Wednesday, May 7, 2025
Retrospective: Star Wars: The Roleplaying Game
Thursday, March 21, 2024
Stuck in the Past
Monday, November 6, 2023
Be a Creator, Not a Consumer
Monday, September 19, 2022
Terrifyingly Beautiful
If you were into fantasy during the 1970s, you were almost certainly familiar with the artwork of Greg and Tim Hildebrandt, generally known as the Brothers Hildebrandt. Today, they're probably most remembered for their various Lord of the Rings calendars (the first of which appeared in 1976) and the covers to the Shannara novels of Terry Brooks, but I suspect the first of their paintings I ever saw was this one:
Tuesday, April 20, 2021
Different Worlds: Issue #11
Issue #11 of Different Worlds (February/March 1981) is an interesting issue to me, because its content continues to differentiate the magazine from its contemporaries, like Dragon or White Dwarf. For whatever reason, Different Worlds published a significant number of "theoretical" articles about roleplaying, which is to say, articles about roleplaying rather than simply articles providing additions and options to existing games. If I had to guess, I imagine this reflects the local culture out of which Chaosium and, by extension, Different Worlds, grew. I've noted on a couple of occasions that California, like the Midwest and the East Coast, was distinctive in its approach to RPGs, so I suppose it shouldn't be surprising to see this distinction reflected in its periodicals.
The issue begins with "Running Low Level Dungeons" by Robert Plamondon, which offers some advice to referees on the necessity of taking beginner dungeons seriously, as a means of "hooking" people into the hobby. Plamondon's concerns are twofold. First, he feels strongly that even low-level dungeons should be every bit as interesting as high-level one. Second, he feels equally strongly that low-level dungeons should be accommodating to the inexperience of new players and thus not "killer" in their approach. Mind you, Plamondon seems generally opposed to dungeons designed to kill characters, seeing this as somehow antithetical to the purpose of RPGs.
"A Change of Hobbit" by Ronald Mark Pehr is an odd piece. It's a critique of D&D's portrayal of hobbits (halflings) on the basis that it differs from they way Tolkien portrayed them in The Hobbit and The Lord of the Rings. Beyond that, Pehr's main complaint is that D&D pigeon holes halflings as thieves and doesn't acknowledge their skills as warriors. These are fair points, if being true to Tolkien, is one's goal, but I'm not sure that was ever the point of including halflings in the game. (I resolve the matter by dispensing with halflings entirely.) Part two of "Gems & Magic" by Steve Marsh and Margaret R. Gemignani is also here, completing what began last issue. I'm a big fan of "natural" magic items like this, so the article was most welcome to me.
"A New Computer System for Traveller" by Martin Connell is an attempt – in 1981, I remind you – to offer new rules for computers to make it "truly representative of the far future." More amusingly, Connell notes that his rules are based on his experiences with an "IBM 360, and IBM 3033, a PRIME, and several hobby computers." He also consulted with "several friends who are computer science majors." I don't mean to mock Connell, whose larger point about how outdated Traveller's computer rules have always been is sound, but only to point out that, when it comes to technology, predicting the future is not always easy. Personally, I've generally found Traveller's somewhat retro approach to computers less problematic than trying to import the moving target of "realistic" far future computer rules into the game.
"The Fourfold Way of FRP" by Jeffrey A. Johnson is a follow-up of sorts to the articles by Glen Blacow and Lewis Pulsipher in issue #10. It's another stab at trying to describe types of gamers and approaches to roleplaying. Johnson offers a diagram consisting of two axes, one relating to personal goals (power gaming vs storytelling) and realism (pure fantasy vs simulation). Honestly, this isn't a bad approach, though, as with most such articles, I marvel at gamers' desire to try and codify everything into neat categories (I am as guilty of this as anyone).
There is a huge collection of lengthy reviews in this issue, starting with a positive one for Azhanti High Lightning. Also covered are Tunnels & Trolls (also positively) and DragonQuest and several smaller adventure publications of which I've (mostly) never heard. What stands out about these reviews is how lengthy they are, something I appreciated, since, if nothing else, they afforded the reviewer to explain his own perspective in detail. This is particularly useful in the case of case of the T&T review (by Ken Rolston) and the DQ review (by Michael Stackpole), since there are multiple points where their own opinions differed with my own. Even more interesting is that the review of DragonQuest was followed by a rebuttal of sorts by the designer, Eric Goldberg. Good stuff!
John T. Sapienza reviews Beasts of Antares and several other novels in the saga of Dray Prescot. Sapienza also provides D&D game statistics for some of the magical items and monsters that appear in the series. "The Cult of Kali" is a "gateway" cult for RuneQuest by Greg Costikyan. Meanwhile, "The Sword of Hollywood" by Larry DiTillio is a new column about fantasy and science fiction movies, this time focusing rumors of the D&D movie, a new Star Trek TV series, and pre-production of the third Star Wars movie, Revenge of the Jedi.
Lewis Pulsipher's "Personalities of Role-Playing Gamers" presents fifteen types of roleplayers, ranging from "The Barbarian," who always plays fighters and likes combat, to "The Puppet," who does what other people tell him to do, and "The Entrepreneur," who's always looking for ways to make money in an adventure. It's a fine, if limited list, but, much like Johnson's article earlier in this issue, I'm not quite sure the point of all these attempts at codifying the hobby and its players. Ending the issue is another column by Gigi D'Arn, which sadly doesn't contain any remarkable bits of gossip worth mentioning here. Oh, well.
Monday, November 30, 2020
RIP David Prowse (1935–2020)
That's understandable, I suppose, given that we neither saw his face nor heard his voice, the two most commonly understood tools in any actor's repertoire. Yet, Prowse was more than just "a guy in the suit," as I've sometimes heard said of him. His performance in Star Wars is quite good, portraying the imposing physicality of the Dark Lord of the Sith while also evincing a low-key intensity that's even more evident in The Empire Strikes Back. From what I have read, the Vader costume was bulky and stiff, which would have made it hard for any actor, particularly one whose face was completely obscured, to convey much of anything. Nonetheless, he did so and did so memorably.
I was seven years old when I first saw Prowse as Darth Vader on the big screen and I will never forget it. The moment he strides into the smoke-filled corridor of Princess Leia's starship, surrounded by stormtroopers, is one of the truly great character introductions in all of cinema. Prowse effectively portrayed menace and authority in equal measure. By all rights, Vader could well have come across as ridiculous rather than threatening. That he did not is no mean feat and a testament to Prowse's skills. In a very real way, Star Wars would have been impossible without him.
Wednesday, September 23, 2020
RIP Ron Cobb (1937-2020)
There was another book, published just a few years later, in which Cobb's art was even more prominent. Entitled, The Book of Alien, I read a library copy of it voraciously, checking it out and re-checking it innumerable times. As it was rated R, it would still be many years before I would see the movie, but I remember very well how fascinated I was by the film, due to its heavy promotion in magazines like Starlog. The Book of Alien ably served as a substitute for the movie until I was older and, like The Art of Star Wars, I read it again and again. In doing so, Rob Cobb's concept art forever seeped into my sub-conscious.
Cobb's work had a "grounded" quality to it; there was something believable about his visions of starships and aliens and far-off planets. To this day, when I think of sci-fi in a generic sense, it's colored by Cobb's strong, sleek line work. My ideal edition of Traveller – or Thousand Suns! – would be illustrated by Cobb. He had, in my opinion, an amazing ability to bring the little details of living and working in space to life in a way that few other artists working in Hollywood have. I'm sorry to hear of his death: may he rest in peace.
Sunday, September 25, 2011
Thursday, August 4, 2011
Star Wars Invades My Dreams
At some point in my dream, the two Jedi are traveling aboard a starship or are aboard a space station in the vicinity of Tattooine. They're then personally assailed by a bunch of guys wearing armor similar to Boba Fett's, except that it was a different color (blue?). In their fight against them, some guy helps them out and he turns out to be Anakin Skywalker, whom Obi-Wan senses is strong in the Force, despite his being a lowly navigator from Tattooine, the very planet they're going to. Obi-Wan asks Anakin to act as his guide, since he's never been to Tattooine and having a friendly local in his company would be useful. Vader counsels against this course of action, but Obi-Wan rebuffs him and we see Vader begin to seethe with resentment against Skywalker.
And that's most of what I remember. What's interesting to me is that what I remember of the dream appears to be a composite of events from the actual Episode I and events from issue #24 of the Marvel Star Wars comic. Like most dreams, it's not filled with original ideas so much as reworkings of ideas from other places, although, in this case, if I do say so myself, it's actually pretty clever. What impresses me about it in retrospect is how many little details from the 1977 film -- details the prequel films either ignored or forgot -- were worked into it, like Skywalker's being a "navigator on a spice freighter" and Darth Vader's being a separate character from Luke's father. I also vaguely recall there being a "scene" in my dream in which Anakin's brother, Owen, argues with him about helping Obi-Wan, saying something about how "the Clone Wars don't concern us here on Tattooine."
As I've said before, I've don't hate the Star Wars prequels the way that some fans do. I even think there are a lot of solid ideas in them (and my dream self would seem to agree). What bugs me most about them is how many things established in the original trilogy they either outright ignore or twist into such knots as to be unrecognizable. I mean, Star Wars -- Episode IV in Lucas speak -- establishes very few specific details about Luke's father or about Obi-Wan's younger days. Even assuming that, as Lucas developed it, Obi-Wan was shielding Luke from the truth in his conversations, there are too many discontinuities with what we see in the prequels for it to hang together as well as it should have or indeed could have, had a little more effort been made to do so.
Wednesday, July 6, 2011
How Star Wars -- and Roy Thomas -- Saved Marvel Comics
It's an interesting read, especially if, like me, you have a fondness for the Marvel Star Wars comics.
Wednesday, June 15, 2011
Retrospective: Freedom in the Galaxy
Originally published in 1979 by SPI, Freedom in the Galaxy (subtitled "The Star Rebellions, 5764 AD"), it was later picked up by Avalon Hill and re-released in 1981, which is the edition I saw. If there are any changes between the two releases, I have no idea; someone more knowledgeable than I can specify them in the comments below. Its designers were Howard Barasch and John H. Butterfield, the latter of whom was known to me as the creator the starship combat system used in Universe.
If you look at the cover of the game's box, it's not hard to see why this game held such an interest to me. Freedom in the Galaxy quite clearly riffed off of themes and situations from Star Wars and its imitators. The idea of a two-player simulation of a rebellion against an evil galactic empire is actually quite compelling, even though I thought then, as I do now, that the game would have been even cooler if the game had included more factions than just the rebels and imperials. Of course, the actual coolness of Freedom in the Galaxy in play something at which I can only guess, as it had a hefty rulebook and very complex rules -- certainly not what my 12 year-old self was expecting based on the cover illustration!
And that's a shame, because, having looked at the game again in recent years, there are actually some very interesting ideas in it. For example, the rebel player's goal is to foment unrest throughout the Empire, in the process shifting the loyalty of worlds and races to his cause. If he plans his strategy properly, he can initiate a "domino effect" whereby not just one world but many will follow his flag, providing him with the military units he lacks earlier in the game. On the contrary, the imperial player needs to find ways to make shows of strength in order to keep planets in line, including well-timed atrocities (like blowing up entire planets), but not tightening his grip so tightly that star systems slip through his fingers, so to speak. Both sides thus require different approaches to succeed and there are enough random factors in the game that playing it sounds like it might be a lot of fun.
Unfortunately, an average game is supposed to take 20 hours to complete and I can believe it. As I noted above, the rulebook is complex, with combat (both ground and space), movement, resources, loyalty, missions, and other topics all demanding a great deal of attention, or at least more attention than I could ever muster. Instead, I found myself staring at its fascinating map of the empire and its provinces and the many "characters" the game includes. These characters are noteworthy rebels and imperials with special abilities that might help their side in significant ways. Think Darth Vader or Han Solo and you've got the general idea.
That was the real shame about Freedom in the Galaxy from my point of view. The game has such delightfully suggestive chrome that it pained me mightily that it was pressed into the service of such a terribly complicated military simulation that I'd never play, even if I ever did manage to wrap my mind around its rules (which I never did). Even now, I think about how wonderful it would be either to simplify Freedom in the Galaxy or to simply create my own pulpy, space operatic wargame manqué, because I honestly think either approach would be more worthwhile than trying to play this monstrosity as it was intended to be played.
Lest anyone think I'm being too harsh, I should point out that I nevertheless did derive a lot of enjoyment out of Freedom in the Galaxy. I often lifted some of its setting details for my various Traveller campaigns and I'd do it again. Heck, I seem to recall someone round these parts (Jeff Rients perhaps?) suggesting that someone ought to do to Freedom in the Galaxy what Arneson and Gygax did to Chainmail by creating a new RPG out of it. I think that's a superb idea and had I the time -- and a copy of the game, my own having disappeared years ago -- I might take up that gauntlet. Wouldn't that be awesome?
Monday, May 9, 2011
The Past is a Foreign Country (Take Three)
I say this not because I'm a Star Wars true believer who will brook no dissent from the Jedi Way. Heck, I'm probably a bigger Star Trek fan if I'm honest with myself. I say this because I'm not sure pop culture works the same way in 2011 as it did in 1977. Certainly there are still fads (and their brain-damaged cousins memes) today, as there were 34 years ago (!), but they don't seem to have much staying power. Paradoxically, I think the ubiquity of cheap, instantaneous, worldwide communication ensures that fads burn out more quickly than they did in the benighted days of my youth when you couldn't pop onto a movie discussion site or forum and find out everything you wanted to know about an upcoming movie. Nor could you expect to see a movie anywhere except in a theater, where any moderately successful film could be expected to be shown for many months rather than mere weeks (or so it seemed to me anyway).
But I think the main factor that prevents most contenders for "this generation's Star Wars" from any plausibility is the way Star Wars changed the cultural landscape forever. Much like D&D, it's not so much that Star Wars burst fully-formed from the head of George Lucas with no cultural antecedents; it's that it brought together a number of things we had seen before in a way that no one else had ever done -- and it fed a hunger that no one knew the popular culture had. Star Wars made science fiction cool and fun and, most important of all, mainstream. Everyone seemed to be a Star Wars fan back then, not just kids and nerds. It was OK as a "serious" adult to admit you liked Star Wars and with that admission came a kind of respectability that allowed these movies and their ideas to take root in unexpected places within the wider culture.
Indeed, I would argue that Star Wars was so successful that it all but precluded the possibility of there ever being a "this generation's Star Wars." There very fact that we still, more than three decades later, talk about Star Wars and use it as a yardstick to measure pop cultural influence is a good indicator of just how potent a force (no pun intended) it remains. There are vast swaths of the population who were born after the release of the original films who still feel as strong a connection as I do, who saw Star Wars on the weekend of its premier in Baltimore in 1977 with my sci-fi-loving aunt. I'm certainly open to the possibility, but will kids not yet born feel the same connection to Harry Potter decades hence that many feel today for Star Wars?

It might be instructive to compare Star Wars with D&D in terms of lasting appeal. Both were products of the same era and both enjoyed immense success beyond the expectations of their creators. Yet, as I have argued before, D&D isn't particularly culturally relevant anymore (though its ideas are), while Star Wars remains broadly appealing and influential. I doubt my children would have even heard of Dungeons & Dragons if I weren't their father, whereas I am certain they'd have heard of Star Wars. World of Warcraft has usurped the Throne of Generic Pop Cultural Fantasy Referent, while Star Wars is still the science fiction referent of choice, even amongst those not particularly knowledgeable about it.
I'm neither a sociologist nor a cultural historian; I'm just a guy who remembers the 70s. So, I can't explain either why Star Wars has remained so vital nearly 35 years after its initial release or why nearly every contender for its place in the hearts of "this generation" has been anything but. However, there's definitely something at work here and my guess is that it has a lot to do with when Star Wars was released. I suspect that, had it comes out a few years earlier or a few years later, it might not have had the traction it acquired. Figuring out why that is so and why no one has ever repeated its level of success would be a fascinating exercise.
Saturday, May 7, 2011
John Berkey
Ironically, Berkey also painted one of my favorite illustrations of a Star Wars space battle, which I recall vividly seeing the first time when I was a kid:
Berkey's art has a "fast," "blurry" quality to it -- no, those aren't quite the words I'm looking for -- that I really like. They suggest speed and movement and they perfectly suit the kind of wide-eyed SF I like these days.
Monday, November 29, 2010
RIP: Irvin Kershner (1923-2010)

Saturday, September 25, 2010
A Sci-Fi Goulash

Pulp fantasy is a very expansive notion of fantasy that encompasses everything from Burroughs's Barsoom and Amtor tales to The Wizard of Oz to Howard's swords-and-sorcery to, yes, Tolkien's Middle-earth -- and more. The genius of D&D is just how broad its notion of "fantasy" is and perhaps the way in which subsequent iterations of the game have deviated most from its origins is the way that their conceptions of fantasy have contracted, becoming ever more self-referential and staid rather than embracing the bold lunacy that enabled Dungeons & Dragons to become, almost literally, the vehicle for any type of fantasy adventures its players could imagine.
There's never really been a science fiction game that's successfully adopted a similar approach to its subject matter, unless one counts Encounter Critical and, perhaps unfortunately , EC is a game a lot of us can't imagine playing straight. (Yes, that means I am a bad person: you have my permission to say so) Actually, I lie. FGU's Space Opera undertook this Herculean task and I think, all things considered, it didn't do a half-bad job. Most of the complaints about Space Opera are (rightly) directed at its rules system, not its kitchen sink setting where the United Federation of Planets, whose Navy is Roddenberry's Starfleet and whose Army is Heinlein's Mobile Infantry, squares off against a Galactic-Empire-meets-the-Third-Reich, in a galaxy inhabited by Vulcans, Kzinti, Lensmen/Jedi, Bugs, and just about any other sci-fi species/culture imagined between 1930 and the late 70s.
Though I no longer own any Space Opera materials -- how I wish I did! -- I remember well the conflicted feelings of awe and disgust I felt when I first read them. On the one hand, the game really was a solid attempt to create a "mega-setting" where Luke Skywalker could team up with Captain Kirk to fight Cylons on Arrakis, but, on the other, my narrow little mind, so obsessed with verisimilitude, just couldn't accept the idea of such a setting. I am sure I was not the only one who thought this way. The desire to have "everything make sense" is strong in a lot of gamers, especially those with sci-fi proclivities. Rather than deny this or suggest that one ought to simply "get over it," I'd prefer to think that all that's really needed is a better mega-setting, one whose "seams" don't show as much as they do in the Space Opera setting, whose borrowings (and outright thefts) from a variety of sci-fi media never managed to achieve that weird Gestalt that D&D did.
I honestly have no idea where I'm going with this. I've been thinking a lot about science fiction lately, especially science fiction roleplaying games, and what I've noticed is that they're getting ever more narrow and specific in their focus. Admittedly, this is true of just about all RPGs (and all entertainment, for that matter), but the problem somehow seems to me more acute in the area of science fiction roleplaying. It's pretty clear why this is so. The question now is: can it be addressed?
Morning Amusement
Wednesday, September 22, 2010
That Crazy Tagge Family
Good cases in point are pretty much every scheme Baron Orman Tagge came up with in his quest to both defeat the Rebel Alliance and make Darth Vader look like a fool. I love the character of Baron Tagge and I have very fond memories for the issues in which he and his family figure prominently, but, if one were to be objective, you'd have to admit that it's no wonder the Baron never succeeded. His schemes were bizarre, even within the context of the much more loosey-goosey Star Wars universe.
For example, there's building a base with a giant turbine inside a gas giant:

Then there was "Omega Frost," a mad science device that froze everything and which Tagge tested out on Tattooine (note the Imperial troop transport toy product placement in this issue):


Eventually, thanks to Tagge's crazy schemes, his family acquired a well-deserved reputation for being nuts and Darth Vader decides to take full advantage of this by using the Baron's little sister, who was living in seclusion as an intergalactic nun to preserve her innocence -- no, I'm not making this up -- as a trap to lure Luke Skywalker to his doom. You can draw whatever conclusions from that that you wish.

Sunday, September 19, 2010
Visualizing Star Wars
When I was a kid, one of my most beloved books -- so beloved that I eventually split its binding from reading it so much -- was The Art of Star Wars, which included pages upon pages of concept art for the film. A lot of this concept art was done by Ralph Mcquarrie and I remember being intrigued by what at the time seemed like really weird versions of things we saw in the films, like this early interpretation of R2-D2 and C-3PO:

Then there's this illustration of some stormtroopers preparing to face the heroes:

Speaking of lightsabers, here's Vader facing off against a similarly armed opponent:

And here's a group shot of the protagonists from a very version of the screenplay:

And, yes, before anyone mentions this, I am aware that Hasbro released action figures based on the Mcquarrie concept art (a pity their subsidiary WotC couldn't be similarly broad-minded when it comes to D&D). If I had the money to spare, I'd probably try to acquire a few of these -- the stormtrooper at the very least. I don't usually indulge in such geekly man-child purchases, but I can't deny that these things really hit a sweet spot with me.

Saturday, September 18, 2010
Why Even Try to Fight It?
Which brings me to the Wheel:


Like Baron Tagge, what I find interesting about Greyshade is what his existence implies about the Empire. Marvel's vision of the Empire is far more corrupt than Evil, if that distinction makes any sense. Yes, there are plenty of evil men in the service of the Empire. Indeed, the Empire provides lots of scope for such men to give vent to their evil. But, mostly, the Empire is about the acquisition and maintenance of power by any means necessary. In such an environment, a giant casino in space -- complete with live gladiatorial games for prize money -- seems natural, indeed plausible, rather than goofy.
I have a hard time imagining a place like the Wheel in the official Star Wars universe, whose Empire is too monolithically evil, from its black magic-wielding Emperor down to its lowliest jackbooted minion. Don't misunderstand: I love the good versus evil vibe of the Star Wars movies and I certainly don't think what the setting needs is a lot of moral grayness. Still, I do think that, by making Darth Vader an exemplar of what the Empire is rather than a throwback, an aberration, used by it for its own purposes, a lot of dramatic possibilities are lost.
As I noted in my post about Tagge, I much prefer an Empire filled with plots within plots, where everyone of any ambition and influence is using every tool at his disposal to advance himself one step toward the top of the heap. From a roleplaying perspective, it's a really great set-up and provides plenty of scope for a multitude of campaigns where the PCs don't feel like second-stringers who aren't fighting the Empire "for real" since they're not staring down Vader or a bunch of dark side adepts personally sent by the Emperor to hunt them down. Space opera is supposed to be a wide open genre and on this the Marvel comics really delivered.
Thursday, September 16, 2010
Quick -- A Distraction!
In the meantime, though, I thought I'd share some more images from the Marvel Star Wars comics, because I continue to be, well, obsessed with them and people seem to be enjoying my entries reminiscing about them.
Among the many intriguing characters introduced in the Star Wars comics was Baron Orman Tagge, the head of a noble house of which General Ulric Tagge -- the guy with the awesome sideburns in the Death Star conference room -- is a member. Baron Tagge had a vendetta against Darth Vader, who'd apparently blinded him at some time in the past, and now plotted revenge against him, hoping to displace him in the Emperor's favor.


I also like Tagge because of what he implies about the political structure of the Empire: a dog-eat-dog society of barely controlled chaos, where ambitious nobles, greedy corporate executives, mad scientists, and military strongmen vie with one another for power and influence under the iron fist of the Emperor, who no doubt encourages this behavior as a way to keep his Empire powerful and ensure his underlings are too busy fighting one another to try and overthrow him. It's a very different conception than what we get in the later movies, but I confess to preferring it in many ways, not least of all because it makes for better space opera.
Anyway, I should get back to work, so I'll leave you with another Marvel Star Wars image. It has little to do with the musings in this post, but it's cool nonetheless and you have to dig the boxed text.
