Tuesday, August 12, 2025
The Articles of Dragon: "The Cthulhu Mythos Revisited" and "A Rebuttal to 'The Cthulhu Mythos Revisited'"
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.
Wednesday, August 7, 2024
A Tale of Two(?) Dungeons
In the comments to last week's post about The Official Advanced Dungeons & Dragons Coloring Album, an anonymous poster theorizes that "the map used here is identical to the one in the Holmes basic set intro adventure" to which commenter Frank replies that it's "not identical, but very close." In the interest of discussion, here's what the Holmes Basic Set map looks like:
Friday, August 2, 2024
Fight On! Returns
Fight On! fanzine is one of the foundational products of the Old School Renaissance, first appearing in the Spring of 2008. Over the course of the next five years, indefatigable editor Ignatius Ümlaut put together fourteen issues filled with contributions from every corner of the OSR and beyond. I am now happy to announce that, after more than a decade of quiescence, issue #15 of Fight On! has finally arrived, the first of many new issues, I hope.
Issue #15 is dedicated to the memory of J. Eric Holmes, editor of my beloved 1977 D&D Basic Set. Its contents consist of the following:Ten Ways to Holmesify your Game (Zach Howard)Special Ability Charts (Attronarch)The Orthogonal Dwarf (Olle Skogren)Gremlins! (Calithena)Maze Master’s Miscellany (Alex Schroder & Cal)The Catacombs under Old Samora (Philipp H.)Knights & Knaves: Holmes Town Heroes (Tony A. Rowe)Bringing It All Back Holmes (Clark/Grodog/Cal)Maps from the Maze of Peril (J. Eric Holmes)Distributary of Darkness (Alex Zisch)The Silken See (Motley Dice)Grognard’s Grimoire (Richard Rittenhouse)The Wizard’s Satchel (J. Blasso-Gieseke)Artifacts, Adjuncts, and Oddments (Rittenhouse)Victory or Death! (Gabor Lux)Megadungeon Workshop Extravaganza! (Kesher)Calvero! (István Boldog-Bernád)Creepies & Crawlies (James Maliszewski)Tables for Fables (Al, Greco, Wetzel, and Rients)The Darkness Beneath (Alex Schroder & Lior Wehrli)Henchmen-Я-Us: Pole Arm Caddies! (Calithena)Chainmail: Battle for Bronzolo (Settembrini)Doxy, Urgent Care Cleric (Linneman & Green)Education of a Magic User (Douglas Cox)Wham! (Tom Gordon)
I'm incredibly happy to see Fight On! return. I contributed to the inaugural issue, along with several others that followed. I cannot exaggerate the importance the fanzine played in fostering and disseminating original old school RPG material to a wider audience. I hope its return is not a temporary one and we can look forward to many more issues in the years to come. I know I'll do my best to help support and promote it.
Print copies are available here, while PDFs can be found here.
Monday, July 1, 2024
A (Very) Partial Pictorial History of Gnolls
There's no use in fighting it. You'll be seeing more entries in what has inadvertently become a series for a few more weeks at least, perhaps longer. After last week's post on bugbears, which are a uniquely D&D monstrous humanoid, I knew I'd have to turn to gnolls this week, as they, too, are unique to the game. Perhaps I should clarify that a little. There is no precedent, mythological or literary, for the spelling "gnoll." However, the spelling "gnole" appears in "How Nuth Would Have Practised His Art Upon the Gnoles" from Lord Dunsany's 1912 short story collection, The Book of Wonder (as well as in Margaret St. Clair's "The Man Who Sold Rope to the Gnoles").
There can be no doubt that Dunsany's story served as the seeds for the gnolls of D&D. In their description in Book 1 of OD&D, gnolls are described as "a cross between Gnomes and Trolls (. . . perhaps, Lord Sunsany [sic] did not really make it all that clear." The original short story contains no description of the titular creature, leaving Gygax to advance his theory of gnolls being a weird hybrid monster. Artist Greg Bell interprets them thusly:
Monday, June 10, 2024
A (Very) Partial Pictorial History of Kobolds
One of the things I've long appreciated about early Dungeons & Dragons is the way that it took vaguely defined folkloric, mythological, and literary monsters and made them distinctive to the game. The pig-faced orcs of the Monster Manual are a good example of what I'm talking about, though there are many others, like kobolds. In folklore, kobolds don't have a clear and universally accepted description. From what I recall, they're short and vaguely dwarfish. That's probably why Holmes, in his Basic Set, calls them "evil dwarf-like beings" (and why I opted for something similar in my Dwimmermount and Urheim setting).
Within the history of D&D, however, the image immediately below is (I think) the very first time we're shown a kobold. It's from the AD&D Monster Manual (1977) and is drawn by Dave Sutherland, based on an exceptionally vague description that speaks only of their coloration, small horns, lack of hair, and red eyes.
Monday, April 22, 2024
What is Roleplaying? (Part II)
During the Grognardia drinking game, I suspect my readers have thrown back a few whenever the 1977 Dungeons & Dragons Basic Set edited by J. Eric Holmes is mentioned. Because it was my introduction to the hobby, I still have a special affection for it over all the other D&D products I've bought over the years. Looking back on it now, one of the more notable things about its rulebook is that it doesn't include an explicit section in which Holmes explains the nature of a roleplaying game. In fact, the word "roleplaying" (or "role playing") only appears in its text three times, one of them being on the title page.
To some extent, this is understandable, since the Holmes rulebook hews very closely to the text of the original 1974 little brown books, where the word "roleplaying" does not (I think) appear at all. Aside from the aforementioned title page, the two other places where the word appears are the preface (by an unknown author) and the introduction (presumably by Holmes). Here's the relevant section of the preface:
Monday, March 25, 2024
Memories of Death
For reasons I'll explain in another post, I've been spending a lot of time looking at the examples of play provided in earlier roleplaying games. While not all games from the early days of the hobby include such examples, a great many of them do, starting with original Dungeons & Dragons in 1974. It's easy to understand why this was the case: RPGs were a genuinely new concept and most people in the 1970s, absent being introduced to them through others, would have required some sort of guidance on how to play them. As a kid, I didn't pay close attention to examples of play, because I learned how to play D&D from a friend's older brother, who'd already been gaming for some time before we first cracked open the copy of my beloved Holmes Basic rulebook.
While OD&D includes an example of play occurs in Volume 3, The Underworld and Wilderness Adventures, I didn't see it until many years after I'd already started playing RPGs. The first one I ever encountered was found in the aforementioned Holmes rulebook and made a big impression upon me, forming my sense of how a session of playing D&D is supposed to go. Unfortunately, the example glosses over how combat is supposed to work (something it has in common with its OD&D predecessor, I'd later learn). However, Holmes does include two examples of combat earlier in the rulebook, which I also remember quite vividly, if only for the names of the characters involved in them – Bruno the Battler, Mogo the Mighty, Malchor (a magic-user), and the Priestess Clarissa. It's strange that, more than four decades later, I can still recall all four of these names, but, as I've said many times, the Holmes rulebook made a profound impression upon me. The first combat example Holmes offer is short and details Bruno the Battler facing off against a goblin. Bruno comes out on top, though not before losing half his hit points. In the second example, Bruno is not so lucky and dies "a horrible death" to the venomous bite of a large spider. This, too, left a profound impression upon me and my friends, because it shows quite clearly how easy it is for D&D characters to die in combat, especially at low levels of experience.The next example of play I probably encountered was the lengthy one found pages 97–100 of the AD&D Dungeon Masters Guide. As a young person, this was probably my favorite example of play, both for its level of detail and its shocking conclusion – "You see a sickly gray arm strike the gnome as he's working on the spike, the gnome utters a muffled cry, and then a shadowy form drags him out of sight ... You hear some nasty rending noises and gobbling sounds ..." Elsewhere, it's noted that the poor gnome was surprised by ghouls, who paralyzed and then quickly devoured him. Yikes!
The example of play in the 1981 Tom Moldvay-edited D&D Basic Rules is probably the most famous of this entire "genre." Though not as extensive as the example of the DMG, it's still quite longer, taking up slightly more than an entire page. What makes this example so well-known is the death of the thief, Black Dougal (who also seems to have died on another occasion, as reported in the Dungeon Masters Adventure Log). "Black Dougal hasps 'Poison!' and falls to the floor. He looks dead." "I'm grabbing his pack to carry treasure in." Fredrik the dwarf is one cold dude.What unites all these examples of play is, of course, death, specifically the death of player characters, which probably explains why they all had such a powerful effect on me when I first entered the hobby. My first experience of fantasy gaming was through the Dungeon! boardgame. You couldn't die in Dungeon! If your piece was defeated in combat, you lost treasure and had to retreat, but you didn't choose a new piece with which to play. But D&D was completely different in this regard. The fact that death was nothing unusual but simply a normal consequence of play was weirdly exciting to me. It implied there were actual stakes and that merely surviving a dungeon exploration was a true achievement.
As a referee, I wouldn't say that I'm a soft touch, but, in general, I don't take it as my job to kill player characters, unlike my friend's older brother, who was often quite gleeful about doing so. At the same time, I don't shy away from killing off even longstanding PCs if the dice simply don't go their way. To me, death – even meaningless death due to a failed saving throw – always has to be an option or less why bother rolling dice at all? Why have rules? Why not simply engage in collaborative storytelling instead of playing a roleplaying game? I'm sure not everyone playing RPGs agrees with this stance, but it's deeply ingained in me, instilled long ago by reading the examples of play I found in my earliest copies of Dungeons & Dragons.
Monday, December 18, 2023
Nativity
Monday, November 27, 2023
In Defense of Evil Characters
Likewise, Holmes states that at least one class – thieves – are "not truly good," while AD&D goes further, claiming that "most thieves tend toward evil." Assassins engage in an activity that Gary Gygax memorably described as "the antithesis of weal," hence their outright restriction to evil alignment. Monks have a very limited range of alignments, but Lawful Evil is among them. Bards are almost as restricted in their alignment options, yet they too can be evil. Only druids, paladins, and rangers are forbidden from being evil by the rules, suggesting that the possibility of a player choosing to play an evil cleric or fighter is in no way beyond the pale.
Of course, it's one thing to see the possibility of evil characters as legitimate and another to see it as desirable. In the early days, I tended to transfer Moldvay's perspective about Chaotic characters to evil ones more broadly: they don't play well with others. For the most part, my friends shared this perspective. I cannot recall anyone of my neighborhood buddies wanting to play an evil character, let alone actually doing so. Like me, they'd come to D&D as relatively innocent boys who looked to the heroes of mythology and literature for inspiration in generating our earliest characters. Few, if any, of these characters were evil either in thought or deed and our own characters reflected this.
However, as I mentioned in my post about murderhobos, a number of the protagonists of the pulp fantasy stories that served as the inspiration of Gary Gygax in his personal conception of the game were, at best, morally ambiguous and, in a few cases, evil by the standards of D&D's alignment system. That this is the case is made unmistakable in, for example, the write-up of Elric in Deities & Demigods, which judges him Chaotic Evil in alignment. One can certainly argue the fine details of that or similar judgments, but there's no denying that there's a strong tradition of pulp fantasy characters whose exploits include a lot of morally dubious actions.
Beyond that, one need only take a look at the play of the earliest Dungeons & Dragons campaigns. Blackmoor, the birthplace of D&D, featured at least one significant evil player character – Sir Fang, a fighter-turned-vampire whose depredations proved so frightful to the other characters in that campaign that the cleric class was created to stand against him. Meanwhile, one of the most successful characters in Gygax's Greyhawk campaign was Robilar, played by Rob Kuntz. Robilar was not unique in this regard. A quick look at The Rogues Gallery reveals a number of evil-aligned player characters among TSR's writers and designers. If you look at the pregenerated characters for use with modules like Expedition to the Barrier Peaks and Dwellers of the Forbidden City, you'll find several also have evil alignments.
The weight of all this evidence was still insufficient to turn me into a defender of evil characters, except in the narrowest sense. Yes, the rules allow for evil characters, but that didn't mean I had to like it. What ultimately changed my mind was when, many years after I first played D&D, I participated in several sessions that featured an evil character. He was a Neutral Evil psionicist/thief – this was in the days of 2e – and he made himself very useful to his companions by both his skills and his knowledge. I never completely trusted him, but there was no denying that he filled a niche in the party and that his presence helped us succeed when we might otherwise have not. It helped, too, that he was well roleplayed as a charming, if not at all trustworthy, rascal.
Ultimately, that's what convinced me that an evil character could be fun: good roleplaying. Here was a completely disreputable character, a liar and a cheat, whose actions were always self-interested – but he was played so well and so enjoyably that I almost forgot he was evil. Eventually, the character had the opportunity to betray his comrades to his benefit and he took it. The betrayal left us in a bit of a bind and, while my character was certainly angry, I was not. The character acted as he ought to have, given his alignment. If anyone is to be blamed, it's the rest of us for taking on such a character, knowing as we did that he was evil. But, as I said, he was charming, so fun, that we let our guard down and paid the price for it.
That may seem an odd defense of evil characters. From my perspective, though, it's the strongest one I can offer: sometimes it's fun. Roleplaying games are a form of escapism, something I consider very important, especially nowadays. Having a creative outlet for our baser instincts is, in my opinion, just as vital as having one where we can behave heroically. Sometimes we want to be Galahad and sometimes we want to be Cugel the Clever. I don't see either one as inherently better than the other. While my preference remains for less morally compromised characters, I can easily see the fun in evil characters. Arguably, many of the characters in my House of Worms campaign would be considered evil in D&D terms, so it's not as if the playstyle is completely outside my taste. I've also long harbored a desire to a referee a D&D campaign in which all the characters are members of a Thieves' Guild. In such a campaign, I suspect the vast majority of the characters would be evil, or at least non-good.
I'd love to know of your experiences playing or playing with evil characters. Is it enjoyable? Is it something you'd recommend? What are the advantages and drawbacks of this kind of game? It's a topic that I think deserves greater examination.
Monday, November 6, 2023
The Giant Kingdom
One of the more underappreciated aspects of the 1977 Dungeons & Dragons Basic Set is the degree to which its rulebook, prepared by J. Eric Holmes, is a very faithful editing and restatement of the original 1974 OD&D rules. Consider, for example, that both the Holmes rulebook and Volume 1 of OD&D begin with the same foreword, penned by Gary Gygax just a little over half a century ago (November 1, 1973). Here's the version found in OD&D:
Friday, May 5, 2023
A Surfeit of Centipedes
After watching a centipede scurry into the darkness, its many legs rapidly undulating, I was reminded that giant centipedes are a longstanding monster in Dungeons & Dragons. They're mentioned by name in Volume 2 of OD&D under the header "insects or small animals," but they're not given a distinct entry. The Holmes Basic Set rectifies this. Its entry notes that "these nasty creatures are found nearly everywhere" and that "they are aggressive and rush forth to bite their prey, injecting poison into the wound." The centipedes I've been encountering are anything but aggressive; they flee at the slightest provocation, especially illumination. Like their larger D&D equivalents, house centipedes do possess a poisonous sting, roughly equivalent to a bee's sting in toxicity, hence Holmes's note that "this poison is weak and not fatal (add +4 to saving throw die roll)."
The AD&D Monster Manual describes giant centipedes in nearly identical terms to Holmes, presumably because they were in production alongside one another. Moldvay, meanwhile, ups the ante on the creature's poison: "Their bite does no damage, but the victim must save vs. Poison or become violently ill for 10 days. Characters who do not save move at ½ speed and will not be able to perform any other physical action." Ignoring its entomological error – centipedes don't bite; they sting – Moldvay's description makes giant centipedes a bit more of a genuine threat, akin to the other verminous monsters of D&D.
I find it fascinating that AD&D 2e continues to boost the danger of giant centipedes, which it calls "loathsome, crawling arthropods that arouse almost universal disgust from all intelligent creatures (even other monsters)." 2e repeats the claim that giant centipedes bite rather than sting, but introduces the notion that, in doing so, it "inject[s] a paralytic poison." This poison "can paralyze a victim for 2–12 (2d6) hours, but is so weak that victims of a centipede bite are permitted a +4 bonus to their saving throw." 2e also introduces two more varieties of giant centipede – huge centipedes and megalocentipedes – to bedevil lower-level characters.
Unlike spiders, which do make me uncomfortable, centipedes, for all their legs, don't frighten me. Mind you, I might feel a bit differently if they were a foot or more long, like those in Dungeons & Dragons, and I saw this horrific visage bearing down on me.
Thursday, December 15, 2022
Blue Flame, Tiny Stars
Stephen Wendell of the Donjonlands blog (as well as the player of Aíthfo hiZnáyu in my House of Worms Empire of the Petal Throne campaign for nearly eight years now) has written a memoir of his early experiences in the hobby, entitled Blue Flame, Tiny Stars.
As you might guess from its cover, those early experiences were formed, as they were for a lot of us, by playing the Dungeons & Dragons Basic Set whose rulebook was edited by the late J. Eric Holmes. This fact alone likely explains my enjoyment of Stephen's memoir. Of course, it doesn't hurt that his recollections are both engaging and often insightful, as any good memoir should be.
Blue Flame, Tiny Stars is now available in multiple formats through DriveThruRPG.
Monday, March 7, 2022
It Beats Swallowing Goldfish
I've mentioned many times before that, when I first got into roleplaying games, I sought out newspaper and magazine articles that talked about the then-novel hobby. Thanks to the Internet, I've been able to locate evidence of some of the articles I remember from my youth, such as this one from the January 27, 1980 issue of Parade. For those who don't know, Parade is a supplement inserted into the Sunday edition of certain American newspapers. When I was a kid growing up in Maryland, Parade appeared first in The News American paper and, later, in The Baltimore Sun.
Quite the cover, isn't it? Take a look at the first page of the article on the inside of Parade.Monday, December 27, 2021
My Top 10 D&D Illustrations of the Golden Age (Part I)
Ever since I started doing these Top 10 lists earlier this month, I've received a lot of positive feedback, including email suggestions of other lists I could present. One of the most requested of these other lists concerns the art of Dungeons & Dragons, namely my favorite pieces. There's no question that this is a good topic for a list and will generate a lot of discussion, but I must admit to some hesitation nonetheless. Judging art is often subjective, especially gaming art, appreciation of whose qualities can depend on numerous factors beyond the specific piece of art under discussion. It's also been my experience that there's something of a difference in tastes between age cohorts of D&D players, with those encountering the game in the mid to late 1980s having a different notion of what makes good D&D art than those, like myself, coming from just a slightly earlier era.
Nevertheless, I do think there's something to be gained by proposing a list of my Top 10 D&D illustrations. As before, I am limiting myself to the Golden Age of the game, since it's the era when I first encountered it. The imagery of that era made a strong impression on me and, as a result, most of what I think of as the best illustrations for the game were created during its first decade of publication. Also as before, I make no claims to objectivity or universal appeal. The ten illustrations that will appear here and in its follow-up post later in the week are those that I like, for reasons I will explain. Naturally, some will disagree, perhaps vehemently with my choices and that's fine. My only hope is that, in offering my list, I might encourage conversation rather than mere argument.
10. Dungeons & Dragons Basic Set (1977)
This painting, by David C. Sutherland, is perhaps the very first piece of D&D art I ever saw and is, therefore, forever linked with the game in my imagination. There was simply no way I could justify excluding it, despite its clear technical deficiencies. Of course, if I were to exclude illustrations on such a basis, I'd have to rule out almost all of those on this list. Even so, there's a lot to like in this particular piece, starting with the fact that it clearly shows a knight in historical armor standing beside a traditional-looking wizard as they face off against a dragon resting atop a vast treasure hoard. For a game called Dungeons & Dragons, this is nearly ideal in conveying what the game is about. I can't tell you how many hours I probably spent staring at this image in late 1979 and early 1980. The illustration reached out and seized me in a way I still cannot adequately explain. In my mind's eye, this is what D&D looks like.
9. Dungeons & Dragons Expert Set (1981)
This is a slight cheat, in that the cover for the Expert Set by Erol Otus also incorporates a portion of his Basic Set cover as well. That said, I actually like the Expert Set illustration a bit more, since it highlights one of Otus's funky wizards, whom I found equally fascinating and unsettling as a youth. More to the point, since I already owned the Holmes-edited Basic Set (see above), I didn't see any immediate need to buy the 1981 Moldvay set, opting for the Expert Set alone (a situation I would later rectify). In fact, I often stuffed the Expert rulebook inside my Holmes box when I took it with me to friends' homes to play. Together, they formed the basis of my foundational D&D experiences and I find it hard to separate the two. However, I rate this illustration slightly higher solely on the basis of the greater skills of Erol Otus. His illustrations were always weird and evocative and did a lot to broaden my conception of what fantasy was and could be.
8. "Skeleton Trap" (1979)
This illustration, by David S. LaForce, appears in the AD&D Dungeon Masters Guide. In terms of its composition, it's nothing special, but it's a piece that's fascinated me for decades nonetheless. What I think elevates it above so many other "better" illustrations is the sense of inexorable doom it conveys – a key feature of many early D&D sessions. The room is filling with water; the only means of obvious escape is barred. And there's also an animated skeleton in the room, emerging from beneath the water. Does the hapless fighter on the left know he's about to be attacked from behind? Is he simply more concerned about the rising water level in the room? I pondered these questions a lot when I was younger. Consequently, t's an illustration that's stuck with me over the years.
7. "Dragon Attack" (1981)
This Dave Trampier illustration, from the AD&D Monster Manual is favorite of mine for a number of reasons. For one, I think it's among Tramp's best pieces of work. The use of light and shadow is quite effective. For another, I love the faces of the three adventurers. They palpably evince greed, with the one on the far right unable to prevent his hand from reaching into the chest and grabbing what's within. Also, these aren't Hollywood handsome protagonists posing heroically for the cameras. They're rough and tumble rogues of the sort Robert E. Howard, Clark Ashton Smith, or Fritz Leiber might have created. They're perfect exemplars of the pulp fantasy literary inspirations of D&D that was largely discarded by later editions of the game. We need to see more dubious characters like this in D&D artwork, if you ask me.