in the original folio edition. Second and more importantly, the series made a greater effort than Deities & Demigods to describe the beliefs and practices of the worshipers of these divine beings. It wasn’t perfect, of course; these weren’t theological treatises. Still, they went farther than most in offering a sense of the gods’ societal roles within the Flanaess, rather than simply listing their hit points and powers.

Gygax's "Deities & Demigods of the World of Greyhawk" ran for only five installments, the last appearing in issue #71 (March 1983). At the time, I had the impression that there were many more gods yet to be detailed, but that Gygax was simply too busy with other projects to continue the series himself. That’s why, when issue #86 (June 1984) introduced a new series of Greyhawk-related deities, I was pleased. This time, the articles were penned not by Gygax but by Lenard "Len" Lakofka, and they focused exclusively on the gods of a single human ethnic group in the setting: the Suel (or Suloise). The first installment covered just two gods, Lendor and Norebo.

There was much to admire in this second series. Lakofka had a distinct voice, quite different from Gygax’s, and that difference came through clearly in his descriptions of the Suel deities. One of the things I appreciated most was his greater inclusion of snippets of mythology, like hints at familial and other relationships among the gods. That gave the pantheon a sense of internal coherence and realism often missing from Gygax’s portrayals (a few notable exceptions notwithstanding). Instead of presenting the gods as a collection of isolated and artificially constructed figures, Lakofka tied them together, both to each other and to the world they inhabited. They felt more like a genuine pantheon than anything in the original Gygaxian series.

Another strength of the series was the way it framed these deities as being venerated by a particular culture and ethnic group. That felt more authentic to me. Historically, religions are usually deeply rooted in specific peoples and regions rather than being universally applicable or interchangeable, a tendency too often seen in fantasy settings. Of course, there are many historical examples of syncretism and interpretatio graeca – phenomena I both admire and have incorporated into my Secrets of sha-Arthan setting – but these are rarely explored in RPGs, where religion is typically presented in a dull, mechanical fashion. Lakofka’s articles didn’t completely avoid those pitfalls, but they were a marked improvement over most of their contemporaries. That’s why I still hold them in high regard today.

Tuesday, June 24, 2025

REPOST: The Articles of Dragon: "Special Skills, Special Thrills"

Of all the iconic classes of D&D, the cleric is the one that sticks out like a sore thumb. Whereas the fighting man, the magic-user, and even the thief are all pretty broad archetypes easily -- and non-mechanically -- re-imagined in a variety of different ways, the cleric is a very specific type of character. With his heavy armor, non-edged weapons, Biblical magic, and power over the undead, the cleric is not a generic class, recalling a crusading knight by way of Van Helsing. There's thus a distinctly Christian air to the cleric class, an air that increasingly seemed at odds with the game itself, which, as time went on, distanced itself from its earlier implicit Christianity and embraced an ahistorical form of polytheism instead.

For that reason, there were growing cries among some gamers to "fix" the cleric. In this context "fix" means change to make it less tied to a particular religion, in this case a particular religion the game itself had eschewed. The first time I recall seeing an "official" answer to these cries was in Deities & Demigods, where it's noted that the clerics of certain deities had different armor and/or weapon restrictions than "standard" clerics. A few even got special abilities reflective of their divine patron. This idea was later expanded upon by Gary Gygax himself in his "Deities & Demigods of The World of Greyhawk" series of articles, which I credit with giving widespread attention to this idea. I know that, after those articles appeared, lots of my fellow gamers wanted to follow Gary's lead and tailor their cleric characters to the deities they served, an idea that AD&D more formally adopted with 2e in 1989.

In issue #85 (May 1984) of Dragon, Roger E. Moore wrote an article entitled "Special Skills, Special Thrills" that also addressed this topic. Moore specifically cites Gary's articles as his inspiration and sets about providing unique abilities for clerics of several major pantheons. These pantheons are Egyptian, Elven, Norse, Ogrish, and Orcish – a rather strange mix! Of course, Moore intends these to be used only as examples to inspire individual referees. Likewise, he leaves open the question of just how to balance these additional abilities with a cleric's default ones. He notes that Gygax assessed a 5-15% XP penalty to such clerics, but does not wholeheartedly endorse that method himself, suggesting that other more roleplaying-oriented solutions (ritual demands, quests, etc.) might work just as well.

Like a lot of gamers at the time, I was very enamored of the idea of granting unique abilities to clerics based on their patron deity. Nowadays, I'm not so keen on the idea, in part because I think the desire for such only underlines the "odd man out" quality of the cleric class. Moreover, nearly every example of a "specialty cleric" (or priest, as D&D II called them) still retains too much of the baseline cleric to be coherent. Why, for example, would a god of war be able to turn the undead? Why should almost any cleric wear heavy armor and be the second-best combatant of all the classes? The cleric class, even with tweaks, is so tied to a medieval Christian society and worldview that it seems bizarre to me to use it as the basis for a "generic" priest class. Far better, I think, would be to have individual classes for priests of each religion or, in keeping with swords-and-sorcery, jettison the class entirely.

Tuesday, May 13, 2025

REPOST: The Articles of Dragon: "Setting Saintly Standards"

"Setting Saintly Standards" from issue #79 (November 1983) exemplifies two of the worst aspects of D&D: a mania for quantifying everything combined with forgetfulness about the game's origins. Written by Scott Bennie, the article to provide a system "for defining sainthood [and] classifying the precise abilities or capabilities of a saint." Saints, Bennie notes, are mentioned several times in passing in the Dungeon Masters Guide (the Mace of St. Cuthbert being the most notable), but what saints are and what purpose they serve is never explained. Bennie is correct so far as he goes. What he forgets (or is unaware of) is that Gary Gygax provided some good evidence as to the nature of saints back in an issue of The Strategic Review where he talks about alignment. There, saints are exemplars of Lawful Goodness, just as devils are exemplars of Lawful Evilness and demons exemplars of Chaotic Evilness. While AD&D provided lots of information on devils and demons, saints get no similar treatment (neither do "godlings," but no one seems to care about them for some reason).

That's where "Setting Saintly Standards" steps in. Bennie proposes that saints are special servants of the gods who've achieved immortality and some measure of divine power. He makes them on par with Greyhawk's "quasi-deities" like Murlynd or Keoghtom, but explicitly tied to a specific deity, whom they serve and whose cause they promote. The article lays out their spell-like abilities and offers four examples of saints from his own campaign to give the referee some idea of how to create saints of his own. He likewise suggests that some saints -- "patron saints" -- may have shrines dedicated to them and, over time, achieve sufficient power to become demigods in their own right. Exactly what this means for relations between the saint, his followers, and the deity he ostensibly serves is never discussed.

I'm on record as intensely disliking the reduction of gods and semi-divine beings to game stats. It's not for nothing that I dislike both Gods, Demigods & Heroes and Deities & Demigods. One of D&D's worst failings is its reductionism, its voracious appetite to turn everything into either a monster to be killed or a piece of magical technology to be wielded. Saints, as Bennie imagines them, are just big monsters -- or little gods -- to be confronted rather than anything more sublime. Maybe I'd be less bothered by this if he'd have adopted another term for what he's presenting; I don't think the idea of fighting gods is necessarily out of bounds. For certain styles of fantasy, it's even highly appropriate. But saint has a very specific meaning and Gygax's mention of them is almost certainly tied up in the implicit Christianity of early gaming.

Late 1983, though, was a long distance away from 1974, though, and the culture of the hobby had changed. What to Gygax had seemed obvious was now in need of explication and not just explication but expansion. That's why Bennie broadens the use of the term "saint" to include the servants of any god, not just Lawful Good ones. Thus we have St. Kargoth, a fallen paladin, among the four examples he provides us. To say that the idea of an "anti-saint" or "dark saint" is bizarre to me is an understatement. Mind you, I find the idea of non-Lawful Good paladins similarly bizarre, so clearly I'm out of step with a lot of gamers, no that this is any surprise.

Friday, January 31, 2025

42nd-Level Demigod

When I was in the seventh grade, I won first prize at my school's science fair and so was sent, along with a classmate, who'd won second prize, to compete in the state science fair. I was understandably very excited about this, but also a bit nervous, too. I thought my project – a Newton car – good. However, I didn't think it stood much of a chance of winning an award at the state level. I wasn't completely right about that. I won an honorable mention, which is only a couple of steps up from a participation trophy, or so I thought at the time. Meanwhile, my classmate, who was also my best friend, won an actual award. I was happy for him, of course, but also a bit jealous. 

During the state science fair, my classmate and I spent most of our time in a large auditorium, waiting with our projects so that we could talk to the judges that roamed the place throughout the day. For reasons I've never understood, he and I were not placed near one another, so we couldn't talk. Fortunately, I'd brought some books to read while I waited, one of them being the AD&D Monster Manual. I spent much of my time perusing its pages to pass the time, as there were often large gaps between when I spoke to one judge and when I'd speak to the next one.

The kid whose science project was next to mine – it had something to do with plants and photosynthesis, the details of which elude me – took notice of my Monster Manual and recognized it. Turns out he was also a Dungeons & Dragons player. This perked me up quite a bit, since, if I couldn't talk to my friend and classmate about D&D, at least I could talk to someone about my favorite pastime. I sometimes look back with envy with how easily my younger self could carry on enthusiastic conversations with total strangers simply on the thin basis of a shared interest. Nowadays, I can scarcely imagine doing such a thing.

During the course of the conversation, this kid let slip that his current character was "a 42nd-level demigod." I asked him to explain what he meant by that. He then launched into a lengthy accounting of the events of his campaign, in which his character had done all manner of over-the-top things, including slaying a significant number of the deities in Deities & Demigods. His character, as a consequence, had risen not only to the lofty level of 42, but had also stolen a portion of his vanquished foes' divine power and ascended to the level of demigod, gaining the standard divine abilities listed in that book (among other things, like many of the artifacts and relics in the Dungeon Masters Guide).

I did my best not to be rude or roll my eyes at this, but it was difficult. I asked lots of probing questions about his campaign and why his Dungeon Master had allowed this. I suppose it's good that the kid had zero self-awareness. He didn't pick up on my concealed tone of disdain. Instead, he answered all my questions and recounted, in some detail, not just the epic battles in which his demigod character had fought, but also the fact that his DM had been restrained in rewarding him, since, despite all his victories, his character "still only a demigod." How does on respond to that?

I was reminded of this memory yesterday, when I read some of the comments to my post about Dolmenwood. I was genuinely pleased – and a little surprised – that people enjoy reading about the characters and events of the various campaigns I'm refereeing. "Let me tell you about my character" has long been a phrase to send shivers down one's spine. I recall that, at the one and only GenCon I attended, the employees of a game company (White Wolf?) were all wearing shirts mocking this, for example. Consequently, I've long been somewhat reluctant to post too much about what I'm doing in my games. As fun as RPG campaigns are for the people actually involved in them, they're frequently both impenetrable and a little boring for those on the outside.

However, now that I've seen that people are, in fact, interested in them, I plan to talk about them a bit more. I probably won't go on about them at any length – I don't want to overwhelm you like the kid with the 42nd-level demigod – but I will make a more concerted effort to write posts about them. I might do a weekly or biweekly "campaign update" in which I keep everyone appraised about how things are unfolding. If there's a character or event deserving of more detail, they might warrant a separate post, especially if I think doing so has a wider applicability. I've done this in the past on a couple of occasions in recent years, so it's probably a worthy consideration for the future.

So, look forward to more discussions of House of Worms, Barrett's Raiders, and Dolmenwood in the weeks and months to come.

Tuesday, December 31, 2024

The Articles of Dragon: "Greyhawk's World"

In my younger days, I was a big fan of The World of Greyhawk setting, for reasons I've discussed in other posts on this blog. Sometime during 1982, probably starting with the appearance of "The Deities & Demigods of the World of Greyhawk" series, there was a significant uptick in the amount of Greyhawk material in the pages of Dragon. I loved this, of course, as I was eager to learn more not just about Greyhawk but also perhaps the direction Gary Gygax was planning to take AD&D, as rumors of an expansion first began to circulate. Just as each new character class or collection of spells provided hints about where AD&D might be headed, so too did his elaborations on the Greyhawk setting (or so I thought anyway).

Consequently, when issue #71 (March 1983) came out, I was pleased to see that it included multiple articles penned by Gygax, two of which specifically dealt with Greyhawk. While one was simply another installment of deities and demigods, another presented something adjacent but nevertheless slightly different. Entitled "Greyhawk's World," the article presented three "quasi-deities" and one "hero-deity" – entirely new concepts for AD&D, as Gygax himself explains at the start of the article.

Gygax defines a "quasi-deity" as "above the status of important characters, by and large, but not quite demigods." Included in this class are "personages" such as Daern, Heward, Johydee, Keoghtom, Murlynd, Nolzur, and Quaal, all of whose names should be familiar to anyone who's read the Dungeon Masters Guide, because they're associated with various magic items and artifacts (Heward mystical organ, Keoghtom's ointment, etc.). Some of these characters were once player characters and are now retired from adventuring in the usual sense. For the most part, "their exalted status moves them in other realms," but they may occasionally become involved in more mundane matters, hence Gygax's description of three of them in this issue: Heward, Keoghtom, and Murlynd.

Heward is a high-level bard named for Hugh Burdick, Gygax's cousin. Whether Burdick ever actually played Heward or D&D, I don't know, but I am sure my better informed readers can provide that information. Keoghtom possesses high levels in multiple classes – cleric, magic-user, illusionist, monk, bard – and is an homage to Gygax's deceased childhood friend, Tom Keogh. Murlynd is the former character of another deceased of Gygax, Don Kaye, who was also one of the original founders of Tactical Studies Rules. Of the three, Murlynd was the one who most interested me, because, in addition to having levels as a paladin, magic-user, and illusionist, he was also "typically clad in garments of another time and world, that of 'the Old West'." Murlynd also carried a pair of six-shooters that nevertheless worked in the Greyhawk setting, despite their otherworldly technological nature.

In addition to the three aforementioned characters, Gygax presents a fourth, Kelanen "the Prince of Swords," whom he calls a "hero-deity." A hero-deity would seem to be a step closer to true demigod-hood, given that "some who live by the sword pay him homage." Like the quasi-deities, Kelanen possesses high levels in multiple classes, in addition to having a number of unique magic items and special abilities that set him apart from mere mortals. Unlike the three quasi-deities, Kelanen is more reclusive and singularly devoted to his narrow interests. He's also neutral in alignment – the others are all good – and dedicated to "balance."

When I first read this article, I was instantly taken with it, primarily because it provided some additional details about the high-level NPCs of the World of Greyhawk. I, of course, recognized the names of Heward and Keoghtom right away, while Murlynd and Kelanen were unknown to me. Of the two, Murlynd caught my attention, because of his cowboy-like appearance and his use of firearms, something that, up to that point, was quite uncommon in AD&D, outside of oddities like Expedition to the Barrier Peaks. I found Murlynd simultaneously appealing and repellant – appealing because who doesn't find the idea of a magic-using cowboy cool and repellant because I was a terrible stick in the mud generally opposed to genre bending. I preferred to color within the lines, even in my fantasy.

The other aspect of the article that I found compelling was one that Gygax didn't much develop. He mentions offhandedly that 

Using these three as guidelines, it should not prove too difficult for the DM to act to bring very special "retired" player characters, and possibly some of your most successful NPCs too, into the realm of the quasi-deity. By means of dual-class work, special situations, successful quests, and the completion of defined tasks, the former PCs can be elevated to the new status. 

Gygax provides no details of precisely how to handle this, leaving up to each Dungeon Master to adjudicate, which strikes me as wise and probably a better approach then what we got in the Immortals Rules. Though I never took this up in any of my own campaigns, I was intrigued by the idea, as well as by the implication that perhaps, in the future, AD&D might carve out more space for high-level characters. High-level play is one of those things that's always existed in theory, but it's never, in my experience anyway, been all that satisfying – just more levels, more hit points, more spells, etc. without any real purpose beyond it. Maybe that's an inherent flaw in the structure of D&D itself, I don't know. From time to time, though, I caught glimmers of something more than that in Gygax's Dragon columns. I'll be sure to point out what I'm talking about in future "The Articles of Dragon" posts.

Tuesday, November 12, 2024

The Articles of Dragon: "The Deities & Demigods of the World of Greyhawk"

Issue #67 of Dragon (November 1982) is another one featuring more than one article that made a lasting impression on me. The first of these is Gary Gygax's "The Deities & Demigods of the World of Greyhawk." Now, given my rather mixed to negative feelings about Deities & Demigods itself, you'd think I'd feel similarly about this article (and its follow-ups in subsequent issues) as well. However, you'd be mistaken in that assumption and the reason why is, I think, worth discussing.

I have a lot of criticisms of Deities & Demigods, but one I haven't talked about as often as I should is how dull it is. The book presents more than a dozen pantheons for use with Advanced Dungeons & Dragons, but the bulk of that presentation is given over to game statistics of the gods rather than information about the beliefs, practices, and role of those gods' worship. That's the kind of thing I wanted out of the book, not Monster Manual-style write-ups of Zeus or Odin. Making the Greek and Norse gods boring is quite the feat, especially for someone like myself, who adored their myths and legends and yet, somehow, Deities & Demigods managed to do it.

"The Deities & Demigods of the World of Greyhawk," unfortunately, still devotes too much space to game statistics. On the other hand, Gygax provides more than that, peppering his descriptions of the four featured gods – Heironeous, Hextor, Iuz, and St. Cuthbert – with information on their worshipers, temples, and place in society, not to mention tidbits of Greyhawk-specific mythology in which they appear. In these descriptions, he's fleshing out the World of Greyhawk setting in a way he never did in its original folio release. That was a big part of the appeal of this article for me: learning more about the details of what had previously been a very bare bones setting, including its myths and folklore. 

It didn't hurt that the gods Gygax chose to highlight in this first article were genuinely interesting ones. In the case of St. Cuthbert, he had finally answered questions I'd had ever since I first opened my copy of the Dungeon Masters Guide and read the artifacts section where he discusses the Mace of St. Cuthbert. Likewise, Iuz was one of the few divine (or demonic) beings mentioned by name in The World of Greyhawk, where he is simply called "Lord of Evil." Nothing else is said about him, so I was largely left to imagine who Iuz might be until this article appeared. Heironeous and Hextor, on the other hand, were completely new to me, having never come across any references to them beforehand. These quarreling half-brothers, one good and one evil, made quite the pair and the divine rivalry had consequences for Greyhawk and its inhabitants.

As I said, Gygax still wastes far too much verbiage on game statistics – statistics that, in my experience, are almost never used in actual play. I don't really understand why AD&D went to the trouble of codifying the armor class, hit points, attacks, etc. of the gods. I can only assume that, by the time this article appeared, doing so was already well enough established that Gygax didn't consider another approach, one that focuses less on game stats and more on the role the gods played within the imaginary setting of Greyhawk. That's a shame, because I think it's a more fruitful approach – or at least one I would have enjoyed more.

Even so, "The Deities & Demigods of the World of Greyhawk" manages to pack a fair bit of setting-specific information in its entries, which I enjoyed. This article and the ones that followed were among my favorites in the pages of Dragon during the early 1980s. They gave the World of Greyhawk some much needed details about its gods and religions, a topic I've long enjoyed. But it was this first article that I remember most vividly, hence its inclusion in this series.

Thursday, June 6, 2024

Criticism and Commentary

I think it's fair to say that Gary Gygax had a very thin skin when it came to criticisms of the Advanced Dungeons & Dragons game line, even when the criticisms weren't aimed at a book or module in which he had a hand. A good example of what I'm talking about can found in the "From the Sorceror's [sic] Scroll" column he penned for issue #66 of Dragon (October 1982). There, Gygax responds to criticism of Deities & Demigods.

Before getting into the substance of what Gygax says here, a little background. The "critical piece" referenced in the paragraph above appeared in issue #19 of Different Worlds (March 1982). It's a review written by Patrick Amory that ends by stating "Deities & Demigods [is] fit only for the trashcan." Gygax claims that he only heard about Amory's piece after "reading a letter of agreement" written by a "disgruntled ex-TSR game designer." This second letter appeared in issue #22 of Different Worlds (July 1982) and its author is Lawrence Schick, who served as the editor of Deities & Demigods. 

If you follow the link to Schick's "letter of agreement," you'll see that it's both lengthy and thoughtful in its criticisms. Though he clearly disagreed with the direction James M. Ward took the book, he does not seem to bear any ill will toward the man he calls "a real nice guy." Likewise, that he "really liked the AD&D system and wanted the AD&D products to be the best possible." Schick's criticisms, for the most part, boil down wanting DDG to have closer to Cults of Prax in its approach. That's an absolutely fair criticism in my book, but I'd of course say that, since it's pretty close to my own opinion on the matter. Regardless, I don't think anything Schick wrote is worthy of the intemperate and petty response Gygax offers.

Sadly, Gygax doesn't stop there. He continues his verbal assault against "this capable and knowledgeable individual" in a very bizarre fashion.
Given Gygax's frequent and vociferous disavowals of the influence of Tolkien over his vision of AD&D, I think it's pretty rich of him to turn around and try to use the (admittedly true) lack of religion in Middle-earth as evidence that the kind of book Schick would have preferred is somehow inappropriate for the game line. His references to the works of Howard, Leiber, and De Camp and Pratt seems less disingenuous (and more in keeping with his pulp fantasy preferences), but I'm not sure it serves his original point. If anything, in his flailing attempt to deflect Schick's fair criticisms of Deities & Demigods, he comes close to suggesting a book about gods and religion is unnecessary for AD&D.

This line of attack is all the odder, because Gygax's own articles about the deities and demigods of his World of Greyhawk setting were all quite good and included many of the details that Schick wished to see. He even acknowledges this later in his response, adding that this is appropriate "because they are part of an actual campaign," while DDG was never intended as anything more than "raw material upon which to build a campaign." He then suggests that expecting Deities & Demigods to be more than that is tantamount to "want[ing] someone else to do all your creative thinking for you." What an odd – and condescending – thing to say!

In the end, I think Gygax would have been better off not saying anything at all. I can only assume the fact that Schick, a former TSR employee, publicly offered his own firsthand thoughts about the shortcomings of an AD&D volume stung. I can certainly understand his feelings and might well have felt similarly were I in his shoes. Nonetheless, his response seems disproportionate and, worse, small-minded. Compared to Dragon, Different Worlds had a very small circulation and I doubt that many people were unduly influenced by its negative review, assuming they even saw it. If anything, an immoderate tirade like this one might well have had a greater negative effect on potential buyers.

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:

The story of the D&D movie Gary Gygax was supposedly working on during his time in Hollywood is the stuff of legend. I know very little about it myself, but Jon Peterson, has written a lengthy essay about its history and development that's well worth your time. 

The Deities & Demigods question is interesting, both for the answer (provided by DDG co-author James M. Ward) and for its asker, a name that might be recognizable to those familiar with the luminaries of the OSR:
And here is Ward's answer:

This is pretty much the same logic employed by Tim Kask in the foreword to Gods, Demigods & Heroes, the predecessor to the DDG. I'm not entirely sure what to make of it, except that it suggests TSR felt a need to police the boundaries of power within D&D. What an odd thing!

"Dispel Confusion" contains the usual assortment of questions about TSR's stable of roleplaying games. Of these, one stands out as worthy of being highlighted:
One can quibble about whether these are indeed "the two most important concepts in the D&D game," but I find it difficult to disagree that both of these concepts in the answer are indeed significant ones, particularly the second one. My ongoing House of Worms campaign – which will celebrate its ninth year of continuous play in March 2024 – is largely propelled by player choice and the consequences of those choices, for example.

Mary Kirchoff provides another installment of "Under Construction," this one being something of a follow-up to the one that appeared in issue #10. Like its predecessor, it's clever and flavorful – a good example of a dungeon "special." The issue also includes a "policy statement" from the publishing division of TSR, regarding Dragon and the newly-acquired Ares:
In short, TSR decided to focus Dragon solely on fantasy RPGs, shifting science fiction RPGs over to Ares. This was a huge disappointment to me at the time, because then, as now, I prefer SF to fantasy and I had no interest in subscribing to yet another gaming magazine. Ultimately, like everything else TSR did with the former SPI's properties, this move was ill-considered and failed. In time, Ares would cease to exist as a stand-alone magazine and sci-fi content would be re-incorporated into Dragon in the form of the Ares Section, which would become one of my favorite parts of the magazine.

Roger E. Moore's "Gods, Demigods, and DMs" is yet another look at the apparently vexed question of how to handle interactions between deities and powerful player characters. Moore's advice is generally very good, relying on both mythological tales, the AD&D rules, and common sense as guides. He quite reasonably believes that the gods should not be seen as "pushovers" even by the mightiest PCs and that the DM should pull out all the stops when roleplaying gods and demigods that their awesomeness is fully manifest. As I said, he provides lots of solid advice and examples, but I still have to wonder: were battles with the gods so commonplace that TSR needed to address it again and again?

"Spelling Bee" by James M. Ward looks at just two spells: continual light and its reverse, continual darkness, in order to show how versatile and useful they can be in play. I appreciate articles like this, because I've long felt that (A)D&D has too many spells, especially when one considers how many ways even a handful of spells can be used by a clever caster. Pointing out all the ways existing spells might be employed goes some way, I think, toward alleviating the need for further, ever more specific, spells – at least that's my feeling.

"The Hive Master" by Harold Johnson is an unusual four-page adventure for use with Gangbusters. I say "unusual," because, unlike all previous scenarios written for the game, this one doesn't deal with bootlegging or bank robbery but instead with efforts by a mad scientist – Professor Abe Malefica – to get his revenge on the world who mocked him by releasing a specially-bred type of harvester bee into the world. It's pulp nonsense of the highest order and I hated it at the time. Looking at it now, though, I have a better appreciation for what Johnson was doing, even if he refers to Malefica as an "entymologist." 

The issue includes a double-sided cardstock reference sheet of Dawn Patrol rules and tables. I still have mine inside my game box to this day. "Ecosystem," another by Ward, looks at the ramifications of the environment in Gamma World on adventure scenarios. "Go West, Young Gamer" by Steve Winter suggests the inclusion of four new ability scores to Boot HillCoordination, Observation, Stature, and Luck – as a way to further differentiate characters in the game. Given that BH is a very primitive game in terms of mechanics, this makes some sense. Does anyone know if these were these incorporated into the third edition of the game by chance?

"Raid on Theseus" by Doug Niles is a starship combat scenario for use with Knight Hawks. Kim Mohan's "Psionic Pspells" is a lengthy (four pages) article looking at "spells resembling psionic powers" from every possible angle. These spells are enumerated in Appendix C of the AD&D Dungeon Masters Guide, but Mohan is, for some reason, interested in explaining the logic behind each spell's inclusion in the list in order to better understand AD&D magic, psionics, and the interplay of the two. I cannot say I share his enthusiasm for the topic. "The Condor Assignment" by Allen Hammack is ostensibly a Top Secret article, but it's mostly a review of then-current espionage media, like the Bond novel, Icebreaker

Other than the obligatory RPGA catalog at the end, that's issue #13. Though no longer than its immediate predecessors, it certainly feels meatier to me, probably because of the lack of RPGA ephemera that didn't interest me at the time and interests me even less four decades later. This issue represents what I always wanted Polyhedron to be, but very rarely got – a pity.

Wednesday, August 30, 2023

Retrospective: Dungeons & Dragons Immortals Rules

In the early days of the OSR, a common topic of discussion was D&D's endgame. Both OD&D and AD&D assume that player characters, when they have achieved higher level, will settle down to rule baronies and become movers and shakers within the campaign world. There's little disputing this, since even a cursory reading of the rules reveals that this was clearly the intention of the game's creators. Unfortunately, neither game provided much in the way of explicit rules or even guidance on what this intended endgame would look like in practice, which no doubt contributed to its loss

It wasn't until the release of Frank Mentzer's Companion Rules boxed set in 1984 that D&D players were a clearly stated version of D&D's intended endgame, however inadequate one might judge it (I personally liked it, but I recognize that not everyone feels the same). However, for reasons I've never understood, the Dungeons & Dragons game line, starting with the beloved revisions of Moldvay, Cook, and Marsh, was obsessed with the number 36 as the highest possible level attainable by a character. That's why Mentzer followed the Companion Rules with the utterly pointless Master Rules: to fill in the level progression gap between 25 (the top level of Companion) and 36, the inexplicably Highest-We-Mean-It-This-Time level for D&D.

Given the vacuity of the Master Rules, one might be forgiven for thinking Mentzer had finished with his revision, having provided rules coverage all the way up to the lofty heights of Level 36. You'd be mistaken, of course, because Mentzer had one more trick up his sleeve and it was a doozy. 1986 saw the release of the fifth and final boxed set for Dungeons & Dragons, the Immortal Rules. As its title suggests, this set focused on characters who had achieved, in the words of its preface, that "most ambitious of goals – Immortality itself." Now that's an endgame.

I should immediately note that becoming an Immortal is not the same thing as becoming a god – or at least not exactly. The Immortal Rules appeared during the "angry mothers from heck" era of TSR, when the company was doing everything it could to avoid giving offense to Middle America. That meant eliminating or scaling back anything that skirted too close to religion or religious belief. Hence, Immortals, though they "oversee and control all the known multiverse," are explicitly not its creators. More importantly, Immortals do not seek – or receive – the veneration or worship of mortals. Instead, they have their own goals, which largely consist of exploring and understanding the mysteries of the multiverse and its infinite planes beyond the Prime.

The rules governing Immortals are clearly derivative of those in Dungeons & Dragons – there are, for example, still six ability scores, armor class, hit points, etc. – but most of them have been thoroughly re-imagined or re-contextualized – so much so that they're scarcely the same game anymore. Most importantly, a character accumulated experience points are converted into power points on a 10,000 to 1 basis and those power points are used by the player to purchase talents and abilities for his now-Immortal character. As an Immortal learns more about the multiverse, he acquires more power points, just as normal characters acquire XP. These new points can then be used to buy new abilities and to advance within the Immortal hierarchy. 

What Mentzer has done here is effectively turn D&D into a more freeform point-buy system that is wholly unlike the class-based structure of "ordinary" Dungeons & Dragons. I remember, when I first read the rules, shortly after they were published, just how odd it all seemed to me. Now, to be fair, I had absolutely no idea what the Immortals Rules should look like. For that matter, I wasn't even sure that there was much point to rules for player character immortality. All I can say is what I expected and that was something similar to the D&D rules of levels 1–36, though at a greater scale.

That's not say that what Mentzer does in the Immortal Rules isn't interesting, because I think it is. He clearly had a strong idea of what Immortals were within the cosmology he'd created for the game and, knowing that, the kinds of powers and abilities they should possess. Then, as now, the question is one of why? Did anyone really want these rules? Did anyone ever use them in play? I certainly never did. I read them a couple of times and then largely forgot about them – not because they were badly done but because they scratched an itch I'd never had. Re-reading them in preparation for this post, I can't help but think that the Immortals Rules existed only to fulfill some vague sense that D&D had to include rules for immortality eventually. 

I suspect my own interest in the Immortal Rules might have increased considerably had Mentzer done a better job of fleshing out just what Immortals did. He talks a lot about exploration of the multiverse and of learning its secrets, but, aside from a few small details here and there, he doesn't provide any practical examples – in a way, recapitulating the problem of D&D's original endgame. It's a shame, because I think there might have been room for a wild and woolly multiversal game at the pinnacle of D&D's level progression. That's certainly in keeping with some of the stuff with which Gygax had long been toying, so it's not in any way alien to Dungeons & Dragons. 

Mentzer's reach exceeded his grasp with the Immortal Rules, which is no crime – but it is a disappointment.

Monday, January 2, 2023

Pulp Fantasy Library: Under the Thumbs of the Gods

I've regularly remarked on this blog that Dungeons & Dragons (and, by extension, most fantasy roleplaying games, with a few notable exceptions) doesn't take the matter of religion very seriously. By "seriously," I mean only that very little thought seems to have been given to the nature of the gods, their relationship to mortals, and the consequences that follow from that. To some extent, that's understandable, since comparatively few of the pulp fantasies that inspired D&D deal directly with the gods (though, of course, ancient mythologies do). Even so, it's long been disappointing to me, because I think there's a rich vein of ideas to be mined when it comes to faith, religion, and the gods.

Perhaps unsurprisingly, Fritz Leiber was already well ahead of me when he wrote "Under the Thumbs of the Gods." Appearing for the first time in the April 1975 issue of Fantastic, the story finds Fafhrd and the Gray Mouser "drinking strong drink one night at the Silver Eel," when they become "complacently, even luxuriously, nostalgic about their past loves and amorous exploits." This is, of course, very much in character for the Twain, whose adventures are filled with all manner of love affairs, including the tragic.

What Fafhrd and the Mouser don't know is that their boasts "about their most recent erotic solacings" have been overheard – but not by men.
In the Land of the Gods, in short in Godsland and near Nehwon's Life Pole there, which lies in the southron hemisphere at the antipodes from the Shadowland (the abode of Death), three gods sitting together cross-legged in a circle picked out Fafhrd and the Mouser's voices from the general mutter of their worshippers, both loyal and lapsed, which resounds eternally in any god's ear, as if he held a seashell to it.
The three gods in question are Issek, who "had the appearance of a delicate youth with wrists and ankles broken;" Kos, "a squat, brawny god bundled up in furs, with a grim, not to say surly, heavily bearded visage;" and Mog, "who resembled a four-limbed spider with a quite handsome, though not entirely human face." 

These three deities had taken an interest in these particular mortals because they had, at one time or another, been – or feigned to be – one of their devotees. Fafhrd had revered Kos during his youth in the Cold Waste and had become an acolyte of Issek during a low point in his life. while the Mouser "made a game for several weeks of firmly believing in Mog," because his lover, Ivrian, "had taken a fancy to a jet statuette of Mog." More than that,

the three gods singled out their voices ... because they were the most noteworthy worshippers these three gods had ever had and because they were boasting. For the gods have very sharp ears for boasts, or for declarations of happiness and self-satisfaction, or for assertions of a firm intention to do this or that, or for statements that this or that must surely happen, or any other words hinting that a man is in the slightest control of his destiny. And the gods are jealous, easily angered, perverse, and swift to thwart.

This is delightful stuff, in my opinion, full of both the wit and cynicism that are hallmarks of the tales of the Nehwon. In the span of just a couple of paragraphs, Leiber has painted a striking portrait of the gods of his fantasy setting. He goes on:

"It's them, alright – the haughty bastards!" Kos grunted, sweating under his furs – for Godsland is paradisal.

"They haven't called on me for years – the ingrates!" Issek with a toss of his delicate chin. "We'd be dead for all they care, except we've our other worshippers. But they don't know that – they're heartless."

"They have not even taken our names in vain," said Mog. "I believe, gentlemen, it is time they suffered divine displeasure. Agreed?"

Nehwon's gods, you can see, are petty and vain, not unlike the gods of ancient Greece or Clark Ashton Smith's Hyperborea. They bristle at being ignored – and are more than prepared to smite their wayward followers to assuage their feelings of abandonment. In this case, the three gods decide to make use of the Twain's plan to seek excitement in Lankhmar: "We will hunt girls – ourselves the bait!" in the words of the Mouser. 

Mog said, smiling lopsidedly because of his partially arachnid jaw structure, "They seem to have chosen their punishment."

"The torture of hope!" Issek smiled eagerly, catching on. "We grant them their wishes –"

"– and then leave the rest to the girls," Mog finished.

"You can't trust women," Kos asserted darkly.

"On the contrary, my dear fellow," Mog said, "when a god's in good form, he can safely trust worshippers, female and male alike, to do all the work."

"Under the Thumbs of the Gods" is a fast-moving yarn that might, on first reading, seem fun but fairly insubstantial. In fact, I think it one of Leiber's most fascinating later stories. Not only do we learn a lot more about the gods of Nehwon, but we also learn a thing or two about Fafhrd and the Gray Mouser themselves, which is always worthwhile. 

Wednesday, December 21, 2022

The Unspeakable

I've never been very fond of Deities & Demigods, though, being a TSR fanboy, I nevertheless dutifully purchased it. In my youth, the DDG sat on my bookshelf largely untouched, which is why my copy of it looks practically pristine to this day, in stark contrast to my copies of the Players Handbook, the Dungeon Masters Guide, and – especially – the Monster Manual. 

Even so, I'd occasionally flip through its pages and read random sections to see what little bits of esoterica I might find. I strongly remember the first time I noticed the following statement at the end of James Ward's preface:

Special thanks are also given to Chaosium, Inc. for permission to use the material found in the Cthulhu Mythos and the Melnibonean Mythos.

This baffled me, since there are no references to either the creations of Lovecraft or Moorcock in Deities & Demigods. What could this possibly mean? Sometime later, I learned from one of the older gamers whom I knew that there'd been some sort of "legal dispute" between TSR and Chaosium, resulting in the removal of chapters on the Cthulhu and Melnibonean mythoi from the DDG. As you might imagine, this revelation filled me with excitement, though it wouldn't be until I was in college that I'd ever set my eyes on these expurgated chapters.

Thanks to a very kind friend, I now own a copy of the original printing of Deities & Demigods, which has probably seen more reading than my original one, largely because of the two chapters TSR removed. I suspect I've spent more time reading the Cthulhu Mythos chapter than the Melnibonean Mythos chapter and a big reason why is its downright funky art by Erol Otus. 

All of the art in this chapter is awesome, but the piece that really sticks with me is this one:

Supposedly, this depicts Hastur the Unspeakable, who is little more than a name in Lovecraft's works but was a favorite of August Derleth, who decided that Hastur was Cthulhu's "half-brother," whatever that means. The DDG entry describes Hastur as having "a scaled, elongated body, a lizard's head and maw, and taloned lizard claws. It also has 200 tentacles projecting from its body ..." I have no idea where this description comes from, since not even Derleth bothered to describe his favorite Great Old One as far as I can recall.

Regardless, there's no question it's a very striking image. I particularly like the juxtaposition of a fairly ordinary looking medieval castle with this bizarre monstrosity. I've sometimes thought it might be interesting to referee a medieval Call of Cthulhu campaign, perhaps taking inspiration from Clark Ashton Smith's Averoigne series, but I've never pursued the matter seriously. If I ever do, you can be sure I'll take inspiration from this piece by Erol Otus.

Tuesday, November 29, 2022

The Light of Kulvu

Kulvu is a word in the ancient Onha language with many meanings: balance, harmony, law, nature, order, and reason. Some three centuries before the commencement of the First Cycle, the sage Urkuten used the word to describe the underlying principle of reality. Urkuten taught that happiness consists in understanding and conforming oneself to that reality, which is rationally organized and thus evidence of the Divine. Urkuten sometimes used “the gods” as a synonym for the Divine but he is otherwise silent on the matter of what, if any, deities exist. It is precisely for this reason that his doctrines, called in later ages the Light of Kulvu, achieved such wide acceptance, as they were metaphysically flexible and, therefore, compatible with many pre-existing religious practices.

The Light of Kulvu spread across sha-Arthan along with the empire that would bear its name. Over the course of the empire’s 1229 years of existence, schools dedicated to Urkuten’s teachings were founded on every continent but Alakun-Tenu (where the god, da-Ten, brooks no rivals, even non-dogmatic ones), establishing itself as one of the most widespread and enduring belief systems of the last ten cycles. Though rarely the dominant faith of any land at present, the Light of Kulvu nevertheless exercises great influence over the societies and cultures of many, including several in the Hashaya Peninsula, most importantly the Empire of Inba Iro.

The Mirror of Virtue

Sometime during the administration of the Archon Herekshumal (1:100–120), the text known today as Chunik Choredri ("The Mirror of Truth") first appeared. A product of the Ruketsa philosophical school of Kulvu, the book is a distillation of and commentary on Urkuten’s teachings. Chief among those teachings are eight axioms, collectively known as Unquestionable Precepts. The Precepts are:

  • Reality is ordered.
  • Order is evidence of reason.
  • Only the Divine possesses reason potent enough to order reality.
  • Being a product of the Divine, this order is inescapable.
  • Virtue consists in understanding order and conforming one’s actions to it.
  • Wisdom distinguishes between those actions that are in conformity with order, namely, courage, knowledge, restraint, and justice; and those that are opposed to it, namely, fear, ignorance, lawlessness, and license.
  • Therefore, avoid all that is irrational and disordered.
  • Accept that illness, pain, and death are no less ordered than health, pleasure, and life.  

Thanks to the fervent efforts of generations of sages, the Unquestionable Precepts have achieved wide dissemination, forming the basis of dozens of schools of the Light of Kulvu (the Bejandrai and Kamarjantil schools being notable exceptions), as well as at least one entirely distinct religion (Viruktiyel). Despite their differences, all share the belief that happiness can be achieved by acceptance of the Divine order and one’s place within it, including the duty to understand not only reality itself but one’s fellow creatures, so as to treat them fairly and justly. If there were a single creed one could call central to the diverse peoples of sha-Arthan, the Light of Kulvu probably comes closest to it. 

Thursday, November 24, 2022

Computer God

Something I've observed is that, if you look at the totality of a creator's work, you'll sometimes notice patterns in their creations. By "patterns," I mean subject matter or themes that keep cropping up again and again. Sometimes, this is done deliberately, with the creator explicitly embracing this, while at other times, it's done subconsciously. There are plenty of exceptions to this, of course; not every creator is given to this behavior. Indeed, one could make a reasonable case that the best creators are those whose works are genuinely varied in their subject matter or themes. 

Yesterday, I posted a story about an "AI agent" that had supposedly become very adept at playing Diplomacy. In reflecting on it, I realized that one of the reasons the story so intrigued me is not simply for its connection to a game I enjoy, but because it connects to a recurring subject within my own creative endeavors: computers as gods. I was suddenly struck by the fact that, without my specifically intending to do so, I'd been playing around with this idea under a variety of different guises. Clearly, it's something that has fired my imagination, hence the prevalence of it in my works to date.

The initial intention behind my Dwimmermount campaign setting was to create a setting for D&D that was outwardly fairly ordinary and traditional but with a secret science fiction background. Part of this background is that the gods of the Great Church were, in fact, artificial beings created by technological advanced Men in the ancient past and whose civilization was ultimately destroyed as a consequence of their hubris. None of this was ever revealed in the course of the campaign, but it provided the intellectual frame by which I understand the setting.

In my House of Worms Tékumel campaign, the characters have spent a long time, both in game and in the real world, interacting with several strange cultures of the mysterious Achgé Peninsula. Among the many ways these cultures differ from those of the characters' homeland of Tsolyánu are the gods they worship. One of the most important is called Eyenál, who is generally depicted as a war god. Some months ago, while interacting with a device of the Ancients, the characters learned of the existence of "ANL/1043," described as being "a 301st generation strategic agent" – in short, Eyenál is some sort of artificial intelligence, possibly charged with Tékumel planetary defenses.

Likewise, in the Secrets of sha-Arthan, I've imagined many different artificial beings created by "the Makers" whose ruins are scattered across the True World. Some of these beings are mere automatons without much in the way of individual will or intelligence, while others are closer to Men. Others still possess vast and alien intelligence utterly unlike that of any other intelligent species. Some of these direct and guide cities or even entire nations, ruling them as gods, though, of course, few on sha-Arthan understand this. 

In each case, knowledge of the true nature of the gods as artificial beings is largely unknown within the setting. Naturally, I know the truth and occasionally the players (as opposed to their characters) catch on to what's really going on. The reaction has been universally positive, so far as I can recall. I distinctly remember the revelation about Eyenál being met with pleasure by several of the players, who felt it provided a clever and unexpected re-interpretation of many of the details they'd already collected about the Achgé Peninsula and its history. 

I presume regular return to the subject of artificial gods is rooted in my lifelong love of science fiction. Stories of "computer gods" or, at least, computers viewed as gods are commonplace in the genre. I wonder, though, if there's more to it than that and, if so, what it is. Clearly, I'm trying to grapple with something through the vehicle of my imagination, though I'm not yet sure what it is. Regardless, I find it fascinating that I continue to revisit this idea and wonder if others find that they return to the same ideas over and over within their own creations.

Tuesday, October 4, 2022

White Dwarf: Issue #52

Alan Craddock's depiction of a meeting between science fiction and fantasy characters graces the cover of issue #52 of White Dwarf (April 1984). As I've commented before, this is a common theme for WD covers and a subject near and dear to my heart. Meanwhile, Ian Livingstone's editorial is addressed to "new and old readers alike." In it, he hopes that "our faithful followers" will not object to the inclusion of content aimed at newcomers to the hobby. I imagine the inclusion of such content reflects the fact that, by this time, White Dwarf had become available at newsstands and thus might have attracted the attention of those otherwise unfamiliar with RPGs. 

This is one of those times when I wish we had better information on the growth in popularity in sales for roleplaying games. I tend to think of 1984 as just beyond the peak of the hobby's faddishness; from that point on, there is inevitable decline. That's based on very little but my own limited experiences and might well not be true everywhere. Indeed, I think there's good evidence that, in the UK, growth was still happening at this time, as the still-rising fortunes of Games Workshop would attest. In any case, it's a topic that continues to interest me and I live in hope we'll one day have more reliable data on the first decade of the hobby.

"The Name of the Game" by Marcus L. Rowland is an example of the kind of content geared for newcomers that Livingstone mentions in his editorial. It's a two-page overview both of roleplaying in general and Dungeons & Dragons in particular. It's fine for what it is, though, as I always ask when confronted with articles like this, who is this for? I have a very hard time imagining that a newcomer would buy a copy of White Dwarf without already knowing what a roleplaying game is. In that case, what's the purpose of articles like this? It's short, so it doesn't waste too much of this issue's precious pages, but, even so, I fail to see the value in it.

"Out of the Blue" by Daniel Collerton is a nice article that aims give clerics spell lists more in tune with the deities they serve. I'm quite sympathetic to Collerton's general point of view, so I'm naturally inclined to like this. At the same time, the article is simple and straightforward, making use of a combination of revised spell lists and a few new spells to give each cleric a distinct flavor based on his religion. In many ways, it anticipates the ideas developed in later TSR books like Dragonlance Adventures or in Second Edition AD&D, but without the need for spheres/domains. 

"Open Box" reviews several new products, starting with Talisman, which – surprisingly – receives a score of only 6 out of 10. The reviewer found that the game tended to drag on, which is a fair criticism, I think. Also reviewed was another Games Workshop game, Battlecars, which was scored more favorably (8 out of 10). Not so lucky is Dragonriders of Pern by Mayfair. The reviewer points out its "rotten artwork, unclear rules, complex and unwieldy game mechanics, [and] high price," giving it 4 out of 10. Finally, there's the series of Lost Worlds fantasy combat books. The reviewer likes them in general, but nevertheless finds of "limited appeal," hence the mediocre score of 6 out of 10.

Dave Langford's "Critical Mass" quickly reviews many books, including Isaac Asimov's Foundation's Edge (which he doesn't care for), Piers Anthony's Dragon on a Pedestal (which he does, in spite of himself), Fred Saberhagen's Empire of the East (thumbs up), Vonda McIntyre's Superluminal (thumbs down), along with Robertson Davies's High Spirits (the best collection of ghost stories since M.R. James). Langford is something of an acquired taste and I frequently struggle reading his columns decades after they were written. Still, there's a strange joy in remembering that, once upon a time, our little hobby still looked to literature rather than itself and its distaff offspring for inspiration. I miss those days.

"Close Encounters of the First Kind" presents four new monsters for use with D&D, including one, the spider dragon, by editor Ian Livingstone himself. "Microview" by Russell Clarke reviews two computer games, Usurper (5 out of 10) and Caribbean Trader (8 out of 10). He also presents a short program to aid in handling impulse movement in Starfleet Battles. "To Live Forever" by Andy Slack looks at immortality in Traveller. Slack focuses on achieving this through drugs, medicine, clones, and low berths, not to mention the adverse effects of each approach. He ends the article with a sample scenario that introduces some of these concepts into a campaign.

"The Castle of Lost Souls" by Dave Morris and Yve Newnham is the first part of an extended solitaire adventure built on a model similar to the Fighting Fantasy books that were all the rage at the time. I remember really enjoying this series at the time. It's quite well done for what it is – no surprise, really, given that Morris would later go on to write the Fabled Lands series of gamebooks. "The Serpent's Venom" by Liz Fletcher is a beginning AD&D scenario that's quite cleverly done. Fletcher subverts a common trope of low-level adventures – a quest given by a mysterious NPC – to present something that looks like a lot of fun to play. 

Dave Morris returns with "Rings," a collection of more than a dozen magical rings for use with RuneQuest. "Pandora's Box," on the other hand, is a collection of six miscellaneous magical items by various authors for D&D, including the casket of troubles. Joe Dever and Gary Chalk (later of Lone Wolf fame) offer "A Hard Day's Knight," a "close-up look at fighter figures," complete with color photographs. I used to love articles like this, since I was absolutely awful at painting and never ceased to marvel at others' artistry. This issue also includes new installments of "Gobbledigook," "The Travellers," and "Thrud the Barbarian." The latter is the first part of "The Three Tasks of Thrud," a short series of connected installments that tell a longer story of the necromancer To-Me Ku-Pa's enlistment of the dimwitted barbarian to undertake the titular tasks of the title.

Issue #52 is a bit less enjoyable than its immediate predecessor but still solid. White Dwarf continues to distinguish itself for the variety of its content, as well as the slightly off-kilter approaches it took to its content. Compared to Dragon, it's a bit less professional and predictable, which is both a blessing and curse. For myself, White Dwarf gave me new perspectives on the hobby that I wouldn't otherwise have had. For that, I remain grateful, whatever criticisms I might have of individual issues.

Tuesday, September 27, 2022

White Dwarf: Issue #51

Issue #51 of White Dwarf (March 1984) features a cover by Iain McCaig, an artist many will know from his work in the film industry, as well as his album covers. The issue is also notable for its editorial by Ian Livingstone, in which he states that the magazine continues to expand in size (and price) and that it would soon be available at newsstands. The expansion of its availability is important, I think, because it's an indication of the relative popularity of RPGs in the UK at the time. On the other side of the Atlantic, I don't believe I ever saw a copy of White Dwarf – or Dragon for that matter – at a newsstand, but that's probably just a reflection of differences in the British and American periodical markets at the time.

"Gifts from the Gods" by Thomas Mullen is, according to its subtitle, an examination of "religion and magic in AD&D." The two-page article is an interesting and thoughtful one. Mullen points out the confused nature of the cleric class, drawing inspiration as it does from Christianity and various flavors of paganism. He proposes that referees should give greater thought to religion in their campaigns and modify the cleric class to accord with whatever he decides. This might necessitate altering the cleric's abilities, restrictions, and spell list. It's hard to disagree with what Mullen suggests here. By this point in D&D's history, I suspect his perspective was becoming much more widespread among the game's players (and even designers) and likely encouraged TSR's decision in Second Edition to alter the presentation of the class.

"Open Box" kicks off with a review of the Cthulhu Companion, which gets decently high marks (7 out of 10), with the reviewer grousing that the supplement is mostly of use to Keepers rather than players. Chaosium's Superworld, a game I've still never seen, let alone played, gets the same score and compares the game favorably to Games Workshop's own Golden Heroes (a game I did own and play). FGU's Daredevils receives a score of 8 out of 10; that seems frankly high to me, though Daredevils is probably one of the better designed RPGs FGU ever published. Reviewed along with the game itself is the second Daredevil Adventures collection (the first being included in the Daredevils boxed set), earning a score of 7 out of 10. Wrapping up the reviews is Knight Hawks (8 out of 10).

Dave Langford's "Critical Mass" discusses a number of frankly forgettable contemporary SF and fantasy books. Much more interesting in my opinion are his thoughts on how "terribly inbred" the world of publishing is and how much influence "The Old Boy Network" has on what is published and what is not. Nearly four decades later, I gather not much has changed in this regard, at least when it comes to "mainstream" publishers, though desktop publishing and print-on-demand have begun to make it possible for authors to sidestep the apparatus of the old publishers and make their work directly available to readers. It's an amazing development in my opinion and one of the few unalloyed goods to come out of wired age.

"Watch Out, There's a Thief About" by Richard Hanniwell introduces thieves for use with Warhammer Fantasy Battles. It's a fun little article, particularly if you have fond memories of what Warhammer was like before it started to take itself too seriously. "All in the Family" is another bit of RuneQuest fiction by Oliver Dickinson that follows the adventures of Griselda and her comrades in the city of New Pavis. "Extending UPPs for NPCs" by Bob McWilliams is a Traveller article, in which the author suggests adding four new characteristics to help the referee better describe NPCs. They are: Loyalty, Determination, Charisma, and Luck. The intention behind all these new characteristics is that they take some of the burden off the referee in deciding how a NPC might behave in a given situation. For example, Loyalty indicates how likely a NPC is to stick by his employer, while Determination measures how likely he is to give up when a task becomes too difficult. While I appreciate the intent behind this article, I'm not entirely persuaded this is the best way to achieve its intended goal.

"The Black Broo of Dyskund" by Ken Rolston is, by its own admission, a "cavern crawl" for use with RuneQuest. Reminiscent of Snakepipe Hollow, the scenario is a deadly one, filled with lots of dangerous enemies devoted to Chaos, including a rune priest of Thanatar. Rolston states that the adventure is intended to be a companion piece of sorts to Cults of Terror and I think it certainly succeeds on that score. It's an impressive piece of work that presages Rolston's stint as the developer of RQ during the days its renaissance at Avalon Hill

"A Ballad of Times Past" by Dave Morris and Yve Newnham is an AD&D scenario for characters of 4th-5th level. Like several previous AD&D adventures in the magazine, this one takes place in its own setting, one reminiscent of late Dark Ages Britain and where magic is much scarcer than it is in traditional D&D settings. The scenario itself, which involves a quest to protect a dragon, is a bit heavy-handed in places, particularly when it comes to lengthy passages of NPC dialog. Nevertheless, it has a very distinct flavor of its own that's worthy in its own right. I found myself wishing there were additional scenarios set on the island of Beorsca.

"Creatures in Exile" by Paul Harden is a translation of the creatures and characters of Julian May's The Saga of the Exiles into AD&D terms. Never having read these books, I can't comment on how faithfully they're presented. I will only reiterate my long-standing amazement at how often articles like this one are published. I've never cared much about using D&D to play in a literary setting myself, but it would seem this is a common desire. "RuneQuest Economics" by Russell Massey teases out the implications of the costs of various items and services in Glorantha, with an eye toward tweaking them in the name of "realism." This, too, is a fairly common type of article in gaming magazines and one I likewise have little interest in myself – to each his own.

Naturally, we get new installments of "Thrud the Barbarian," "Gobbledigook," and "The Travellers," all of which I continue to enjoy. There's also "A Page of Many Things," an odd collection of short articles. One presents information about dungeon carts (including a schematic) for the hauling of treasure, another rules for drowning in D&D, and lastly a thief-themed word search. Odd though this medley is, I'm sympathetic to the editor's need to plug holes in each issue's layout with little bits of text that might also be of interest to readers. Having done this myself many times while preparing a new issue of The Excellent Travelling Volume, I can hardly pass judgment.

With this issue, White Dwarf is settling down into a comfortable rhythm in terms of content and presentation. No longer is the magazine solely devoted to Dungeons & Dragons. Most issues now contain a wider variety of material for a wider variety of games. Likewise, there is a new generation of writers appearing in the bylines, some of whom will go on to become significant members of the hobby in the years to come. While not as anarchically creative as its early days, White Dwarf remains an excellent periodical during this time and well worth re-visiting.