Tuesday, August 22, 2023
Polyhedron: Issue #6
Tuesday, August 15, 2023
Polyhedron: Issue #5
The issue marks the appointment of Mary Kirchoff as editor of Polyhedron, while Frank Mentzer assumes the position of editor-in-chief. This suggests to me that both the RPGA and, by extension, Polyhedron were experiencing considerable growth during this time, or at least enough growth to warrant the expansion of its staff. Certainly, the hobby itself was still growing in 1982, thanks in no small part to the success of TSR in attracting younger players. Of course, not everyone was pleased by this growth, as evidence by a letter in this issue bemoaning the "munchkins with delusions of grandeur" who now "make up the overwhelming majority of new recruits to FRPing."
The second part of a three-part interview with Gary "Jake" Jaquet appears in this issue. As with the first part in the previous issue, it's filled with fascinating bits of information about TSR and the hobby at the time. Most interesting to me is Jaquet's defense of the "lukewarm" reviews that the Fiend Folio received in the pages of Dragon. "We call 'em like we see 'em," he explains, adding "It's not the best product it could have been." Jaquet then goes on to suggest that he feels Dragon, as a magazine for the entire hobby – compared to, say, more narrowly conceived periodicals like The Sorcerer's Apprentice – it needs to be fundamentally honest and not "self-serving," hence the critical reviews even of TSR products. He has a lot more to say on this topic and his philosophy of editing Dragon. If I can find the time, I will try to highlight some of his other comments in separate posts, because I think they're worth revisiting.
"Notes from the Dungeon Master" includes more tricks and traps for the DM. Most of those in this issue seem to involve mimics for some reason, but, to be fair, that is the purpose of a monster like that. Philip Meyers offers his impressions of a RPGA tournament in "The Round Table." Never having participated in one of them myself, I find his thoughts intriguing, because it sheds a little light on a part of the hobby that's long been somewhat opaque to me. Meyers offers both praise and criticism and Mentzer, in a separate article ("Counterpoint: As Fast as We Can ...") responds to both. Again, I get the impression from reading articles like these that the RPGA was growing quite quickly at the time, well beyond the capacity of its staff to keep up, hence the criticisms Meyers presents.
"Dispel Confusion" provides answers to some questions about the AD&D rules. One question revealed something that I apparently never understood. In AD&D, dragon breath damage is equal to the dragon's original hit point total, not his current total. I had always assumed the latter, perhaps influenced by the text in the Moldvay Basic Rules, but this is apparently wrong with regards to AD&D. Who says you can't learn anything new from a 40 year-old magazine? "Bag of Tricks" is an uncredited assortment of ideas for use with D&D and AD&D, like the suggestion that characters should take doors off their hinges to ease their escape later or making use of mules to carry extra treasure – all fairly banal stuff, though I suppose they might not be obvious to everyone.
"Spelling Bee" simply reprints the spells crystalbrittle and energy drain from Against the Giants, while Mike Brunton's "Figure Painting" offers lots of tips on miniatures painting. Sadly, there are still no photos or illustrations to accompany the latter article, which is a pity. For someone like myself, the photos of beautifully painted minis are the main attraction of articles such as this one. "Codebook" presents three encoded messages for readers to decipher, along with advice on how to crack simple codes. I find that fascinating, because I remember well the seeming ubiquity of codes and ciphers in the D&D games of my youth. I can't say I've seen them much in recent years and wonder why that might be.
The issue closes with more news about upcoming conventions, Roger Raupp's "Nor" comic, and some very cursory news on Top Secret, Boot Hill, and Gamma World. Disappointingly, "Nor" moves slowly and the mystery of the spacecraft that crash-landed on the fantasy world of the comic last issue receives little coverage in this one. With luck, that will change in coming issues, because I think it opens up lots of possibilities for fun adventures. Of course, as I noted before, I don't believe "Nor" lasts very long in the pages of Polyhedron, so the whole matter may be rendered moot anyway. Oh well.
Tuesday, August 8, 2023
Polyhedron: Issue #4
Highlighted on the Letters page is a missive from Gary Gygax, in which he talks about his first meeting with James M. Ward. Mentzer follows this with the following comment: "See, folks, he really reads this stuff!" While I'm sure it was meant innocently enough, the comment strikes me as an example of the Cult of Gygax that TSR promoted sometimes promoted and to which fanboys like myself were often prone. With the benefit of hindsight, it also reminds me uncomfortably of the parasocial relationships with celebrities that contemporary social media tries to foster.
Mentzer's "Where I'm Coming From" is brief and focuses on new and upcoming features in Polyhedron, such as Jon Pickens's column for Basic D&D and Roger Raupp's "Nor" comic strip, both of which premier in this issue. There's a similarly brief piece announcing the winner of Grenadier's 1980–81 "Wizard's Gold" giveaway. The winner was a 14 year-old boy from Florida, which oddly pleased me. I remember the ads for "Wizard's Gold" in the pages of Dragon at the time but I can't say I ever gave much thought to who might have won. More than four decades later, now I do.
"RPGA Interview with 'Jake' Jaquet" is, as its title suggests, an interview – and a lengthy one at that – Gary "Jake" Jaquet, one of the forgotten employees of TSR Hobbies during the late '70s and early '80s. His name is well known to me because of his involvement in the creation of the first edition of Gamma World. He was also an important figure in the early days of Dragon, where he served in a variety of capacities, including Publisher. As with previous interviews in Polyhedron, this one is full of wonderful anecdotes and trivia about TSR and its products. I could – and probably should – devote an entire post to sharing some of these tidbits. For now, though, I'll share one of them, which feels strangely relevant in our present age.
Monday, April 17, 2023
The Setting of Gamma World (Conclusion)
- It's often overlooked that Gamma World is a sequel of sorts to James M. Ward's first stab at a post-apocalyptic RPG, 1976's Metamorphosis Alpha. Like its descendant, MA is about mutants in a world gone mad after a civilization-ending disaster. The key difference is that the "world" of Metamorphosis Alpha is an interstellar generation ship launched from Earth in the late 23rd century – a setting that is unmistakably in our future.
- I mention this because I think it's important to understanding the background to Ward's own conception of the setting of Gamma World, namely that of Metamorphosis Alpha writ large, so as to encompass the entire Earth.
- However, it's clear that, from a fairly early stage in its development, Gamma World was never the sole product of James M. Ward. At the very least, Gary Jaquet had an influence over its development, as likely did Tom Wham, Timothy Jones, and even Gary Gygax. Each injected their own ideas into the game, diluting Ward's original vision of a high-tech apocalypse occurring several centuries into our future.
- Consequently, the setting of the 1978 Gamma World rulebook is something of a mishmash, consisting of a strongly high-tech science fictional foundation atop of which were added numerous elements that don't quite comport with it.
- While the non-Ward elements of Gamma World don't wholly undermine the implication that the setting is a futuristic one, they do muddy the waters quite a bit, thereby lending credence to the common belief that the End comes in the relatively near future rather than the 24th century.
- There was never a strong editorial hand on the Gamma World game line, especially in its early years. Therefore, each release for the game is sui generis, reflecting the tastes and ideas of the authors who created them. The fact that Ward himself never wrote a single stand-alone scenario for the game line during its first and second editions did little to clarify the situation.
Tuesday, September 15, 2020
Second Comes Right After First
I sometimes call Gary "Jake" Jaquet one of the "forgotten" figures of the hobby's early days. Whereas everyone remembers that Tim Kask was the first editor of TSR's Dragon magazine, how many people can name the second? Likewise, everyone remembers that James M. Ward worked on Gamma World, but how many recall that he didn't work on it alone? Under Jaquet's editorship, Dragon not only lost its definite article but also saw its circulation increase from 10,000 in 1980 to more than 70,000 by 1982. Likewise, Gamma World has remained perhaps the second most successful RPG produced by TSR, with a new edition of the game having been produced as recently as 2010. While neither of these accomplishments can be solely attributed to Jaquet's involvement, neither is it coincidental.
I mention Jaquet because he is the subject of an extensive, three-part interview in the early issues of Polyhedron. Like the interview with Gary Gygax, it's a wide-ranging one that covers an enormous number of topics. Jaquet's answers are thoughtful and occasionally striking, such as what he says on the subject of the Dungeons & Dragons versus Advanced Dungeons & Dragons in issue #6 (June 1982).
The matter of how much AD&D differs from D&D was a matter of much contention in the period leading up to the 1981 resolution of the lawsuits brought by Dave Arneson. TSR and its various spokesmen, most prominently Gary Gygax, emphasized this difference, in part, I suspect, to bolster its legal defense against Arneson.





