Showing posts with label humor. Show all posts
Showing posts with label humor. Show all posts

Friday, July 25, 2025

An Amusement

Last night, a friend shared with me his "rebuttal" to my recent assertion that Traveller was "obviously" the best science fiction roleplaying game. 

I should add that, despite my devotion to Traveller — and, of course, Thousand SunsI actually have genuine affection for Universe and would happily play in a game using its rules. It's an odd game, to be sure, but, much like its sibling, DragonQuest, it's got some interesting ideas buried within its complex rules, hence my continued fascination with it after all these years.

Thursday, July 10, 2025

The Shape of the Heavens

Sing, Muse, of the noble dodecahedron, twelve-faced and true, 
So oft neglected in the clattering chorus of polyhedral dice! 
Raise now a hymn to the least loved of gaming’s solids.

Pity the poor d12! Always the bridesmaid, never the bride. The d20, that lumbering golf ball of chance, sees far more use, while even the d4, a caltrop in disguise, is remembered (if only by the soles of our feet). But the d12? Forgotten. Neglected. Dare I say underappreciated?

Yet, what a die it is! Twelve equal pentagonal faces, each meeting at broad angles. Indeed, the dodecahedron is the shape Plato associated with the heavens themselves, the cosmos rendered in acrylic or resin. According to some ancient sources, the gods used d12s when rolling for Fate. Who needs the Pythia when you’ve got precision-milled polyhedra?

Physically, the d12 may be the most satisfying die to hold. Substantial without being bulky. Perfectly symmetrical. It rolls with purpose. It doesn’t skitter like a d4 or overdo it like percentiles. The d12 knows what it’s about. It rolls once and rolls well. There’s something reassuring in that.

But what is it usually asked to do? Calculate long sword damage against large opponents. Serve as the hit die for the barbarian. It's the gaming equivalent of being called in to move a couch. Even the d10, that irregularly-shaped interloper, has muscled its way to the top of the pile, if only for percentile rolls. The d12? Banished to the edge of the table, like some exiled aristocrat.

I've done my part to rectify this injustice in Thousand Suns, where the d12 takes its rightful place at the center of the action. Why? Because it deserved better. Because it felt right. Because when I picture futuristic exploits in a sprawling interstellar empire, I don’t want to roll a pyramid or a cube. I want a Platonic solid whose geometry is touched by the divine. I want the Golden Ratio embedded in plastic.

So, here’s to the d12: noble, overlooked, and elegant. May we find more uses for it at our tables – and more excuses to hear its satisfying clatter. After all, if it's good enough for the heavens, it ought to be good enough for us.

Tuesday, June 24, 2025

The Petal Throne Has Thorns

Recently, I sent a message to the players on our House of Worms campaign Discord server. It was, in essence, a warning.

This is not meant to frighten anyone.

Now that I've succeeded in frightening everyone, here it is: From this point on in the campaign, the gloves are off. 

By that I mean, we're nearing the End and that means anything can happen, including characters dying. Obviously, there are means to bring them back cough, *cough, cough Aíthfo* but there's no guarantee of that, especially given how things are going. I bring this up only because I'm committed to the campaign's conclusion being a tense and uncertain one in every way. Though I've never held back in letting the dice fall where they may *cough, cough, Aíthfo*, things may nevertheless get even nastier than they ever have before and I feel an obligation to remind everyone that no one has Plot Armor.

Have a nice day. 😊

It’s a bit tongue-in-cheek, but the underlying message is serious: after more than a decade of weekly play, the House of Worms campaign is approaching its conclusion. The characters, most of whom have been in play for years, are not guaranteed a happy ending, let alone a heroic one. They can fail. They can die. They might even die pointlessly, offhandedly, from a bad roll at the wrong moment.

That’s all par for the course in a proper old school RPG campaign, of course, but I felt compelled to remind the players. As I’ve likely said many times over the years, House of Worms is light on dice rolls outside of combat and combat itself is rare outside the underworld. Most sessions consist almost entirely of roleplaying in one form or another and the players are very good at it. More often than not, they resolve their problems through conversation, manipulation, and clever schemes rather than through swordplay or spellcraft. Much as I love that – and I do, given my longstanding dislike of combat – I sometimes worry it’s made them a little too comfortable. A little too safe.

From what I read online and have sometimes even observed "in the wild," there's a tacit expectation in a lot of contemporary gaming circles that player characters are protagonists will, therefore, reach the end of a campaign. They might suffer, they might be scarred, but they'll get there. There's an implicit contract between referee and player that, so long as you show up and play your character, you'll at least survive to the final scene. Old school play usually doesn't work out that way and, at least in my interpretation of it, Tékumel especially doesn’t work that way.

Tékumel is a setting where the gods are real, inscrutable, and often indifferent. It's a place of Byzantine scheming, hidden pacts, and ancient horrors. A misplaced word or an ill-advised alliance can unravel everything you've worked toward – and that’s glorious. As I conceive it, a Tékumel campaign should end the way it began: full of mystery, danger, and unpredictability. There's n script; there’s no "true ending." There's only what the players do and what the dice say about it.

I've always tried to referee the House of Worms campaign in a way that respects the players' choices – as well as the consequences of those choices. That doesn’t mean I'm out to kill their characters for shock value or for sport. However, it does mean that no character is safe just because they’re "important." If anything, being important only puts a larger target on a character's back. Indeed, that's been the pattern of this campaign since its inception in March 2015: each time the characters succeed, there's been an escalation in the stakes and the strength of the opposition. Where once they contended with local matters of small moment, now they're at the very heart of an imperial succession crisis, one that involves not just earthly power politics but the machinations of gods and demons. 

In playing House of Worms, what I’ve come to appreciate most about it and, by extension old school RPG campaigns more generally, is their fragility. There’s no safety net, no rewind button. The stakes are real and when the players realize that, when they know the character they've played for literally years could disappear into the void at any moment, the impact on play is considerable. That’s when the game transcends mere mechanics and becomes something else: a shared experience of genuine risk and reward.

So yes, the gloves are off, but they were never really on to begin with.

Have a nice day. 😊

Thursday, June 19, 2025

Dragonlance at the End of the World

One of many things that doesn't always come through in my campaign update posts are the little moments of roleplaying and character development that are, for me anyway, why I continue to participate in this hobby after so many decades. Reading those posts and the supplementary ones that draw attention to larger developments within them, one might well think the Big Stuff is all that matters to me. Of course, the Big Stuff does matter to me, especially in my House of Worms and Barrett's Raiders campaigns, where political, social, and religious struggles are important drivers of the action. Even so, it's the characters who matter most to me. They are, after all, the means by which my wonderful players interact with the situations I set before them and I appreciate the added texture they can add to the game world.

An amusing case in point is Corporal Wayne "Rocketman" Schweyk. Rocketman was originally a back-up character, introduced during the unit's time in the Free City of Kraków. All the players had a back-up character, both to fill out the unit's complement, but also as insurance in case one of the "main" characters died in combat or through some other means. Rocketman, as his name suggests, had been part of a Multiple Launch Rocket System crew during the earlier stages of the Twilight War. He eventually found his way to the Free City and became part of a group of displaced American soldiers there, some of whom joined the Raiders when they fled Kraków and its Machiavellian politics. 

As a character, Rocketman has several defining characteristics. Most obviously, he likes rockets, missiles, grenade launchers, mortars, and similar weaponry. Second, he is a good driver and always volunteers to drive one of the unit's vehicles. Finally, he's an avid reader of Dragonlance novels and makes an effort to seek out new sources of them whenever it's practical. Now that the Raiders are back in the USA, this is a fair bit easier than it was in Poland. Recently, Rocketman has begun to branch out. He's expressed an interest in Forgotten Realms novels, too, a few of which he was able to obtain in trade from soldiers stationed at Fort Lee.

On the one hand, this bit of characterization is a joke, making fun of just how many of these novels TSR published throughout the '80s and '90s – and there were a lot of them. We looked into the matter and, assuming that, in the timeline of Barrett's Raiders, TSR stopped producing new Dragonlance and Forgotten Realms novels at the end of 1997, shortly after the first Soviet nuclear strikes against America, there'd still be just shy of 100 Dragonlance novels and a little less than 80 Forgotten Realms novels. As I said, there really were a lot of these novels, but, from what I understand, they sold very, very well, outshining even the gaming material on which they were based. Talk about brandification!

On the other hand, little details like help a character to come alive. They help set him apart from his comrades and often serve as motivations for what the character does. In the case of Rocketman, he really does spend time talking to other soldiers, learning if any of them shares his interest in fantasy novels and whether there's library or other potential source for more of them. Further, his interest helps ground the campaign in its time and place. Barrett's Raiders is presently set in December 2000 in an alternate timeline that diverged at least as far back as 1985, if not earlier. Seeing as we're a quarter century removed from its chronological date and in a different reality altogether, these small reminders have proven useful.

From time to time, I should probably devote more posts to stuff like this. I've repeatedly said that the success and longevity of my various campaigns is, in large part, due to my players, who have created some really fun and memorable characters. They're one of the things that keep me engaged week after week. Shining the spotlight on some of them might prove helpful or at least interesting to readers as well.

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.

Thursday, January 16, 2025

Your Safety is Our Proft Margin

As I wrote today's Retrospective post, I wanted to reference something from my Riphaeus Sector campaign, thinking I'd already posted about it earlier. However, a quick search through the archives of the blog turned up no evidence that I'd ever done so. And it f I'm mistaken about this, oh well, it certainly wouldn't be the first time!

During the campaign, the characters acted as covert agents for Imperial Naval Intelligence service of the Empire of Nagoya. They masked their activities by also operating as a genuine mercantile company they called Universal Exports. Here's a fun little graphic one of the players produced in reference to their activities. Since I'm a big fan of player-made materials like this, I thought it'd be worth sharing more widely. It's also a great memento of the campaign.

Friday, January 3, 2025

In Case of Fire, Break Glass

Nearly everyone who's read the AD&D Dungeon Masters Guide remembers Will McLean's delightful comics that poked gentle fun at many of the conventions of fantasy roleplaying. Traveller had a few examples of its own, my favorite being this one which appeared in The Traveller Book by Loren Wiseman and John M. Morrison. 

Tuesday, December 24, 2024

Deathwish

Like Dungeons & Dragons, Traveller assumes that a new character is generated through a series of dice rolls – 2d6 in this case rather than 3d6 – for each of his six characteristics (Strength, Dexterity, Endurance, Intelligence, Education, and Social Standing). The results are recorded, in order, on a character sheet. Book 1 of Traveller recognizes the possibility that these random rolls may result in "a character with seemingly unsatisfactory values." However, the text states that "nevertheless, each player should use his character as generated," since 

The experience procedures and acquired skills table offer a genuine opportunity to enhance value, given only time and luck. 

This is true. Most characters, over the course of the terms of service, will gain one or more bonuses to certain characteristics, which will raise them higher than the initially generated scores. However, the 1977 edition of Book 1 – and only this edition, so far as I can tell – does include an "escape hatch" for players who are still unhappy with the characteristics they've rolled.

Should a player consider his character to be so poor as to be beyond help, he should consider joining the accident-prone Scout Corps, with a subconscious view to suicide.

Considering the poor survival rate of Scout characters, I find this amusing. 

Monday, December 16, 2024

A Random Demon

Being a big fan of the humorous illustrations of Wil McLean, I thought I'd share this fun little comic from issue #20 of Dragon (November 1978). 

Monday, November 4, 2024

High Adventure and Low Comedy

Free League publishes not one, not two, but three different fantasy roleplaying games at the moment – Forbidden Lands, Symbaroum, and now Dragonbane. Each one is quite distinct from one another, not just in terms of rules but also in tone. For example, Dragonbane, the latest iteration of the venerable Swedish RPG, Drakar och Demoner, sets itself apart from the other Free League fantasy RPGs by its willingness to embrace lighter, even sillier moments, as designer Tomas Häremstam points out in his preface:

Though a toolbox for allowing you to tell fantasy stories of all kinds, Dragonbane is a game with room for laughs at the table and even a pinch of silliness at times – while at the same time offering brutal challenges for the adventurers. We call this playstyle mirth and mayhem roleplaying – great for long campaigns but also perfect for a one-shot if you just want to have some quick fun at your table for the night. 

Dragonbane is quite an interesting RPG for a number of reasons and I hope to get around to discussing it at some point, but there are several other games and gaming products ahead of it in my review queue. However, the "mirth and mayhem" tagline really caught my attention, in part because it reminds of a phrase my friends and I have used for years – high adventure and low comedy.

I can't quite recall precisely when we coined this phrase, but we did so as a way to capture what the experience of playing most RPGs was actually like at the table – not what its designers wanted to be like, which is quite a different thing. This is an important distinction. With a handful of exceptions, like Paranoia or Toon, whose stated intention is to be humorous, most roleplaying games are written and meant to be played seriously. "Serious" doesn't mean utter devoid of humor, of course, but the humor is accidental, a natural consequence of the unpredictability of playing any game, especially one where player choice and dice rolls contend with one another.

What my friends and I call "high adventure and low comedy" is thus very often (though not exclusively) the result of exactly this: dice with a mind of their own. One of my most popular posts touches on this very topic, though from a slightly different angle. However, the point remains the same, namely, that it's well nigh impossible to avoid moments of unexpected levity when so many of a character's actions are determined by the roll of dice. There's simply no way to ensure that even a high-level and competent character will always succeed at the right moment. Instead of making his save against dragon breath, he might fail and be burnt to a crisp. The reverse is also possible and the all-powerful Dark Lord might, metaphorically speaking, slip on a banana peel as he attempts to menace the heroes who've dared to confront him in his lair.

Over the years, I've experienced many examples of this. In my House of Worms Empire of the Petal Throne campaign, the character Aíthfo hiZnáyu has fallen prey to bad dice rolls on several notable occasions. And while I used those unintended mishaps as an opportunity to introduce new elements to the campaign, there's no denying that they were also funny – so much so that the players continue to chuckle about them years later. House of Worms has never been a deliberately funny campaign. Tékumel, with its detailed history, ancient mysteries, and constructed languages is perhaps the very definition of serious business when it comes to RPGs and yet there's no way to prevent unexpected silliness from creeping in from time to time – nor would we want to do so!

Dice rolls that go awry aren't the only source of humor. Players are every bit as unpredictable as dice. Sometimes, a player might just be in a whimsical mood and decide that his character does something goofy. Other times, he might be bored and want to shake things up by choosing to act in a way that's, in his opinion, more entertaining. Or maybe someone misspeaks, calling a character by the wrong name or accidentally – or, worse, intentionally – making a pun that causes everyone to erupt into laughter. There are simply so many ways that a roleplaying game session can descend into unintentional humor that there's no point in worrying about it. Instead, it's best to embrace it these moments of levity and enjoy them for what they are.

I think that's why, when I came across the passage I quoted above, I was so taken by it. Over the years, I've read a lot of roleplaying games. Very few of them acknowledge that low comedy is very often the inescapable companion of high adventure. You can't really have one without the other, not without clamping down so hard on anything that deviates in even the slightest way from the Truth Path that, in the process, you've also sucked all the fun out of roleplaying. These are games, after all and they're meant to be fun. They're also exercises in human creativity and interaction, both of which often take us to unexpected places. 

Isn't that why we play these games in the first place?

Friday, September 13, 2024

25 Years Ago Today ...

... we lost the Moon in a tragic accident involving nuclear waste and a previous unknown form of magnetic radiation. Along with the Moon, all 311 personnel stationed aboard Moonbase Alpha were also lost.

Thanks to my friend and referee, Aaron, for reminding me of this important date.

Tuesday, August 27, 2024

The Articles of Dragon: "It's That Time of Year Again ..."

I'm sure this will come as a great surprise to longtime readers of this blog that, as a young man, I was fairly serious and earnest. Shocking, I know! Of all the things about which I was serious – and there were many – Dungeons & Dragons was near the top of the list. It's no exaggeration to say that, in the first few years after I discovered the game, D&D was an important part not merely of my life but also of my self-conception. I was a D&D player and I was sincerely proud of this fact in a way that I doubt I've ever been since.

Consequently, when I first came across issue #60 of Dragon (April 1982) and read its contents, I was taken aback. Sure, the article contained a further installment of Roger E. Moore's magisterial demihuman "Point of View" series (focusing on elves this time), along with more cantrips from Gary Gygax and other interesting stuff, but what really caught my eye were a pair of articles that played off longstanding Dragon columns, specifically "Giants in the Earth" and "Dragon's Bestiary." I say "played off," because neither installment in this issue was quite right, as I'll explain.

"Giants in the Earth" was replaced by "Midgets in the Earth" and, rather than presenting D&D stats for characters from classic fantasy and science fiction literature, what we got instead were write-ups for goofy original characters, like the kobold dictator Idi "Little Daddy" Snitmin, Morc the Orc, and master halfling thief Eubeen Hadd. Written by Roger E. Moore and accompanied by artwork that looks like it could have been drawn by Jim Holloway, "Midgets in the Earth" was clearly intended as nothing more than silly fun in honor of April Fool's Day. Please bear in mind that I read this article long before I'd come across the regular April Fool's issues of Polyhedron, so the concept was still somewhat new to me at the time.
The issue's "Dragon's Bestiary" was in a similar vein. Instead of the usual assortment of dangerous and unusual new monsters for use with D&D, we were given entries inspired by various pop culture "monsters," like Donald Duck or Marvin the Martian or the Bad News Bugbears. Like "Midgets in the Earth," these were clearly intended to be silly, but I found them irritating – all the more so because they were written by designers like Tom Moldvay and David Cook, who could have been writing really useful stuff. Why were they wasting effort on such nonsense, I thought? I'd much rather have had more serious content that I could drop into my ongoing AD&D campaign.
Yeah, I was a little tightly wound in those days. Go figure! In time, I came to be a bit more accepting of such silliness, but it took some time – and more April Fool's issues of Dragon to do it. I never fully embraced it, but I did become less uptight about it and the way I enjoyed my hobby. Or at least that's what I keep telling myself ...

Monday, July 22, 2024

Can You Spot the Hidden Deathtrap in this Room?

While looking for the illustration of the mind flayer that appears in issue #78 (October 1983), I came across this classic bit from Phil Foglio's What's New comic. I've hidden the answer below a break.

Wednesday, July 17, 2024

The Bad News Bugbears

While perusing issue #60 of Dragon (April 1982), I stumbled across yet another image of a bugbear I should have brought to your attention. This one appears in an April Fool's edition of the "Dragon Bestiary" with art by (I think) Jim Holloway.

Tuesday, June 11, 2024

Polyhedron: Issue #29

Issue #29 of Polyhedron is another April Fool's Day issue, though it actually appeared in May of 1986. The issue features a cover by Tom Wham, which is always a delight. I wish the same could be said of its content. I readily admit that I'm not an ideal audience for issues like this, but that's not because I lack a sense of humor. Rather, I simply dislike forced humor and this issue is full of it. Needless to say, I didn't enjoy re-reading this one. Apologies in advance if my frustration gets the better of me.

"Notes from HQ" is typically ephemeral and focused on RPGA matters. The only genuinely interesting thing in it is the announcement of the Gamers' Choice Awards. "Unlike other gaming industry awards, for which the winners are chosen by manufacturers and special panels, these awards are given to those companies whose products are judged the best by the most qualified judges of all – the gamers themselves." I must be old, because I don't recall ever hearing of these awards before. On the other hand, I was never much of a con goer, so that might explain my ignorance. 

Skip Williams gives us "The Lighter Side of Encounters II," a sequel to his article in the previous year's April Fool's Day issue. Like its predecessor, what makes the article interesting is not so much its content as the origin of the content, namely AD&D campaigns run by the Lake Geneva staff of TSR, in this case Williams himself and Frank Mentzer. Williams presents two different encounters, one involving a mad dash through a dungeon and another about trying to prevent a pit fiend from regenerating, that aren't exactly humorous in context, but that seem so when presented in isolation. They're the kinds of things that happen in any RPG campaign played with friends and I love them for that reason. This article is probably the best in the issue and it's because it's the most "serious."

"The Camel's Nose" by Mike Selinker is an AD&D adventure that takes up 16 pages – half of the issue. It's a humorous scenario for six pregenerated player characters, all of whom are valley elves with ridiculous names like "Tattieboggle Spauldrocky" or "Arglebargle Collieshangle." These characters are tasked with protecting a talking camel (a cleric of the Camel Lord, Camelopardus), on his journey across the Burning Desert to a shrine of his deity. He brings with him a sacred rock called the Camel's Nose and ... well, I think you can probably guess where this is going. The adventure is filled with puns and humorous allusions and general silliness, like the Camels Oasis shopping center. I'm sure someone might find it funny, but that someone is not me.

Selinker returns with "The Ecology of Tiamat," which is a rambling dialog between Feargall the All-Noxious and Greenhorn the dim as they "humorously" discuss Feargall's many encounters with Tiamat. It's strange, self-referential, and fourth wall-breaking and, again, I just found it tedious. Your mileage may vary. "Fractured Spells" by Rick Reid is a collection of goofy spells for all magic-using classes, from neutralize person to detect chum to continual lice and more. As you can see, they're all based on puns or misreadings of pre-existing spells. I'll give the author points for cleverness, but not much else.

"The Gods of the Gamma World Game" by James M. Ward is a very strange article. Ward presents five larger-than-life characters from the setting of Gamma World, each of which represents "a different ideal." For example, Ren – there's that name again – is the archetypal scientist, while Tobor the Unstoppable is the archetypal robot. If I squint, I can sort of see what Ward's getting at with these characters. They're more akin to "tall tales" like Paul Bunyan or Pecos Bill than "gods" in the usual sense. That's kind of interesting. However, Ward saddles them all with absurd Gamma World game stats akin to what you'd find in Deities & Demigods and serendipitously provide additional insight for my recent post about that very book and the drawbacks of its presentation.

The issue ends with Roger E. Moore's "Savage Sword of Lugnut the Barbarian," another "humorous" story, this time about a mighty-thewed barbarian and his quest to save a princess from Skuzzdrool the Ultra-Necromancer. It's not very funny, even as a parody of Conan, but's thankfully short, which is more than can be said of "The Camel's Nose." I still cannot understand why half the issue was devoted to that adventure ...

Oh well. One more issue to go before this series ends, which is probably for the best. My patience is wearing thin, especially after this issue.

Monday, May 27, 2024

The Cost of Power

One of the many ways that fantasy roleplaying games differ from their pulp fantasy inspirations concerns the use of magic. With comparatively few exceptions, pulp fantasy depicts magic as, at best, wild and unpredictable and, at worst, as outright diabolical. RPGs, meanwhile, treat magic almost as a form of technology, an instrument that is neither inherently good nor bad and that, if used with appropriate training, rarely if ever presents any danger to its user. 

The most obvious exceptions that come to my mind are Chaosium's Call of Cthulhu and Stormbringer, both of which explicitly caution against the use of magic by characters, precisely because of its inherent danger. A more recent exception is Goodman Games' Dungeon Crawl Classics Role-Playing Game. Of course, two of the aforementioned RPGs are based directly on foundational works of pulp fantasy, while the other self-avowedly looks to pulp literature for its inspiration. There may be a few other contrary examples here and there, but, for the most part, fantasy roleplaying games have followed the lead of Dungeons & Dragons in treating magic purely instrumentally – differing from safe, reliable technology only in esthetics.
Back in Dragon #65 (September 1982), Phil Foglio lampooned this to good effect in his What's New with Phil & Dixie. In this particular strip, Phil claims that the differences between medieval and science fiction RPGs can be summed up in one word: none. When Dixie objects, he then provides her with a series of examples to prove his point that, while tendentious, nevertheless contain a ring of truth. The comic even invokes Clarke's Third Law for additional support.
If you look at the history of the hobby over the last half-century, the paradigm of magic-as-technology has clearly been the most common. Whether that's because D&D set the pattern by adopting it or because it's just a simpler and perhaps even more fun way to handle magic, I can't say. Still, as a fan of dangerous magic, it's hard not to be a little saddened by how rarely it's been employed in RPGs over the decades. Perhaps it's time for a change ...

Friday, May 10, 2024

Speaking of Miniatures ...

Behold! Qualos – guardian of the Duck Temple. This is an official RuneQuest miniature produced by Infinity-Engine. Whether you use miniatures in your games or not, it's hard to deny that this one is pretty amazing. 

Wednesday, May 1, 2024

Retrospective: The Book of Wondrous Inventions

I have a complicated relationship with humor in roleplaying games. I unreservedly celebrate games like Paranoia and Toon that are explicitly humorous in tone and content, having had a lot of fun with them in the past. Likewise, I know very well that even the most "serious" RPG campaigns are likely to include moments of unexpected levity and goofiness and there's absolutely nothing wrong with that. After all, even Shakespeare included moments of comic relief in his most harrowing tragedies.

At the same time, I wince at most puns and have a particular dislike of forced attempts humor in roleplaying games. Over the years, I've seen enough well-meaning but ultimately disastrous attempts to "lighten the mood" that my natural inclination is to be suspicious of humor in RPGs. That's not to say I hate it unreservedly, only that I recognize how easy it is for this sort of thing to go badly wrong.

With all that in mind, I hope I can be forgiven for having very mixed feelings about The Book of Wondrous Inventions. Compiled by Bruce Heard from nearly fifty contributions by a wide variety of authors (more on that in a bit) and published in 1987, The Book of Wondrous Inventions is clearly intended to be a companion volume to The Book of Marvelous Magic, right down to its title. But whereas the content of The Book of Marvelous Magic was largely serious in tone – or at least no less serious than the standard lists of (A)D&D magic items – this new book was intentionally written with humor in mind. In his introduction, Bruce Heard writes the following:

These inventions should be viewed with humor. They provide fun and an uncommon change of pace whenever they appear in the game.

There's nothing inherently wrong with this approach, especially if one is sparing in their use within a given campaign. Almost since its inception, D&D has included its fair share of magic items that could well be viewed as silly. The apparatus of Kwalish, anyone? The difference here, I think, is that previous goofy magic items were spice, those included here are the main course – or, at least, they give the impression of being so, because there are so many of them under a single cover. That's not really their fault, but I can't deny that it bugged me a bit in the past and still bugs me a bit even today.

The magic items detailed in this book are all unique and highly idiosyncratic, the products of singular individuals intent on creating something truly unusual. There's Aldryk's Fire Quencher (a magical water sprinkler), Brandon's Bard-in-a-Box (a portable music system), Kruze's Magnificent Missile (self-explanatory), Volospin's Dragonfly of Doom (a magical attack helicopter for hunting dragons), and so on. As you can see, nearly all of the items described reproduce the effects of a post-medieval – and likely modern-day or futuristic – technological device within the idiom of vanilla fantasy. There's not much cleverness on display here. Instead, the entries are all "What would a magical vacuum cleaner be like?" or "Wouldn't a magical pinball machine be funny?" 

The combination of the fundamentally technological framing of these items and their banality results in a very sub-par book, even given Heard's stated intention that they "provide fun" and a "change of pace." It's particularly baffling, because many of the entries are written by talented and imaginative people, like Ed Greenwood, Jeff Grubb, and even Sandy Petersen. I can only assume that they were all specifically instructed to come up with stuff that would feel appropriate in Wile E. Coyote's Acme Catalog – or perhaps from the minds of Dragonlance's tinker gnomes. The end result is not, in my opinion, either useful as a source of ideas for an ongoing D&D campaign or even of mirth. It's dull, predictable, and, above all, forced, which is a great shame, because I admire many of the book's contributors.

Sadly, the book is done no favors by its accompanying illustrations. Much as I adore the work of Jim Holloway, one of the few artists who really understood the humor inherent in typical RPG situations, his artwork here is simply so goofy that it makes it impossible to imagine using any of its inventions with a straight face. Maybe that's the point. Maybe you're not supposed to be able to do so. Maybe I'm just a killjoy lacking in a funny bone. Ultimately, that's not for me to judge. I can only say that, when I bought this back in 1987, I instantly regretted and have never used it, except as a cautionary tale of what happens when you try to inject "humor" into a campaign rather than allowing it to arise organically through play. 

Oh, the pain ... the pain!

Tuesday, April 23, 2024

Polyhedron: Issue #23

April Fool's issues were a staple of my youth, but they're very difficult to pull off. Partly, that's because humor can be very subjective and, partly, that's because most attempts at humor, especially in writing, are simply not very good. Consequently, I greeted the arrival of issue #23 of Polyhedron (April 1985) with some trepidation, despite its delightful cover by Tom Wham (take note of the bolotomus and snits in the bottom lefthand corner). However, I'm happy to say that this particular April Fool's Day issue is (mostly) pretty good. In fact, there are a couple of articles that I still find rather amusing even now – not laugh-out-loud funny, but intellectually droll, if that distinction means anything.

The issue begins with another installment of "News from HQ" that explains the nature of this issue: 

If this is your first issue of the POLYHEDRON Newszine, I'd like to take this opportunity to welcome you to the RPGA Network, and let you in on the gag. Five out of the six issues you will receive with each year of membership will bring you club news, informative articles on your favorite game systems, and a chance to make a serious contribution to the hobby by sharing your ideas with other members. This is not one of those five.
That's the kind of humor I'm talking about. The editorial goes on to explain that this issue was "conceived in madness and dedicated to the proposition that there is room for levity in gaming." I wholeheartedly agree, as anyone who's ever played in one of my campaigns will tell you. Yes, even the ones occasionally featuring unpleasant stuff. Games are supposed to be fun, after all, and it's important not to lose sight of that.

Much less funny is "An Official Policy Statement," whose entire shtick is using $64 words to say silly things about, in this case, "the sex lives of monsters." As I said above, humor writing isn't easy.

Fortunately, Gary Gygax gifts us with "Ultimists," a new character class for AD&D. Described as "fighting wizard-priests," Ultimists combine the abilities of clerics, magic-users, and monks. While their ability scores are rolled using only 3d6, the result of that roll is made by recourse to a chart, with most rolls resulting in scores of 15 or higher. This section of the class description pokes fun, as Gygax makes clear, those "enthusiasts" who objected to his system for rolling up the abilities of the then-new barbarian class. Ultimists also make use of spell points, because "memorizing spells is tedious, and the selection requires reasoning and intelligence applied to the game." Ouch. I can't really blame Gygax for using the article as an opportunity to vent about critics of AD&D. I imagine he was quite fed up with them by this point in his life.

"Why Gargoyles Don't Have Wings (But Should) (An Alternative Viewpoint) by David Collins is an attempt to explain away Gary Gygax's concerns about the illustration of the gargoyle in the Monster Manual through a variety of vaguely humorous means. It's fine for what it is, but nothing special. A bit more interesting is Skip Williams's "The Lighter Side of Encounters" in which he presents a couple of humorous encounters from Frank Mentzer's Aquaria campaign as a way of demonstrating how humor sometimes finds its way into otherwise "serious" RPG campaigns. The encounters are all based on things that actually happened in Menzter's campaign, which is fascinating in its own right. Speaking of Mentzer – or, rather, Knarf Reztnem – his "Punishments to Fit the Crime" offer a pair of humorous stories whose conclusions depend on puns. They're basically Dad jokes in written form. Make of that what you will.

Frank Mentzer reappears with "New Magic Items," which offers up some fun (and funny) magic items from his Aquaria campaign, like the canister of condiments and the sweet tooth. Then, he reappears yet again – the man was a machine back in the day – with "Excerpts from the Book of Mischievous Magic," a spoof of his The Book of Marvelous Magic. This second article many amusing magical items like the awl of the above, cool hand lute, stocking of elf summoning, and practical yoke. It's all very silly, of course, but done with some real cleverness and an understanding that a good joke magic item isn't just a joke, but should also have some potential utility in a game. Mentzer clearly understood this.

Part 2 of David Cook's "In the Black Hours" AD&D adventure (Part 1 appeared in the previous issue) is the sole piece of "serious" material in the entire issue and thus feels very much out of place. Like its predecessor, it looks fun, reminding me a bit of something in which Fafhrd and the Gray Mouser or Conan, while working as a thief, might have become involved. "Dungeonsongs" is back to form, with a trio of humorous, RPG-themed songs set to well-known tunes, like "I'll Be a Wererat in the Morning" and "Green Slime." "Dispel Confusion" answers numerous important questions for D&D, AD&D, and Top Secret, like this one:
Bruce Heard pens "Zee Chef," another new character class for use with AD&D. A chef is designed specifically for NPCs "devoted to the culinary arts and learning more about native delicacies." It's a spellcasting class, with a host of new spells, including my favorite, edible glamour. Concluding the issue is "The Male of the Species" by – you guessed it – Frank Mentzer, which describes "emezons," the male counterparts to the amazons presented by Gary Gygax in issue #22. Some emezons are members of the new chef NPC class, while others are "exceptionally skilled at child raising, interior decorating, and hair styling." Hey, it was a different time.

All in all, not bad. Even someone as humor-impaired as myself chuckled a couple of times, which is quite a feat in itself. I'd still rather have had a "normal" issue of Polyhedron, but I can't deny the staff did a good job with their assignment. Well done!

Friday, April 5, 2024

"Are We the Baddies?"

The House of Worms Empire of the Petal Throne campaign continues on each week, as it has for the last nine years. One of the things I most enjoy about it are the many opportunities it affords us to explore a fantasy setting that is quite unlike both the real world and commonplace vanilla fantasy settings. This is especially fun for me when the player characters act in ways that are perfectly consonant with the principles of Tékumel but nevertheless surprise their players. This happened in our most recent session and I thought what happened might be worth sharing.

To begin, a brief bit of context: the characters, having returned to Tsolyánu after several game years of having served in the administration of the far-off colony of Linyaró, are now in the employ of Prince Rereshqála, one of the potential heirs to the Petal Throne. They've recently begun to first leg of a very long journey that will take them into unknown lands and ultimately end with the exploration of ancient ruins associated with the non-human Mihálli species. Along the way, their ship put in at an island whose governor belongs to the same clan as Nebússa, one of the player characters. The intended purpose of the stopover was resupply and "showing the flag" on behalf of Rereshqála.

However, Nebússa soon became aware of the possibility that something nefarious might be afoot on the island, with the governor at the center of it. An early avenue of investigation suggested that the governor might be skimming an inordinate amount of money from his collection of taxes, perhaps funneling them toward sinister purposes. Notice that I wrote "inordinate amount of money." That adjective is important, especially in Tékumel. That's because, strictly speaking, there's nothing wrong with a little bit of peculation by a provincial governor. Indeed, it's expected and one of the perks of the job. The expectation that a civil servant wouldn't engage in the misappropriation of government funds is an attitude alien to Tékumel. It rises to the level of genuine concern when said civil servant embezzles too much.

Now, the players – and their characters – already know this. After nearly a decade of playing in the setting, they have a very good sense of how things operate in Tsolyánu and elsewhere. They've (largely) put aside their 21st Western morality and approach Tékumel from the point of view of a native. They might still comment upon it as an out-of-character aside – and frequently do, because it can be a source of humor – but none of them really need to be reminded anymore that the social context of Tsolyánu is not that of our world. Things are done differently here and that's that.

As their investigations continued, it soon became clear that the governor they initially suspected of duplicity was, in fact, being set up by someone else and that the strange things occurring on the island had nothing to do with his theft of tax money. They knew this to be the case when, upon examining the governor's books, it was clear he wasn't stealing enough. Sure, he was embezzling, but he wasn't embezzling as much as they would be in his position. Indeed, they soon came to the conclusion that he was basically honest but incompetent and that someone else was probably behind certain events on the island.

They were right. A political rival on a nearby island was responsible for much of what was happening. When they confronted her, she admitted as much without any artifice. The characters were surprised that she was so open and honest, but she explained that this was simply politics and no concern of theirs. Initially, they objected, claiming her actions undermined the Empire and that, therefore, they had no choice to become involved. She reiterated that her goal was strengthening Tsolyánu through the elimination of a weak rival and, once again, that this was none of their concern. She then offered to buy them off. What would it take for them to stop interfering, leave, and never return?

At first, the players weren't sure how to respond. As they struggled with everything the rival had said to them, they realized they'd been approaching this not as Tsolyáni, which is to say, as subjects of a fantasy empire with a very different worldview, but as 21st century men offended by political corruption. Soon, though, their perspective began to change; the offer held more and more appeal. A few rounds of negotiation and they had managed to obtain a fair bit of magical and monetary assistance in exchange for their silence. A deal had been struck and they were on their way, prompting one of the players to ask, "Are we the baddies?"

The session was a terrific one. Everyone involved had a lot of fun and laughed at what had ultimately transpired. I personally found it enjoyable, because I got to present Tékumel as a "real" place that operates according to its own rules, ones that are frequently at odds with those of our world. To me, that's one of the best and most vital parts of roleplaying: being able, if only for a while, to be transported to another place and to see that place through alien eyes. I wouldn't want to live on Tékumel, but it is an interesting place to visit.