Showing posts with label talanian. Show all posts
Showing posts with label talanian. Show all posts

Saturday, August 30, 2025

Interview: Jeff Talanian

1. How did you first discover the works of H.P. Lovecraft and what was it about his writing that captivated you?

Greetings, James, and thank you for the opportunity to chat about one of my favorite authors, H.P. Lovecraft. So, when I was a young teenager in the early- to mid-1980s, I was playing in a local AD&D group that was run by a childhood friend by the name of Andrew. One week, my friend Bob, whom I am still friends with to this day, wanted to run something different for the group as a one-shot. It was Call of Cthulhu, by Chaosium. I played a scientist armed with a pistol, and my guy either died or went mad – I don't recall the specifics. But I loved the content, and it led me to looking up the story "The Call of Cthulhu," by Mr. Lovecraft, and it's since been a lifelong fascination. So, I discovered HPL through gaming. I think it was about 1983 or 1984.

2. Lovecraft’s influence on Hyperborea is unmistakable. What elements of his cosmic horror do you think best lend themselves to tabletop roleplaying?

The crushing sense of futility in which mankind must come to terms that he is an insignificant ant in comparison with the Great Old Ones; that no matter how much he achieves, whatever lofty heights he attains, there is something larger out there that views man with indifference, if even at all. It is a different mindset than some previous presentations in which player characters can actually achieve a god-like status or even become immortals with all the benefits derived therefrom. In a true cosmic horror campaign, for no matter how much power and glory you achieve, you are still no more than the aforementioned ant in the grand scheme of things.

3. Lovecraft is often associated with "modern" horror, but Hyperborea is firmly sword-and-sorcery. How do you blend the alien terrors of the Mythos with the more grounded violence and heroism of pulp fantasy?

I drew a lot of inspiration from HPL's brothers-in-arms, as it were – Clark Ashton Smith, Robert E. Howard, and no small amount of inspiration from other authors such as Abraham Merritt and Fritz Leiber. As Howard and Lovecraft became closer friends, as evidenced by the letters they exchanged, we started to see the influences of cosmic horror played out in Howard's fiction, which was a subtle shift away from some of his earlier themes of more heroic, action-oriented yarns. This also applies to Smith's work, which borrows from Lovecraft's work, but in a lot of cases, HPL was borrowing from CAS (see Tsathoggua). So, even though HPL was writing a lot of his works from a modern (for his time) perspective, and other authors have since done the same, I think it should be recognized that authors such as REH and CAS were taking these same concepts and themes and applying them to other worlds and other times of a more fantastic bent.

4. What’s your favorite Lovecraft story, and why? Has it ever directly influenced an adventure or mechanic in Hyperborea?

"The Shadow Out of Time" is not only a personal favorite, but also one that I have derived a great amount of inspiration from for the entire Hyperborea adventure game itself. In 2008, in the aftermath of Gary Gygax's passing, whom I'd been working for three years as a writer, I found myself back to square one. I decided to make my own game that I would enjoy playing with my beer-drinking buddies, and if other gamers liked it – great! If they didn't, then to hell with them! I wanted my game to be built out from and inspired by earlier systems by Gygax and Arneson, and I wanted its setting to have a Bran Mak Morn, Conan, and Kull feel to it, but with a heavy dose of the weird fiction produced by Howard's friends, H.P.L. and C.A.S. At the time, I was rereading all of Lovecraft's works, and when I read "The Shadow Out of Time," I had an epiphany. It was inspired by the following passages:

I learned—even before my waking self had studied the parallel cases or the old myths from which the dreams doubtless sprang—that the entities around me were of the world’s greatest race, which had conquered time and had sent exploring minds into every age. I knew, too, that I had been snatched from my age while another used my body in that age, and that a few of the other strange forms housed similarly captured minds. I seemed to talk, in some odd language of claw-clickings, with exiled intellects from every corner of the solar system.

There was a mind from the planet we know as Venus, which would live incalculable epochs to come, and one from an outer moon of Jupiter six million years in the past. Of earthly minds there were some from the winged, star-headed, half-vegetable race of palaeogean Antarctica; one from the reptile people of fabled Valusia; three from the furry pre-human Hyperborean worshippers of Tsathoggua; one from the wholly abominable Tcho-Tchos; two from the arachnid denizens of earth’s last age; five from the hardy coleopterous species immediately following mankind, to which the Great Race was some day to transfer its keenest minds en masse in the face of horrible peril; and several from different branches of humanity.

Here was a story showing me exactly what I needed to do with my setting and how I could pull it all together – whether you are talking about Kull's Valusia, the Elder Things of Antarctica, or Tsathoggua worshipers of Hyperborea – it was all there! I then began to conceive of an idea of an adventure game setting in which all these elements could be pulled together, and more!

5. You’ve cited not just Lovecraft but also Howard, Smith, and Merritt as inspirations. What do you think the shared thread is among these authors and how does Hyperborea pay homage to that tradition?

I think that each and all they were incredibly imaginative writers who dared to write for a genre that was largely shunned, and they were excelling at it. I believe they wrote "up" to their readers, and never catered to a lowest common denominator to increase sale. Their themes were complex, thoughtful, and induced a range of emotions from curiosity to dread to fear. Sure, I have tried to pay homage to this in my works and the works I'm overseeing, and I hope that my stuff has honored the great pulp tradition (at least in gaming form).

6. What does pulp fantasy offer that contemporary fantasy often neglects or downplays?

Contemporary fantasy has largely been stuck in Tolkien's back yard for many years. It's not a bad backyard to be trapped in, because the good professor was one of the greatest practitioners of literature to ever do it, and there have been some wonderful homages to his works. Pulp fantasy is different. It often features a single viewpoint protagonist, it's usually not about saving the world, and it has a more immediate, realistic feel to it, even if the things experienced are beyond the mundane. They often feature an unexpected twist at the end that results in the death of the protagonist or worse, so you are almost always at the edge of your seat when reading these fantastic tales.

7. You've continued to refine and expand Hyperborea across its editions. Has your approach to incorporating Lovecraftian elements evolved over time?

I think conceptualizing a world setting in which Lovecraftian elements are real and present is something that I am always trying to see improved or evolved, as you put it. For example, a ranger in Hyperborea is not a specialist versus humanoids and giants; rather, he is a specialist against otherworldly creatures whose objectives do not accord with the welfare of mankind. So, rangers in Hyperborea hunt Mi-Go, the Great Race, Night Gaunts, and so forth. The content we produce touches on this, in a world that has seen mankind nearly wiped out by a star-borne contagion and now clings to a meager existence in which these many horrors abound.

8. Do you think there's such a thing as too much Mythos in an RPG? Can it become over-familiar or even cliché?

I think if it is done well, with purpose and a vision that is worked hard for, it can never be too much. Imagine, if you will, how many people in the last two millennia have studied the classics, reading and rereading The Odyssey and The Iliad. So, I don't think the Mythos will ever get old, but as readers become more savvy, they will discern between quality pastiche and silly pastiche.

9. As a game designer and worldbuilder, what lessons have you learned from Lovecraft’s approach to mythmaking and the unknown?

I learned that we, as designers and world builders, should not feel bound to the religions and myths of the ancients when conceptualizing and exploring antemundane concepts. Anyone can create a world or a setting that draws inspiration from known works but also has the audaciousness to explore and develop strange new worlds and realities. You just have to have the stubbornness to do it, dismissing naysayers and detractors. Do what thou wilt, my friends.

Thank you for having me, James. Cheers!

Hyperborea's Lovecraftian Adventures

As The Shadow over August draws to a close, I keep catching myself thinking about the posts I never got around to writing. That seems to be the curse of writers everywhere. It’s all too easy to dwell on the missed opportunities instead of celebrating the pieces that did make it to the page. One post in particular keeps nagging at me: an exploration of RPG adventures that wear their Lovecraftian influence on their sleeve, whether through mood, themes, or outright horrors. Since time is short and a full treatment is no longer possible, I’ll settle for the next best thing: highlighting three terrific Hyperborea modules that practically drip with Lovecraftian atmosphere, strange terrors, and otherworldly monsters.

Rats in the WallsSharing its title with one of Lovecraft’s most famous tales, this collection offers three short adventures for levels 1–2. Each works perfectly as the start of a new Hyperborea campaign, though the standout is the namesake scenario: helping a desperate Khromarium tavernkeeper rid his alehouse of an unsettling infestation of otherworldly rats. The set also includes "The Lamia’s Heart," a tense caper centered on the attempted theft of a legendary gem from a wealthy merchant’s mansion, and "The Brazen Bull," a foray into a crumbling temple of Thaumagorga, Daemon Lord, where a sinister new power is beginning to stir.

The Mystery at Port Greely: This level 4–6 adventure doesn’t just echo Lovecraft’s The Shadow over Innsmouth: it embraces the same eerie vibe while spinning it into its own dark tale. The player characters arrive in the coastal town of Port Greely to investigate the unexplained disappearance of envoys from Khromarium’s Fishmongers’ Guild. Needless to say, what's happening here isn't very pleasant – a fact made all the more apparent when they meet the locals, whose fish-like appearance points to the horrible truth. The more the characters dig, the clearer it becomes that something profoundly inhuman is lurking in Port Greely.

The Sea-Wolf's Daughter: At 60 pages, this level 7–9 adventure is the biggest of the three and the most unabashedly “weird science-fantasy” of the lot. On the surface, it’s about the abduction of a Viking jarl’s daughter by a notorious pirate. But beneath that pulpy premise lies a heady mix of Lovecraftian horror and science-fantasy: nightgaunts, elder things, alien technologies, and the looming weight of cosmic dread. Imagine Robert E. Howard, H.P. Lovecraft, and Jack Kirby locked in a fever-dream collaboration, and you’ll have something of the adventure's flavor. It’s a great showcase of what makes Hyperborea such a distinctive game and one that I have long admired.

Of course, what unites all three of these fine modules is their author, Jeff Talanian, the creator of Hyperborea and a tireless promoter of pulp fantasy. I recently put a few questions to Jeff about Hyperborea and its ties to HPL and he kindly offered some responses, all of which will appear in an interview to be published later today. I hope you'll enjoy his answers as much as I've enjoyed Jeff's adventures.

Friday, March 22, 2024

REVIEW: Hyperborea

When I first read Astonishing Swords & Sorcerers of Hyperborea, two things about it greatly impressed me. Most significant was that this roleplaying game of "swords, sorcery, and weird fantasy" demonstrated an obvious love for the pulp fantasies of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith. Equally obvious was its love for Gygaxian AD&D. The latter should have come as no surprise, given designer Jeff Talanian's stint as Gygax's protégé and amanuensis for the uncompleted Castle Zagyg project. Still, both these qualities endeared AS&SH – an infelicitous acronym of there ever was one – to me. 

In the more than a decade since its initial release in 2012, the game has found a place for itself among fans of old school Dungeons & Dragons and its descendants, particularly among those, like myself, whose tastes tend toward the pulpy end of the fantasy spectrum. A second edition of the game was released in 2017 in the form of a single hardcover book. The new edition added some new material to the contents of its original boxed rulebooks, as well as new art and layout. Unfortunately, the second edition rulebook was over 600 pages in length and very unwieldy to use, either in play or as a reference volume. On the other hand, the many adventures published to support the new edition were both excellent and evocative of Weird Tales-inspired fantasy.

2022 saw the appearance of a third edition of the game, this time in the form of two, smaller hardcover volumes – a Player's Manual and a Referee's Manual, each around 300 pages long. In addition to their much more convenient size, these new volumes contain even more art than the two previous editions, as well as a cleaner layout and organization. The game also acquired a new title with this edition – Hyperborea. The combined effect of all these changes is, in my opinion, the best-looking and easiest-to-use edition of the game to date. 

As pleased and impressed as I am by the visual improvements of the third edition, its actual content is not significantly changed from second edition. Aside from combat, which is much simplified, most of the changes are quite small, small enough that I, as a casual player of the game over the last decade, had to dig around online to notice most of them. There are also new additions to the selections of monsters, spells, and magic items, not to mention playable human races. When combined with all aforementioned esthetic changes, I think this is more than sufficient justification for a new edition, but whether it's enough for any individual to replace their existing copy of second edition with it is for each person to decide himself. By design, none of the changes or additions make, say, adventures written with 3e in mind incompatible with previous ones, so there is no necessity in "upgrading."

Players of Gygaxian AD&D will immediately find Hyperborea familiar – six attributes, a plethora of classes and sub-classes (22 in all!), nine alignments, multiple lists of spells, etc. It's a big, baroque stew of often idiosyncratic but flavorful options, but it's never overwhelming. In large part that's because of Talanian's presentation of the material, but it helps, too, that Hyperborea is much more clearly a cohesive ruleset than a sometimes-contradictory hodgepodge built up over time, which only makes sense, given that Hyperborea came out decades after AD&D. Consequently, I consider Hyperborea the best modern restatement of AD&D

Of course, the real joy of Hyperborea is not its rules, however solid they are. Where it most stands out is setting. The titular Land Beyond the North Wind is a flat, hexagonal plane that was once a component of "Old Earth" and the source of many of its myths and legends. Inhabited by the peoples of many ancient cultures – Amazons, Atlanteans, Kelts, Kimmerians, Norse, Picts, and more – Hyperborea is a adventuresome, horror-tinged sandbox in which to set all manner of pulp fantasy adventures. If you read about it in story by REH, HPL, or CAS, you can easily set it in Hyperborea. The setting is sketched out with just enough detail that the referee isn't left entirely to his own devices, but neither is he hamstrung. Think of the original World of Greyhawk folio and you have a good idea of the level of detail I'm talking about.

If I have a complaint about Hyperborea compared to its predecessors, it's that the setting map is now presented in a softcover Atlas of Hyperborea, which is sold separately. Previous editions, including the second edition hardcover, included a very nice, fold-out map of the lost continent; the Atlas chops up that map into smaller (and much less usable, in my opinion) portions. It's a shame, because Glynn Seal's map of Hyperborea is lovely and deserves better.  

Hyperborea is a product of real passion and dedication, both to the legacy of Gary Gygax and to the imaginations of the greatest writers of Weird Tales. It's a good example of what can be accomplished by a designer with a singular vision and a dedication to seeing it realized. Certainly, Hyperborea is not a fantasy roleplaying for everyone. Its focus and authorial voice are distinctive, even a little out of step with what some may want. But if what you're looking for is a florid, flavorful take on pulp fantasy that nevertheless hews closely to the outlines of Gygaxian AD&D, you're in for a treat.

Saturday, October 13, 2012

REVIEW: Astonishing Swordsmen & Sorcerers of Hyperborea

In certain quarters of the online world, Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea (hereafter AS&SH -- an infelicitous abbreviation if there ever was one) will no doubt be viewed as "yet another retro-clone" and dismissed out of hand. If so, that'd be a shame, since, while there's no doubt that that AS&SH borrows more than a few pages from Gary Gygax's Advanced Dungeons & Dragons -- as Talanian freely admits -- its specific content and presentation transcend its origins. In particular, as Stuart Marshall notes in his foreword, this game
is a return to some of the literary roots of the hobby, to the thrill and wonder of weird fiction. You will find the pages that follow are overflowing with references to the golden age of Weird Tales: the Picts and the Atlanteans, the Amazons and the barbarians, of Howard; the Colour out of Space and the Plateau of Leng, from Lovecraft; and Hyperborea itself is, of course, a name familiar from Smith, though he did not invent it.
The pulp fantasy roots of D&D is a subject near and dear to my heart and one that, I hope, is now more widely understood, if not necessarily widely embraced. Consequently, I was predisposed to like AS&SH before I'd even read a word of it, though I am happy to say that it more than lives up to my predispositions.

Before getting into the meat of the game itself, I'd like to discuss its physical qualities. AS&SH is available in two formats: a PDF version and a boxed set. The PDF version is, frankly, a steal at $10.00, while the boxed set sells for $50.00, which I also think is a very good price for what you get. The game consists of two books, each made up for three "volumes" (i.e. large sections). Each book is around 250 pages, spiral-bound, and measures 7 x 8.5 inches. The books use a single-column layout that's very easy on the eyes and are profusely illustrated by the gorgeous black and white artwork of Ian Baggley. Also included in the boxed set are a six precision polyhedral dice, a pad of character record sheets, and a poster-sized map of the titular Hyperborea. The box itself is nice and sturdy with a suitably pulp cover by Charles Lang.

The two integral books are the Players' Manual and the Referee's Manual. The Player's Manual covers character creation, character classes, equipment, spells, movement, combat, saving throws, and related rules. At 252 pages, it's the larger of the two books. Players already familiar with any version of D&D should find the basic rules familiar  -- six ability scores, alignment, etc. -- but AS&SH introduces several new wrinkles. First, this is not merely a humanocentric game but one where playing anything other than a human is impossible. In AS&SH, "races" refers to various human cultures, many of which are modeled on ancient Earth cultures (Kelt, Kimmerian, Pict, etc.) while others are legendary in origin (Amazon, Atlantean, etc.). The other area where AS&SH differs from its inspirations is its character classes. The familiar four -- cleric, fighter, magician, thief -- are all here, as are many traditional sub-classes, but there are also many new ones, like berserkers, warlocks, pyromancers, and shamans. AS&SH has 22 classes in all.

Magic and spells are much as one would expect, though all classes have only six spell levels. That's something I like a great deal, perhaps because I already do something similar in my Dwimmermount campaign. Other rules, like combat, are very similar to what you'd expect from a game inspired by/derived from AD&D. The rules generally differ from their inspirations in two ways. First, they are clearer and better explained. Talanian has obviously taken great pains to ensure that every rules in AS&SH is easy to understand. Second, as part of the process of clarification, they've been regularized and, in many cases, simplified. For example, there are still five saving throw categories, but they're death, transformation, device, avoidance, and sorcery. Likewise, what were percentage chances in AD&D, like thief abilities, are now D12 rolls. None of these changes are bad or indefensible ones, but they are changes and they give AS&SH a distinct feeling compared to AD&D.

The Referee's Manual is 236 pages long and covers monsters, treasure, and a gazetteer of Hyperborea. The monsters should mostly be familiar to most D&D players, though many are presented with Hyperborean twists. Golems, for example, are called "automatons" (though they still come in clay, flesh, iron, and stone varieties) and are presented as much as robots as magical creations.There are also many new creatures, like leaper camels, tentacular horrors, thew wagons, and many others derived from the tales of H.P. Lovecraft and Clark Ashton Smith. Treasure is similarly "familiar yet different," with magic items given slight alterations here and there for flavor. New items include a variety of science fantasy weapons, such as laser swords (presented as Atlantean artifacts). Both these sections highlight Talanian's overall approach: hewing closely to D&D "tradition," while giving it his own personal touch.

The setting of Hyperborea is a "micro-setting," which is to say, a place of limited geography that can be used either on its own in conjunction with an existing setting. The gazetteer provides ample information for using it, regardless of its nature. There are details on astronomy, the calendar, history, climate, flora and fauna, races, geography, and gods. Though original, Hyperborea draws strongly on the pulp fantasies of Howard, Lovecraft, and Smith; it's hard to miss the borrowings and homages from these as you read the gazetteer. I really like it myself, but then I share Talanian's love for these early fantasy authors. If you're not as keen on such things, you may find the gazetteer of less use, particularly since it presents more of an outline for a setting than a fully-realized one. Again, I see that as a positive rather than a negative.

Taken as a whole, Astonishing Swordsmen & Sorcerers of Hyperborea is an impressive product, both as a physical product and as another interpretation of old school Dungeons & Dragons. As I've stated throughout this review, AS&SH reminds me most of Gygaxian AD&D, albeit a clearer and more rationally presented version. Normally, I'd consider clarity and rationality to be enemies of the kind of quirkiness that makes for a good old school game, but, in this case, I think Talanian's strong, pulp-influenced voice comes through strongly enough to make up for anything lost. The result is a solid, well-designed, if occasionally baroque, class-and-level fantasy roleplaying game that is imbued with a distinctly pulp feel. It won't appeal to everyone but it's well-written, attractively produced, and fills its own distinct niche well -- all marks of a RPG worth a look in my book.

Presentation: 7 out of 10
Creativity: 8 out of 10
Utility: 7 out of 10

Buy This If: You're looking for either a fantasy RPG that in the vein of Advanced Dungeons & Dragons but more clearly and rationally presented.
Don't Buy This If: You're not interested in a complex fantasy RPG, no matter how presented or written.

Tuesday, December 30, 2008

Upper Works Response

Castle Zagyg: The Upper Works writer and developer Jeff Talanian dropped me an email in response to my recent review. He was kind enough to give me permission to post it here for everyone to read. He writes:
Thank you for taking the time to review Castle Zagyg: The Upper Works. I appreciate the time and effort you put into sharing your opinions with your usual articulate and thoughtful manner. I must bear full responsibility for most of your content-related criticisms, for I was provided much latitude in the design and development of Gary's famous work, for good or ill. I understood the expectations were high, and I accepted the responsibility knowing that my resources were limited and that Gary's health was in a severe decline; notwithstanding, I peppered him with emails throughout the process, seeking his advice in matters small and large. Essentially, James, I did what I feel was my best work at that time, given the circumstances. I am proud of the work, and I make no excuses for all the warts CZ:UW no doubt bears. Noting your criticisms (not all of which I agree with, of course!), those of Allan Grohe, and other gaming peers whom I respect, I hope to turn my design and development weakness into strengths so as to produce better adventures in the future. Again, thank you.
I would also like to thank Jeff for all the hard work he did in trying to do justice to this project, particularly given the circumstances under which he no doubt worked. Although I am less pleased with the end result than I had hoped I would be, I remain glad to have picked up The Upper Works. There's a lot of good contained within its pages and I'll certainly be swiping bits of it for my own megadungeon, which I mean to be a high compliment. In addition, I have no doubt that, without Jeff's tireless labor, we'd never have seen as much of Castle Zagyg as we did. We are all in his debt for that. I sincerely look forward to his future products, as I have every reason to expect great things from him.

Monday, December 29, 2008

REVIEW: Castle Zagyg: The Upper Works (Part III of III)

As I noted in Part II, I like Castle Zagyg: The Upper Works. I believe it's a very fine product and well worth the money I spent on it. I also think it's a fitting capstone to Gary Gygax's life and career, even if it's a somewhat melancholy one. I say "melancholy," because TUW is a textbook example of opportunities missed and promises unfulfilled. While it is still, by any measure, a worthy product and a truly Gygaxian one, it could have been better than it was. There's a host of "could have beens" associated with this product and I'd like to talk about several of them to give a better context for my final review of TUW.

1. Timeliness: As we now know, TUW will be the last product of the Castle Zagyg line published by Troll Lord Games. That it was also, by most standards, also the first product in the line to attempt to make good on what most fans expected from it only makes this fact harder to accept. I understand that at least some of the delays in getting TUW to press were not TLG's fault. A combination of factors, no doubt including Gary's failing health, contributed to its tardiness. By the same token, had the projct been better managed from the start, with a realistic timetable and a fewer about-faces in terms of content and format, there's a chance we might have seen more than TUW in the four years since the project was first announced. A good portion of my dissatisfaction with TUW stems from the fact that, after all these years, it's all we've managed to see of the megadungeon I had hoped we'd have seen by now.

2. Appearance and Organization: Being an old schooler, I'm quite accustomed to amateurish products and indeed have a certain affection for them. At the same time, there are many companies out there that have managed to produce attractive and well organized materials without having the resources of Wizards of the Coast. TUW should have been treated like the prestige product that it clearly is. Its organization should have included at the very least an index and better cross-referencing and I don't think it's asking too much in expecting an overview of the entirety of the Castle and its levels. TUW is packed with information -- which is a good thing! -- but it's not particularly user friendly, especially compared to products like Rappan Athuk Reloaded or Castle Whiterock, both of which are larger and yet easier to use. Likewise, TUW's box is flimsy; mine is already splitting after very little use and its pasted-on cover is starting to peel and crack. All these complaints are minor in themselves and I'd have quite happily overlooked them, but, in aggregate, they contribute to the impression of a product made with less care than it ought to have been.

3. Historicity: I had hoped that Castle Zagyg would have taken an approach closer to Rob Kuntz's products, such as The Living Room and The Original Bottle City. In those products, Kuntz not only presented a reconstruction of material from his days as co-DM of the Greyhawk campaign, but also commentary on the origins of this material and how it was used, including reminiscences of events from those days. In some cases, this made the material very "modular," which is to say, disconnected from its original environment, but it also made the material far more useful for referees hoping to drop it into their existing campaigns. Furthermore, it made the material of terrific interest to people whose primary attraction to it is in gleaning insights into the early days of the hobby, not to mention details of one of the oldest fantasy campaigns in existence. Granted, there was never much chance that the Castle Zagyg line was going to adopt this approach. Anyone who'd read Yggsburgh could have seen that. Gary himself stated on numerous occasions that he didn't favor treating the Castle as a "historical" product. I think this was an error in judgment on his part, if only because I don't think historicity need get in the way of gameability. Indeed, I think a greater emphasis on historicity would have made the material of wider interest and greater gameability, particularly for old schoolers such as myself. Again, it's probably unfair to judge TUW too harshly because it didn't adhere to a model that its creator rejected, but I can't deny I held out hope that he might have changed his mind in the course of writing it.

4. Completeness: In itself, TUW contains everything it promises. It does detail all of the Upper Works of Castle Zagyg. Unfortunately, the Upper Works aren't where the Castle "lives." They're, at best, a tantalizing glimpse of what lies beneath them, a sideshow that briefly holds our attention before we move on to bigger and better things. Jim Ward notes that, in the original Greyhawk campaign, the Upper Works occupied very little of the players' attention, because the subterranean levels were far more lucrative and intriguing. I find it hard not to feel the same way. Were it not for the fact that the Upper Works are all that have been described, I rather suspect that most adventuring parties would imitate their Lake Geneva predecessors and delve deeper, lured on by the promise of sights more exciting than endless humanoid barracks and store rooms. To be fair, there is much more to the Upper Works than these things, but, taken as a whole, the feeling I come away with is that TUW describes only a handful of truly memorable encounters and a whole lot of filler intended to keep players busy until such time as the Real Dungeon is published. Alas, it never will be, at least not by TLG -- and that's deeply frustrating.

As you can see, my complaints are, in large part, extraneous to the actual product itself, having more to do with what I wish had been the case rather than what is. For me, TUW, like the entire Castle Zagyg line, is timid and mundane when it should have been daring and otherworldly. TLG and Gary clearly decided to "play it safe" in presenting the Castle and I can't shake the feeling that this approach was unwise. Had TUW (and Yggsburgh before it) treated us to lots of commentary, historical context, and vintage Gygaxian lunacy, I would likely have deemed the entire line a glorious failure cut short by the vagaries of licensing. As it is, what we have is a solid -- dare I say "workmanlike?" -- product with occasional moments of brilliance. TUW has a kind of watered-down, washed-out feel to it, as if it were a copy of a copy of a copy. You can still see the artistry of the original piece of art, but it's muted compared to what it must have looked like fresh from the brush of the Master. Instead of being grateful that the original was preserved, however badly damaged it was from the toll of years, I found myself thinking it far less impressive than the stories I had read of it from those who saw it in its glory.

My hope is that Gygax Games, now that it has reclaimed the license, will take a new tack in any future publication of materials relating to Castle Greyhawk. There are many valid approaches a company could take that would, I think, do justice to this most famous of megadungeons. My own preference is for an approach similar to that adopted by Rob Kuntz in his own work, with additional input from members of the old Greyhawk campaign, where possible. This approach would almost certainly run counter to the tastes of modern gamers, but then I don't think Castle Greyhawk was ever likely to appeal to modern tastes and it was a fool's errand to ever think it could. Perhaps the best approach is to treat Castle Greyhawk/Zagyg primarily as a document of historical interest rather than as a complete, ready-to-play "mega-adventure." Such an approach would be truest to the spirit of the Lake Geneva campaign back in the day and also the most realistic as a publishing project. Anything more would, I fear, reduce Gary's legacy to a mere brand -- which isn't to say it won't happen. Even TLG was heading in that direction, as they dubbed the line "Gary Gygax's Castle Zagyg."

As far removed as we are in time from the days of the Greyhawk campaign, it's well-nigh impossible to produce a definitive version of the Castle that fulfills 30+ years of hopes and dreams. It would be best, I think, not even to try to do so and it's here that TUW's reach exceeds its grasp. By aiming for a playable Gestalt approach to the megadungeon, it winds up being less than the sum of its parts, at least as far as I'm concerned. It's lacking both in the expansiveness necessary to make me overlook its disconnection from history and in historical depth to make me overlook its smallness. For some, these are probably not flaws and the middle of the road approach adopted in Castle Zagyg: The Upper Works hits a sweet spot that neither of my preferences would have done. I certainly recognize that my own tastes are idiosyncratic and far from widespread, even among old schoolers, most of whom seem to like this product far more than I do. Even I, for all my complaints and nitpicks, can't grade it too harshly. I remain unmoved from my repeated assertion that I am glad I own this and find much good in it, but I am equally unmoved from my belief that, as the final work from the pen of the Dungeon Master, it's disappointing on numerous levels. Gygax Games has one more chance to fulfill the promise this megadungeon holds. Let's see if they do so.

Final Score: 3½ out of 5 polearms

Sunday, December 28, 2008

REVIEW: Castle Zagyg: The Upper Works (Part II of III)

As I noted in Part I, Castle Zagyg: The Upper Works consists of six staple-bound booklets and three glossy maps. I'd like to comment first on the physical qualities of these items before diving into a more detailed discussion of their contents. I think it's fair to say that TUW is by far the best looking and presented product Troll Lord Games has ever made. It's very clear to me that they quite correctly saw this boxed set as a prestige product and made every effort to avoid the past mistakes of earlier TLG offerings, many of which are legendary in their production missteps. That's not to say that TUW is entirely free of the gaffes I've come to expect from TLG -- there are typos, omissions, and other editorial infelicities to be found throughout, but none that I came across struck me as anything more than the kinds of errors one might reasonably expect from a product of this size and scope. Cory M. Coserta is listed as the editor for TUW and he deserves a debt of thanks for his work on it.

The five booklets containing the descriptions of the Upper Works all use the same workmanlike two-column layout that TLG seems to use for all its products. It's not pretty but it's quite serviceable, particularly given the density of the text itself, which uses a very small typeface. The text is broken up by black and white art drawn by TLG stalwart Peter Bradley and Jason Walton. Of the two, I found that Walton's work was by far more to my liking. There's a sameness to Bradley's pieces that reminds me a bit of Elmore's later work, whereas Walton's pieces have a "rougher" and slightly cartoonish look that somehow struck me as more appropriate to the subject matter. Ironically, Bradley's color work for the covers of the booklets were much more in a vein I like. Art, of course, is highly subjective, so I certainly won't hold my own opinions against TUW.

On the other hand, I will hold cartographic errors against TUW. Aside from lots of minor but inconvenient issues, such as inconsistent map symbols, there are a number of missing or misnumbered locations. Likewise, there are places where the maps contradict the text or where the maps were drawn in a way that I found difficult to follow. In a location-based product of this size, I would have hoped that greater care would have been taken to ensure that the maps were made as exactingly as possible and that their presentation would aid the referee in their use. The sense I get, though, is that this project was just a little too big for TLG's resources and, while they put forward a solid effort, it still wasn't quite as professional as TUW demanded.

Two more brief points before proceeding: TUW includes neither an overview of the entire Castle nor an index. In themselves, neither omission is ruinous, but their lack contributed to the "drip, drip" in the back of my brain, slowly wearing down my enthusiasm for this product. An index would certainly have made using TUW much easier and an overview of the entire Castle would have given some much needed context to the material we were given in the boxed set. Combined with the unnecessary contrivance of the "Curse of Fog & Frogs," this made me wonder exactly how much of Castle Zagyg had been completed at the time TUW was published.

1. Mouths of Madness: This is the first of the six booklets included with TUW. 44 pages in length, it details the wilderness surrounding Castle Zagyg, including the eponymous Mouths of Madness, a collection caves in which dwell several different types of humanoids and other monsters. If that sounds remarkably like the set-up for Keep on the Borderlands, I'm sure that's no accident. Despite the nostalgia this elicited, I found Book 1 to be one of the weakest bits of TUW, consisting mostly of repetitive humanoid encounters. There are a number of memorable bits -- the ogre's cottage, the gateway to Barsoom -- and several references to fabled locales (such as the Black Reservoir), but these were few and far between. I suppose it didn't help that TLG had already sold me this booklet in the previously-released Eastmark Gazetteer, but I can't say I found much here that excited my imagination or inspired me.

2. Ruins of the Castle Precincts: This 48-page booklet was much more to my liking, both because it deals directly with the Castle's grounds and because the encounters within it were varied and generally interesting. There is a goodly supply of tricks, traps, and diversions amongst its monster encounters, as well as snippets of Greyhawk lore (with the serial numbers filed off, of course). It's here that you catch glimpses of the whimsy and mercilessness that are Gygaxian trademarks. There's also a fitting -- if heavy-handed -- tribute to Gary himself in the form of a goblin cobbler that seems all the more poignant in the wake of his death.

3. East Wall Towers: At 20 pages, this is the shortest of the booklets, but it hits well above its weight category in terms of allusions to Greyhawk lore. Here we encounter the brothers of the Crimson Hand, as well as a shrine to a "celestial deity" that includes a number of nice twists and turns.

4. Castle Fortress: This 44-page booklet is another excellent one, detailing the ruins of Zagyg's old surface fortress. This area of the Castle contains a goodly mix of encounters, some of them quite memorable and challenging. According to the introduction, which includes quotes from Lake Geneva campaign regular (and Gamma World designer) Jim Ward, these ruins received very little exploration in the original campaign, as the subterranean levels had "more and bigger loot," to quote The Underworld & Wilderness Adventures. Consequently, the material here is potentially quite new, in the sense that it has never before been even hinted at in earlier accounts of the Lake Geneva adventures. I found this booklet held my attention for quite some time, as I read and re-read it for details I might have missed. There's lots of inspiration to be found here.

5. Store Rooms: Another 44-page booklet, it's a mixed bag, with several interesting encounters and far too many rooms filled with humanoids barracks, armories, and storage chambers. It's probably unfair to have expected anything more from it, given its name, but I did feel a mite disappointed. I'm a fan of Gygaxian naturalism, as you know, but this section of TUW proved fairly dull because of it. The book concludes with many new magic items, monsters, and a fully-statted rival adventuring party, the latter being a very nice old school touch that I greatly appreciated.

Maps & Illustrations Booklet: 36 pages in length, 20 of them is devoted to maps of the Upper Works. I've already mentioned my feelings about them above. The remainder is a series of 33 illustrations (all by Jason Walton) that are presumably intended to be shown to players at appropriate times, after the fashion of the illustration booklets of TSR modules of old. I was very taken by many of these pieces, as they nicely highlight the whimsical and deadly nature of the Castle. Just looking through them is a terrific antidote for anyone who, like me, tends to look down on the unique pleasures of funhouse dungeons. In some ways, I found it the most inspirational portion of TUW.

Taken as a whole, TUW didn't shake that "drip, drip" feeling I noted earlier. Part of it was that my own expectations for this boxed set were unreasonably high. I had hoped that we'd actually get to see something of the fabled dungeons, not just the areas immediately above them. Clearly, that was never the plan and I can't hold TLG accountable for that. Gary Gygax likewise decided that, rather than attempt to recreate one of several versions of Castle Greyhawk from the past, he would instead create a new castle that was a distillation of all of them that was at the same time none of them -- a kind of Gestalt. This was certainly not my own preference, but, again, I can't blame TLG for this, since it should have been clear, after having read Yggsburgh, that the best I could hope for was an "impressionistic" approach to the Castle and its levels.

Even so, TUW felt "small" and I don't just mean in the sense of its expanse, although it certainly did seem far smaller in size than I'd have expected. Rather, it felt as if there was a great deal missing from it -- its "heart," if you will. What we got in this boxed set certainly had lots of Gygaxian flourishes to it. It was hard not to recognize the spirit of the Dungeon Master hovering above it. Yet, it also had many other hovering spirits and, while I can't quite put my finger on all of them, their presence at all made me feel that TUW wasn't as good as it could have -- should have -- been.

It's not as if there's not a lot to like here, because there is. I know I'll be swiping portions of it for use in my own Dwimmermount campaign. However, I was never moved to try to and run TUW straight out of the box. Indeed, I found TUW wanting compared even to the notes that loremeister Allan Grohe has assembled on his webpage. Certainly, TUW is more "complete" in the sense of containing more statted up encounters, treasures, and so forth, but there's a very real sense in which that attempt at completeness works against it. For one thing, TUW isn't complete; it's only one very small part of a much larger megadungeon that still hasn't seen publication yet. For another, it doesn't invite the kind of tinkering and personal modifications that, say, Rob Kuntz's Lake Geneva Castle & Campaign products do, which perhaps says more about my own expectations than it does about the weakness of TUW, but there it is.

In the end, I like Castle Zagyg: The Upper Works. It's a worthy product and one I'm glad to own. But I don't love it; it didn't knock my socks off and I had hoped that it would. Again, maybe that's unfair, which is why the final part of this review will be a discussion of what I had hoped I would see and what that means not just for this product, but for any future publications of Gygax-derived material.

Saturday, December 27, 2008

REVIEW: Castle Zagyg: The Upper Works (Part I of III)

Castle Zagyg: The Upper Works -- or, more precisely, Gary Gygax's Castle Zagyg: The Upper Works -- is the coda that brings the symphony of Gary Gygax's game writing to a melancholy conclusion. Consisting of six staple-bound booklets (varying in length from 20 to 48 pages) and three glossy maps in a large box, The Upper Works (hereinafter abbreviated TUW) is available from Troll Lord Games for $44.95 until the end of December 2008, after which TLG's license to publish and sell it and other Gary Gygax-related products ends. This had made TUW an instant collector's item for devotees of the late Dungeon Master. And collector's item it ought to be, for TUW is a remarkable, if flawed, piece of work. These flaws do not, I think, diminish the remarkable achievement Gygax and his protégé, Jeff Talanian, have given to the gaming world, but they do contribute to the lingering sense of time wasted and promises unfulfilled that swirl around Gary's gaming legacy.

Gamers have been waiting to see the fabled levels of Castle Greyhawk since 1980 at least, when Gygax indicated that TSR would be publishing them in an upcoming module. Since then, no such module has ever appeared, although numerous products supposedly connected to Castle Greyhawk have been published. Gygax was involved in the writing of none of them and the relationship of even the best of them to the megadungeon of the original Lake Geneva campaign is tenuous at best. Consequently, news that Troll Lord Games would be publishing a series of products detailing the renamed "Castle Zagyg" was met with great excitement. That not only Gary Gygax but also Rob Kuntz, co-DM of the Greyhawk campaign, was actively involved in writing these products only heightened the anticipation many felt. At long last, it seemed as if the fabled Holy Grail of fantasy roleplaying was about to be revealed to the world.

Alas, such hopes proved to be misplaced. The first Castle Zagyg products appeared in 2005, consisting of the 250-page hardcover Yggsburgh by Gygax, detailing a large settlement near Castle Zagyg and the surrounding wilderness, and the 40-page softcover module Dark Chateau by Rob Kuntz, detailing the ruined and abandoned former abode of the Mad Archmage himself. Anyone who read these early products with clear eyes could have seen warning signs that the Castle Zagyg project would likely never see completion nor would it fulfill the fondest hopes of gamers. Yggsburgh, while a worthy product in many respects and full of trademark Gygaxian goodness, offered little to nothing in the way of new information about the fabled Castle nor about the campaign whose centerpiece it was. Dark Chateau hinted at much but was ultimately constrained by the fact that it was quite clearly a "space filler," a bone thrown to gamers while they chomped at the bit for the main course of Castle Zagyg itself.

It took two more years before additional Castle Zagyg products appeared -- the East Mark Gazetteer and the "City Expansions" series -- but none of these new products detailed the Castle and most of them contained not a word of Gygaxian prose, instead focusing on the ever more minute details of Yggsburgh. TLG in fact planned to produce 19 separate products describing each of Yggsburgh's districts. Of these, only four were ever published. Again, it was an omen of things to come and in more ways than one. Along the way Rob Kuntz removed himself from involvement with the project, with several explanations from several sources being offered for this turn of events, but, in retrospect, it seems most plausible that it was disagreements about the direction of Castle Zagyg that were the most pertinent. When TUW finally debuted at GenCon 2008, I have to admit that I was more than a little surprised. I honestly never expected to see any more Castle Zagyg material, especially since Gary had died almost six months beforehand. I saw no reason to doubt that Castle Zagyg would disappear into the same black hole as the Castle Keeper's Guide and other such announced-but-never-materialized TLG products.

I didn't attend GenCon this year and so I waited to see TUW in one of my local game stores or available for order through an online retailer that didn't treat shipping to Canada as if it were shipping to Antarctica. I never saw either occur and so bit my tongue and ordered directly from TLG at the exorbitant shipping costs they charged to get it to me. Even at that price, I was glad to pay it, because I doubt I would otherwise have ever seen TUW. Fortunately, TLG was prompt in shipping me my copy and it arrived not long after my having ordered it. Despite being in a box, my copy of TUW was not shrink-wrapped, which at first worried me that it might not be intact. My worries proved unfounded, but, when compared to companies like Necromancer Games or Goodman Games, both of which have produced expensive boxed sets over the last few years, I can't help but be a bit disappointed that similar care wasn't taken with TUW as they showed with their products. After all, TUW was clearly meant to be a flagship product for TLG and Castles & Crusades and yet it certainly didn't appear to be treated as such.

Perhaps it's a small thing and I shouldn't think to much of it. Nevertheless, the lack of shrink-wrap suggested to me a kind of slapdash approach that I feared might carry over to the contents of the boxed set itself. Given the history of the Castle Zagyg project up till the release of TUW, I think my concern was justified. In Part II tomorrow, I'll return to this question at length as I discuss the actual contents and presentation of Castle Zagyg: The Upper Works. In Part III, I conclude my review with my thoughts on the place of Castle Zagyg in the gaming legacy of Gary Gygax and what the future might (or ought to) hold for Castle Zagyg now that Gygax Games has rescinded its license to Troll Lord Games.

Tuesday, October 7, 2008

All is Not Well in Yggsburgh

Yesterday, Jeffrey Talanian, lead developer of the Castle Zagyg series produced by Troll Lord Games under license from Gygax Games (formerly Trigee Enterprises), announced the termination of his association with the project and with Gygax Games. In his announcement, Talanian explained that Gygax Games has a "new vision and new interpretation of Gary's legacy." Precisely what this means is unclear, since Gygax Games has not, as yet, come forth with any explanations or clarifications. Indeed, Gygax Games hasn't been forthcoming with any information on its plans since they shut down production of the Lejendary Adventure line at the end of August.

At this stage, what the future holds is simply speculation, of which there's a lot flying around various forums these days. All I know is that Jeff Talanian had been, over the last few years, Gary's chosen protegé. Through his efforts, the Castle Zagyg line had finally begun to make good on the promise it held, after many years of delays. By all accounts -- I still have yet to see a copy -- Castle Zagyg: Upper Works is a supremely good product, one that drips with Gygaxian goodness, thanks in no small part to Jeff Talanian's ability to channel the creativity and cleverness of the Dungeon Master. The idea that anyone could take his place and remain true to Gary's vision for the product line is simply ludicrous. I simply cannot fathom any "new vision" that would benefit from dropping the man whose close work with Gary over the last few years has brought us a product that's as close to the definitive version of Castle Greyhawk as any we'll ever see.

In any case, I'd urge anyone who's interested in Castle Zagyg to snap up any copies they can find now, because there's no telling what the future might hold. I hate to think that Gygax Games might do to it what they did to Lejendary Adventure, but I'm not willing to count on that. I fear that, once again, gamers will be denied seeing the Holy Grail of megadungeons.