Showing posts with label tnt. Show all posts
Showing posts with label tnt. Show all posts

Wednesday, May 10, 2023

Tunnels & Trolls News

Several readers contacted me this morning to draw my attention to some big news on the Tunnels & Trolls front.

World-renowned independent creative studio Rebellion is delighted to announce the acquisition of Tunnels & Trolls, one of the trailblazing games of the fantasy genre, and the second roleplaying game ever published.   

First published in 1975 by Flying Buffalo as a more player-friendly alternative to Dungeons & Dragons, Tunnels & Trolls introduced roleplaying to new audiences through its streamlined mechanics and pioneering approach to solo roleplaying. Now, almost 50 years after its original publication, the Rebellion Unplugged team is bringing Tunnels & Trolls into a new era.  

Tunnels & Trolls is an unrecognised trailblazer in the games industry”, said Duncan Molloy, head of Rebellion Unplugged. “The team at Flying Buffalo responded to an entirely new medium by focusing on how roleplaying could be more approachable, more accessible, and more fun. So much of the modern era of roleplaying from old school hacks, to streamlined systems, to solo play, can directly trace its roots directly back to this series. We’re very excited to channel that spirit in bringing Tunnels & Trolls into the modern era.” 

“When I first discovered Tunnels & Trolls in the mid-1970s, I didn’t realize I was unlocking a life-long interest in fantasy roleplaying games, books, movies, and all things genre-based” recalled Rebellion CEO and Creative Director Jason Kingsley OBE, “The game has remained with me throughout my life, and I can’t wait to see what the team have in store for it!”  

After the passing of Flying Buffalo founder Rick Loomis, the company had been taken over by Webbed Sphere Inc. “We are very excited to see Rebellion expand this rich property” added Jon Huston, president of Webbed Sphere. “As a long-time fan, I always felt that the Flying Buffalo roleplaying lines had such incredible potential.” 

As part of the acquisition Rebellion have taken over Flying Buffalo’s entire line of roleplaying games, including the cult classic Citybook, Grimtooth, and Merchants Spies and Private Eyes series. The entire back-catalogue of Flying Buffalo PDFs will remain available to purchase online, with future releases coming directly from Rebellion Unplugged.

This is potentially big news, especially if Rebellion makes a serious go of publishing and promoting Tunnels & Trolls and other Flying Buffalo RPG properties. I find it interesting, though, that the name of T&T's creator, Ken St. Andre, appears nowhere in this press release or anywhere else on the Rebellion website. Even if he's not involved in the future development of the game, I nevertheless would have expected him to be mentioned, perhaps with a quote about how happy he is that his baby is now in safe hands. 

Regardless, I'll be keeping my eye on this story.

Tuesday, August 2, 2022

White Dwarf: Issue #44

Though I was – and remain – a big fan of Daniel Collerton's "Irilian" series of articles, the first two installments of which appeared in the previous two issues, issue #43 of White Dwarf (August 1983) isn't one for which I'd had any strong memories. You'd think I'd have remembered the cover by Jim Burns, if nothing else, since it's quite unlike what I consider a "typical" WD cover. That might be because the magazine was still in the midst of its "new look," the last phase of which would be implemented in issue #44, according to editor Ian Livingstone. In any case, re-reading this issue almost felt like I was reading it for the first time, even though I know I owned a copy in my youth.

"On ICE" by Marcus L. Rowland is a Traveller article that focuses on Interstellar Charter Enterprises (ICE), a business that rents starships – and starship crews – to those who lack them. Of course, ICE offers other services as well, those of a criminal variety, such as outfitting their rented vessels with equipment and modifications for engaging in smuggling, piracy, etc. The article details not just ICE itself but also the kinds of scenarios in which they might be involved. Rowland even provides three sample patron encounters as examples of how the organization might be used in a campaign.

"Open Box" reviews Shadows of Yog-Sothoth for Chaosium's Call of Cthulhu, to which it gives its highest rating (10 out of 10). Despite its shortcomings, I think that's more than fair, especially in 1983, since it was the only example of a complete, prewritten CoC campaign available at the time (and it is quite good). Meanwhile, Illuminati Expansion Sets 1 and 2 both receive 6 out of 10. I don't believe I ever owned or played these expansions, so it's hard for me to judge the fairness of these ratings. On the other hand, I owned all four of the AD&D modules reviewed: The Lost Caverns of Tsojcanth (9 out of 10), The Forgotten Temple of Tharizdun (9 out of 10), Against the Cult of the Reptile God (8 out of 10), and Danger at Dunwater (8 out of 10). The two Gygax modules are true classics and among my favorites; the other two are also quite creditable, though I'd probably have given them both 7 out of 10, but that's a quibble. Finally, there are reviews of two Endless Quest books – Revolt of the Dwarves and Revenge of the Rainbow Dragons – both of which garner 5 out of 10. 

Dave Langford's "Critical Mass" begins his column complaining about the lack of contemporary British science fiction and fantasy authors in a UK book marketing campaign, which, I suppose, is fair, though it doesn't hold much interest almost forty years on. Much more interesting is his praise of Gene Wolfe's Book of the New Sun. Langford has a few small criticisms – he wouldn't be Dave Langford if he didn't – but, by and large, he recommends the series highly. He even uses its excellence to get in another dig at Stephen R. Donaldson (one of his favorite sports, as I recall). 

"True Sight" by Lewis Pulsipher is a short column discussing "realism in D&D and other fantasy role-playing games." This topic was no doubt a tired one even in 1983 and certainly is so now. However, Pulsipher manages to make it more interesting by noting that the kind of realism that interests him is believability. To that end, he focuses on three areas: familiarity, self-consistency, and completeness. It's an unusual approach but, in the course of the article, he manages to raise some good questions for any referee to consider. I still wonder why the article references "realism" in its subtitle, since the article doesn't spend much time on that topic as it's usually understood in gaming circles (perhaps Pulsipher had nothing to do with the subtitle?).

"Counterpoint" is a new column devoted to boardgames. Its inaugural article, by Charles Vasey, spends most of its single page on extended discussions of two games: Sanctuary from Mayfair Games (based on the Thieves' World anthology series) and Sherlock Holmes, Consulting Detective. Vasey likes both games a great and he spends some of the column musing on the similarities between the RPG Call of Cthulhu and the Holmes game. It's an angle I hadn't considered before, but it makes sense after a fashion.

"Dealing with Demons" by Dave Morris is the first part of a series dealing with demon summoning in RuneQuest. The first part presents rules for magical protections, binding, and pacts, not to mention curses and possession. It's rather remarkable article, full of good ideas for incorporating demonology into RQ for those so inclined. Accompanying it is a comic strip that imparts some genuine information about the process of summoning demons, in addition to being funny. I remember the second and third parts of this article quite well, so it was good to have the chance to re-familiarize myself with the first one.

The computer column, "Microview," looks at combat resolution computer programs for both Tunnels & Trolls and AD&D. The former is given a completed program by D.G. Evans, while the latter gets only an overview (by Noel Williams) of what one would need to consider before making such a program for use with Advanced Dungeons & Dragons. Articles like this are of interest only as historical artifacts and this one is no exception. Part three of Daniel Collerton's "Irilian," however, continues to delight. This issue's installment offers information on another quarter of the town and its businesses and inhabitants. This one is noteworthy for including details on certain guilds – or "gilds" in the Old English it uses for naming – like the guild of beggars

"Rune Rites" presents two new monsters for use with RuneQuest, most notably the golem (and the necessary spell create golem). The theme of this month's "Fiend Factory" is "Tribes and Tribulations," meaning intelligent monsters that organize themselves into tribes. None of them are particularly notable, I'm sorry to say, and the less said about the "Blacklings," halfling counterparts to the drow, the better. Graeme Davis's "Seeing the Light" is much more intriguing. It's a simple system for handling religious conversion of monsters and NPCs by clerics. There's also another "Gobbledigook" comic strip.

Issue #44 continues to demonstrate that White Dwarf is really hitting its stride at this time. The selection and quality of its articles continues to be solid, with several of them being worthy of examination even today. I'll admit to finding it odd that there's not a single Call of Cthulhu article in this issue, but I have little doubt that's only a temporary absence. As I've no doubt written several times previously, I associate White Dwarf most strongly with four RPGs: AD&D, Traveller, Call of Cthulhu, and RuneQuest (all of which, to varying degrees, I can see as influences upon Games Workshop's later Warhammer Fantasy Role Play). Since the first three are in my pantheon of the favorite roleplaying games of my youth (and the fourth has subsequently been added), it's little wonder why I continue to enjoy these weekly re-reads.

Tuesday, March 29, 2022

White Dwarf: Issue #32

Issue #32 of White Dwarf (August 1982) is both the very first monthly issue of the magazine and the first issue I ever owned. I bought it while traveling with my family a couple of months before my thirteenth birthday. I'd heard of White Dwarf, of course, and might even have seen a copy or two in the possession of the older roleplayers I knew, but I can't recall ever reading an issue cover to cover before this one. Consequently, reaching this issue in this series represents an important milestone: the point where my knowledge of the issues I'm discussing is founded on past experience.

This issue had a lasting effect on my imagination, in part because of its outstanding cover by Jim Burns. I really taken with its depiction of retro-futuristic prop fighter planes, not to mention the two downed airmen facing off against an alien tiger-thing. I can't imagine how much time I spent staring at this cover, picking out details and trying to figure out a way to work a scenario like this into one of my games (which I finally did in a Traveller campaign set on a TL5 world).  

The issue begins with an odd article that nevertheless fascinated me at the time. Entitled "Lore of the Ring" by Stephen Bland, it provides D&D stats for Tolkien's rings of power, as well as the Nâzgul and their winged steeds. Needless to say, it's all a bit silly, inasmuch as I can't really see any circumstance where a D&D referee would seriously consider including even one of the lesser rings in his campaign. On the other hand, the Nâzgul are undeniably cool, especially when accompanied by one of Russ Nicholson's illustrations. I never made use any Nâzgul either, but, believe me, I was tempted ...

Next up is "STL: Slower-Than-Light Ships in Traveller" by Marcus Rowland. I loved this article, too, which includes an overview of the topic, rules expansions for use with the Traveller starship construction rules, sample STL ships, and several patron encounters. It's very well done and succeeded in piquing my youthful interest in ramships and lightjammers. Also related to Traveller is "Striker: Design of Civilian Vehicles for Traveller" by Bob McWilliams. The author talks briefly about the vehicle design system of Striker and how complex they are (an understatement). He then presents a vehicle design of his own – a gravcar – and kicks off a design competition, in which he asks readers to submit their own Striker designs. How I wanted to participate in this contest! Unfortunately, I never saw a copy of the rules until many years later, so this dream was unattainable.

Paul Vernon's "The Town Planner" continues with another installment, "Designing Towns and Cities." He focuses on several related topics, such as background, topography, population, and denizens, all of which Vernon then uses to offer advice on drawing and keying a map of the place. It's good stuff; I loved this as a kid. My only complaint is that it's too short and could easily have occupied many more pages. "A World of Your Own" is a short article by none other than Ken St. Andre, in which he, in between snarking about Dungeons & Dragons, counsels readers to make Tunnels & Trolls their own by changing it in any way that suits them. I find it hard to argue with him, but then I largely feel the same about any RPG.

"Open Box" offers just four reviews this month, starting with Call of Cthulhu by Chaosium. The reviewer is effusive in his praise and gives it a 9 out of 10. Bushido and its only published adventure, Valley of the Mists, meanwhile both receive perfect scores. I admire Bushido as much as the next guy, but is it really a better game than Call of Cthulhu? Finally, there's the Mattel D&D electronic game, which receives a 4 out of 10. I have a strange fondness for this game born out of fond memories, but even I have to admit that, objectively speaking, it's not a very good game, even by the primitive standards of electronic games in the early 1980s.

"Chaos from Mount Dorren" by Phil Masters is a fun little AD&D "mini-scenario" of the type that White Dwarf so frequently published. The characters come across a prosperous little town whose caravans are being attacked by unknown assailants. The town's rulers offer a reward to anyone who can get to the bottom of this. The basic scenario is a well-worn one but Masters offers enough twists and turns that it still feels fresh. "Rune Rites" provides game stats for a monster (the cyclops) and Griselda, one of the signature characters in Oliver Dickinson's delightful Pavis stories from previous issues. 

"Fiend Factory" focuses this time on "Little Things" by providing statistics for five small monsters for use with D&D. Because I have a soft spot for low-level monsters, I've always liked this article. I'm particularly fond of the wyrmlets – weird disc-shaped monsters with arms and legs that can combine to form a more powerful wyrmling with powers commensurate with the number of wyrmlets that join together. The issue ends with "Drug Use and Abuse in D&D," which, I must confess, never did much for me. Author Graeme Davis provides some basic rules for addiction, along with several examples of fantasy narcotics. I have little doubt this might be useful in some campaigns, but I never made use of them in my own.

And there we have it: the first issue of White Dwarf I ever owned. Re-reading it for this post, I think it holds up quite well, being a good mix of authors and topics. This was the issue that kept me on the look-out for additional issues in the months to come. I'm glad to see that, unlike some things I once adored as a younger person, this one still holds up decades later.

Tuesday, March 22, 2022

White Dwarf: Issue #31

Issue #31 of White Dwarf (June/July 1982) marks the fifth anniversary of the magazine. Alan Howcroft provides its cover, which depicts a coastal fantasy town, perhaps intended as an illustration for "The Town Planner" by Paul Vernon. This article is the first part of a follow-up series to Vernon's previous two-part "Designing a Quasi-Medieval Society" series. Subtitled "Designing and Running Villages," Vernon asks readers to consider how villages differ from towns, especially when it comes to their economies and populations. As he did in "Designing a Quasi-Medieval Society," his purpose is not detail or historical accuracy for its own sake but as springboards for D&D adventures. It's an approach I greatly appreciate, because Vernon doesn't lose sight of the fact that D&D is a game.

"The Mad Dwarf" is a short solitaire adventure for Tunnels & Trolls, written by its creator Ken St. Andre. Content-wise, the scenario is fine; what's more interesting to me is its presentation. The adventure's various entries share numbers with the pages on which they appear, with multiple entries on the same page being distinguished by letters. For example, page 18 includes entries 15A, 15B, 15C, and 15D. I was strangely impressed by this clever use of layout and space.

"Prior Service in Traveller" by John Conquest presents an alternative character generation procedure for the Navy and Marines in Traveller. Conquest's approach seems to take the expanded possibilities of Book 5: High Guard and simplify them into a format that's closer to what's found in Book 1. There's definitely something to be said in favor of this, especially if, like me, you appreciate the finer distinctions between enlisted and officer training. "Additional Detector Systems for Traveller Starships" by Antony Cornell and Martin Barrett is just what its title suggests. Like many articles of this sort, there's nothing essential about it, but I have little doubt that many Traveller players and referees would enjoy the additional options.

"Open Box" reviews several new products, starting with Federation Space by Task Force Games, an expansion of its well known Starfleet Battles (8 out of 10). Then there are various entries in the Thieves' Guild series (rated 7–9 out of 10) and The Free City of Haven (9 out of 10), both by Gamelords. Also reviewed are four Traveller adventures, all by Gamelords: Ordeal by Eshaar, Action Aboard, Uragyad'n of the Seven Pillars, and Legend of the Sky Raiders (6 out of 10, 5 out of 10, 8 out of 10, and 8 out of 10 respectively). It's probably not surprising to note that the two most best reviewed of these four are products of the Keith Brothers, whose contributions to Traveller – and the larger hobby – are incomparable.

"Arms at the Ready" by Lewis Pulsipher is subtitled "Combining the AD&D Combat Tables," which is a very good description of what it attempts to do. Pulsipher is concerned that the rules governing combat in AD&D are complex and scattered over too many pages and books. What he does here is produce a series of compact tables that combine all the relevant details in a series of "cards" divided by weapon type. Here's one example:

It's clear, simple, and well-done. If I were playing AD&D and making full use of all its details, including the weapon vs AC adjustments, I think an article like this would come in handy.

"Crime and Punishment" by Geoff Winn would seem to be the first article in a new series, "Rune Rites," which focuses on RuneQuest. I remember "Rune Rites" well from my time reading White Dwarf regularly. Though I wasn't a player of RQ at the time (and indeed had an irrational prejudice against it at the time), I nevertheless enjoyed this series, which often contained clever ideas I'd swipe for use in my D&D games. In the case of Winn's article, it's simply a pair of tables for the referee to use to reward or punish characters who adhere to or transgress the strictures of their cults. The idea behind it is sound, I suppose, but I find the implementation a bit heavy handed for my tastes.

"Treasure Chest" introduces six new amulets and talismans for use with D&D, none of which really stands out as noteworthy. What does stand out is that none of these are credited to Roger E. Moore, who'd been a mainstay of "Treasure Chest" for many issues. This is still a year before he formally joined TSR to work on Dragon, so it'll be interesting to see if his byline returns to White Dwarf in the coming issues. Ian Livingstone reviews "Treasure Trap," which is an early LARP established in Cheshire, England. Livingstone seems to have enjoyed his experience with it and hopes that it might improve, expand, and inspire others to follow suit.

This month's "Fiend Factory" takes the form of a mini-adventure for 4th-5th level characters entitled "In Search of a Fool." The scenario involves the characters accepting a quest from a group of Leanan-Sidhe – fey vampire-like beings – to find their missing fool. The characters can either accept this quest of their own accord or be charmed by the Leanan-Sidhe. As presented, the quest is mostly an outline, leaving a lot of details up to the referee to decide. Accompanying it are three new monsters, including the aforementioned Leanan-Sidhe. One of the new monsters is written by Roger E. Moore – apparently he wasn't absent from this issue after all!

Lastly, there's "The Star," which presents itself as the front page of a fictional newspaper – "Midgard's Brightest Daily" – that reports on matters relating to the hobby. Normally, I wouldn't draw attention to articles of this sort. I make an exception in this case, because it includes a number of amusing photographs from the time, including this one, which features Gary Gygax, Don Turnbull, Ian Livingstone, and Steve Jackson.

I'm always happy to find photos like this. They're vivid reminders of past people, places, and events and I think it's vital that we not forget the past, even the past of something as relatively insignificant as the hobby of roleplaying.

Tuesday, March 8, 2022

White Dwarf: Issue #30

Issue #30 of White Dwarf (April/May 1982) features a very odd cover by Nicholas Bibby. What is that thing? Meanwhile, Ian Livingstone's editorial takes notes of the fact that Dungeons & Dragons is now a very broad brand, encompassing electronic games, video games, coloring books, and possibly a film one day. Livingstone's is neutral in his feelings about this development, whereas I was, at the time, quite enthusiastic about the pop cultural triumph of D&D. Nowadays, I'm a fair bit less excited about all this, but what do I know?

"Androids in Traveller" by Roger E. Moore is a terrific article that focuses on introducing artificial human beings into GDW's science fiction roleplaying game. Moore does an excellent job first of describing these "technologically produced manlike organisms made of organic material" and then contextualizes them within the Third Imperium setting. After that, he provides rules modifications for using them in play, including modifications of the character generation system. It's very done in my opinion and introduces some fascinating possibilities for both roleplaying and scientific speculation. 

Part 2 of Paul Vernon's "Designing a Quasi-Medieval Society for D&D" continues to discuss the economy. This time, his focus is on mercenaries and resources owners, which strike me as a rather odd pairing. As he did in last month's installment, Vernon bores down to the nitty-gritty details of how a town might work in the implied setting of D&D without sacrificing playability. That's why this series has impressed me so far. I've read plenty of articles that have attempted to bring "realism" of one sort or another – social, political, economic, historical – into D&D but did so at the expense of what makes the game fun to play. Vernon does no such thing and his discussion of the economics of hiring mercenaries or dealing merchants and business owners is grounded in "D&D as she is played," to borrow a phrase. While not everyone will care about these topics, for those who do, Vernon has provided plenty of food for thought.

"Unarmed Combat in RuneQuest" by E. Varley is a short article that introduces some new combat skills into the game, namely those pertaining to combat without weapons. Never having used the rules, I can't comment on their actual utility. Based solely on my read of them, they appear straightforward and easy to use. Also related to RuneQuest is "Griselda Gets Her Men" by Oliver Dickinson. This is the second short story of the ne'er-do-wells of New Pavis and it's every bit as good as its predcessor. 

"Open Box" presents multiple reviews, starting with Thieves' World from Chaosium, reviewed by the aforementioned Oliver Dickinson (10 out of 10). Also reviewed are Champions (7 out of 10) and The Island of Doctor Destroyer (8 out of 10). Interestingly, the reviewer, Dave Morris, wonders whether Champions is suitable for long-term play, given the power level of even starting Champions characters. It's an interesting question; not being much of a superhero gamer myself, I have no answer. Yaquinto's Adventurer gets a decent review (8 out of 10), while GDW's Invasion: Earth is given a more lukewarm reception (6 out of 10).

"The Curse of the Wildland" by Phil Masters is an introductory AD&D adventure. Its premise is very straightforward, with the characters enlisted by the leadership of a small village to deal with the titular curse that is wreaking chaos. I'm a sucker for introductory adventure, so I think pretty well of this one, which is nicely done, even if its set-up is something of a cliché. "Ideas for Traveller" by Bob McWilliams is a clever little article. McWilliams asserts that Ttraveller "is essentially a game about life," by which he means that it takes place in a world in which humanity pursues goals that are not all that different from those of today, albeit in a sci-fi context. Consequently, a referee looking for inspiration can turn to almost any everyday situation, book, or film and find it. He then provides multiple examples of how this might work in practice, resulting in a short but nevertheless helpful little article.

"The Apocrypha according to St. Andre" is an article by the creator of Tunnels & Trolls, Ken St. Andre, in which he talks about his own background, the origins of T&T, and his own gaming. He says little that is unknown to long-time fans of St. Andre or T&T but it's nevertheless interesting to peer into the mind of one of the earliest designers of a RPG. St. Andre is quite open and honest about his inspirations and preferences; there's not much artifice or pretense in what he has to say. There's little mythmaking in this article and that's quite refreshing, regardless of whether or not one is a fan of Tunnels & Trolls.

The issue ends with six more D&D monsters in "Fiend Factory." The theme this time is "In Good Company," meaning monsters that are frequently in league with other creatures, such as the stirge demon (which allies with stirges) and a vampire wolf (which allies with vampires). "Treasure Chest" provides six new D&D spells, none of which stand out as notable. That's probably because many are very specific, utility spells like resist electricity, know duration, or hide portal.

White Dwarf is clearly firing on all cylinders at this point. By this point, it's become a very solid magazine with a wide array of excellent content. It's also a superb counterpoint to Dragon, in terms of both its creative voice, which is a bit more "rough around the edges" than TSR's house organ, and in terms of the games it regularly covers. I begin to understand better why partisans of the magazine's early years think so highly of it.

Monday, October 25, 2021

Pulp Fantasy Library: Can These Bones Live?

With Halloween less than a week away, I found my thoughts drifting toward "spooky" stories I could discuss in this week's installment of Pulp Fantasy Library. There were a lot of good candidates – some of which might appear in the coming weeks – but the one that most excited me was Manly Wade Wellman's "Can These Bones Live?," a short story featuring the Appalachian balladeer, Silver John. 

Now, I'm a huge fan of Wellman's fiction in general and the stories of John in particular, but what was the deciding factor in my decision was the publication where it first appeared: Sorcerer's Apprentice (issue #11/summer 1981, to be precise). For those unfamiliar with this periodical, Sorcerer's Apprentice was published by Flying Buffalo in support of its fantasy roleplaying game, Tunnels & Trolls. Original fiction by established fantasy and science fiction authors was a common feature of many gaming magazines in the 1970s and '80s and Sorcerer's Apprentice was no different. 

While traveling, John encounters "eight men in rough country clothes" carrying "a big chest of new-sawed planks" that measured "nine feet long and three feet wide and another three high." One of the men, Embro Hallcott by name, approaches John and asks him his name and business.

"Well, mostly I study things. This morning, back yonder at that settlement, I heard tell about a big skeleton that turned up on a Chaw Hollow farm."

"You a government man?" the grizzled one inquired of me.

"You mean, look for blockade stills?" I shook my head. "Not me. Call me a truth seeker, somebody who wonders himself about riddles in this life."

John's a character about which Wellman tells us little. Like most good pulp fantasy protagonists, his origins and history are largely unimportant. All that matters is that he's here, where something interesting is about to occur. In this case, that something interesting is the burial of the aforementioned big skeleton. John helps the eight men carry the chest holding it half a mile to Stumber Creek Church. 

The preacher, Travis Melick, is a gaunt man "in a jimswinger coat, a-carrying a book covered with black leather." Though he's never met John, he knows him by reputation, having "heard of good things [he'd] done." The approbation of the preacher reassures Hallcott and his fellows, he were still somewhat suspicious of the guitar-toting stranger. 

The men heave the chest – a massive coffin really – toward the graveyard, where a fresh grave has already been made for it. Before burying it, one of the men, called Oat, asks that it be opened first, since that is "the true old way." John then peers inside.

The bones inside were loose from one another and half-wrapped in a Turkey Track quilt, but I saw they were laid out in order. They were big, the way Hallcott had said, big enough for an almighty big bear. I had a notion that the arms were right long; maybe all the bones were long. Thick, too. The skull at the head of the coffin was like a big gourd, with caves of eyeholes and two rows of big, lean teeth, Hallcott banged the lid shut and hooked it again.

With that out of the way, Melick begins the burial rite for "the remains of a poor lost creature," a rite that involves quoting from the Book of Ezekiel (from which the title of the short story comes). Afterwards, the men lower the coffin into the grave and they depart. Melick asks John if he'll be his guest for the night, but he puts him off, saying he wants to "wait here a spell." 

Hallcott takes notice of this fact and asks John why he wishes to stay at the gravesite rather than leave like everyone else. John doesn't offer a solid explanation. Instead, he talks about the Book of Ezekiel and the many oddities in it – living bones, flying wheels, and the like. Hallcott agrees there are "strange doings in Ezekiel" and the two men settle down for a nighttime vigil together. They pass the time eating sandwiches and pondering the big skeleton they buried.

"I reckon you'll agree with me, them bones we buried were right curious. Great big ones, and long arms, like on an ape."

"Or maybe on Sasquatch," I said. "Or Bigfoot."

"You believe in them tales?"

"I always wonder myself if there's not truth in air tale. And as for bones – I recollect something the Indians called Kalu, off in a place named Hosea's Hollow. Bones a-rattling 'round, and sure death to a natural man."

"You believe that, too?"

"Believe it? I saw it happen one time. Only Kalu got somebody else, not me."

"Can these bones live?" Hallcott repeated the text.

I trust it won't come as a surprise to anyone to reveal that, yes, these bones can live and the remainder of the yarn is spent the consequences of that. Like most of Wellman's Silver John stories, this one is charmingly told in a folksy, understated way that evokes the tension of a good ghost story. The reader won't be frightened down to his bones, but he might well be transported to the woods, hunkered down around the campfire to hold off the chilly night air, while shadows dance and strange sounds echo. "Can These Bones Live?" is thus a genuinely effective short story and a reminder of why Wellman is rightly considered one of the masters of pulp fantasy.

Thursday, August 12, 2021

Flying Buffalo News

Since the middle of June, I'd been hearing rumors that Flying Buffalo, the oldest still-extant RPG publisher, had been sold to someone, but no one had any details on who that someone might be. The Internet being what it is, all sorts of fanciful theories were put forward, the most plausible one in my opinion being Goodman Games, which had a longstanding relationship with Flying Buffalo as a result of its reprints of the beloved Grimtooth's Traps books. 

In due course, Steve Crompton, manager of Flying Buffalo, confirmed the rumors but was tight-lipped about FB's new owner. This was frustrating, though understandable, given the way business acquisitions work. However, if you visit the website of Flying Buffalo, you will see that it not only looks quite different than it used to, but that it's also very spare. A single long on the homepage leads to a press release that identifies the company's new owners as Webbed Sphere, Inc. of Corbin, Kentucky, USA. Self-described in the release as "a management and holding company for numerous ventures, including online retailer Troll and Toad, home decor brands Darware, Decorae, and AuldHome; game and toy publisher Toy Vault, and jigsaw publisher Mchezo," it doesn't seem, on first blush, to be an obvious choice as the new publisher of Tunnels & Trolls and other venerable FB game lines, like Nuclear War, but stranger things have happened.

Though not a regular player of T&T, I'm very much a well-wisher and hope that the purchase of Flying Buffalo will not negatively impact it in any way. I've noticed a renewed interest in the game in recent years and the Deluxe Edition of the game (published in 2015) seems to have been well received by fans. I'll certainly be keeping an ear out for additional news. If any readers are more knowledgeable in these matters, I'd anything you have to share on the subject. 

Tuesday, July 6, 2021

Different Worlds: Issue #22

Issue #22 of Different Worlds (July 1982) is a special RuneQuest issue, as its cover by Lisa Free, depicting a morokanth setting a trap for herdmen, makes clear. Like the ducks, morokanth are an aspect of Glorantha that's nearly impossible to explain easily and, even then, I'm pretty sure that they'll be baffling to most people (including myself). Regardless, issue #22 is a very good one that's not solely geared toward dedicated Glorantha aficionados.

The first article presents a "gateway" cult for RQ by Michael Kolb, entitled "Cult of Dionysus." As you'd expect, it details the cult of the Greek god for use with the game. I found the article interesting, because, unlike many previous articles presenting new cults, this one includes no new spells or rules. Instead, it shows how to use the existing RQ spells and rules to model an interpretation of the cult of Dionysus. Whether you agree with Kolb's presentation or not, I think there's something very positive about his approach of not using rules as the way to expand the scope of a game.

"Advice from Rurik" by Steve Perrin is a question-and-answer column for RuneQuest. Named after the sample character in the RQ2 rulebook, the column deals with both rules and the setting of Glorantha. "RuneFix1" by Greg Stafford presents a series of changes to the RuneQuest rules "adopted in the Chaosium house campaign." Amusingly, one of the largest changes concerns the acquisition of languages. I can't speak to the utility of any of the changes, but I am always happy to see evidence of RPGs actually being played by the people whose names appear in its byline. 

"Terraforming Part One" by Doug Houseman is a Traveller "source article" that discusses the topic of planetary engineering and includes game statistics and deckplans for a pair of starships. "Hela's House of Dark Delights" by Ken St. Andre is a solo adventure for Tunnels & Trolls. As someone with a growing interest in solo RPG adventure design, I found this useful. "Eight New Weapons for RuneQuest" by Paul Cardwell Jr. does what its title suggests. Most of the weapons detailed are "exotic" ones like atlatls, boomerangs, and caltrops.

This issue's reviews positively covers Worlds of Wonder, 76 Patrons, and Uragyad'n of the Seven Pillars (the last two for Traveller). It also negatively reviews C&S Sourcebook II and The Dungeon of King Lout, the latter of which I've never heard. Reviewer Dave Nalle sums up his feelings in the following way:

This product is ridiculously overpriced, almost contentless, and an affront to my pride as a gamer. There is no reason why anyone would buy this. You can design your own random and unrealistic dungeon (if you want) in the same time it would take you to prepare The Dungeon of King Lout and you would save $5.95.

Ouch!

John T. Sapienza continues to look at cardboard miniatures, this time focusing on Steve Jackson's Cardboard Heroes products. Larry DiTillio's "The Sword of Hollywood" returns, with some brief gossip about then-upcoming movies, like Revenge of the Jedi [sic]. Meanwhile, John Nubbin reviews Conan the Barbarian at length – and he doesn't think very much of it. Nubbin is critical of nearly everything, starting with its story (which "makes no sense"), but expanding to include the editing, acting, even its soundtrack (which he calls "awkward"). I have many problems with the film myself, but, even so, I think Nubbin's review is often needlessly nitpicky and mean-spirited. 

The issue concludes, as most issues do, with Gigi D'Arn's column. This time, she continues her coverage of TSR's purchase of SPI and its subsequent actions, such as the canceling of all SPI game events at Origins. In retrospect, it's not at all surprising how badly things ultimately turned out for SPI and its many excellent games. What a waste! Gigi also relates a darkly amusing story of something she overheard in a game shop: "That's the D&D role-playing game. It's based on Mattel's D&D electronic game."

I really enjoyed this issue and look forward to reading the next issue – though I should note now that I seem to have misplaced part of my collection of these issues, including issue #23. I'll keep digging around in my "files" to find the missing issues, but it's possible I might not be successful before next week, in which case I'll think of some way to continue this series. 

Monday, May 17, 2021

"This is Not My Game"

Back in March, I wrote a post about an interesting section of the original (1975) edition of Tunnels & Trolls that I found quite interesting, if only because it highlighted the similarities and differences between the approaches of Gary Gygax and Ken St. Andre. While re-reading T&T recently, I came across a passage I'd meant to bring up previously but had forgotten. The passage in question occurs early, in a section entitled "Troll Talk," where St. Andre recounts his memories of the creation of T&T and his general feelings about it and its genesis. He writes:

Lastly I wish to make one thing perfectly clear. This is not my game in any sense of the word except that I'm taking the trouble to get it printed so anyone who wants to can have a copy of the rules. Please feel free (as a Dungeon Master, not as a player-character) to modify and improve these basic rules as your imagination dictates to be right for you. You will recognize your successes by the enthusiasm of your dungeon-delvers and likewise the opposite.

This reminds me somewhat of the "afterward" [sic] of Volume 3 of OD&D, which counsels the referee to "decide how you would like it to be, and then make it just that way!" It also brings to mind Gary Gygax's reply to Ted Johnstone in Alarums & Excursions, where he agrees with the sentiment that "D&D is too important to leave to Gary Gygax." 

Just so.

Tuesday, April 13, 2021

"Pulsipher's Sanctimonious Pile of Crap"

In my posts about each issue of Different Worlds, I generally pass over commenting upon the letters pages. Most of the letters aren't all that interesting in their own right and even the interesting ones are frequently very "inside baseball" in terms of the content. However, there will certainly be occasions when a letter catches my eye and I think it worthy of mentioning. Issue #10, for example, includes this brief letter:

The article that so enraged Ken St. Andre appeared in issue #8. Its author, Lewis Pulsipher, discussed various refereeing styles, one of which he called "silly" and of which he considered Tunnels & Trolls to be an exemplar. 

The degree to which T&T actually is a silly game has long been a matter of debate. I've written previously about my own feelings on the subject. While I readily concede that there's perhaps more nuance here than many, including Pulsipher, might admit, I also think T&T is itself to blame for this common perception. From the beginning, Tunnels & Trolls has presented itself in a more lighthearted way than, say, D&D or RuneQuest. Its spell names, for example, are notorious for their humor, if that's the word, and have no doubt contributed greatly to how outsiders perceive it. I've often wondered if T&T's reputation might have been different had it had a more conventional list of spell names.

Tuesday, March 23, 2021

Different Worlds: Issue #7

Issue #7 of Different Worlds (April/May 1980) features a cover by Cora L. Healy, an artist known for her work on science fiction periodicals throughout the 1970s and early '80s. The issue proper begins with an installment of the "Beginner's Brew" column that lists "all the more popular role-playing games (RPGs) and magazines available." The games and magazines are divided up by publisher, sixteen for RPGs and fourteen for magazines. There are also fifteen miniatures manufacturers listed. The list are interesting, most especially for the "forthcoming" games mentioned, such as Chaosium's Dark Worlds and Elric RuneQuest and Heritage USA's Heroes of Middle Earth. 

"Ten Days in the Arena of Khazan" by Ken St. Andre is a seven-page outline of a campaign for use with Tunnels & Trolls. More than that, though, it's an overview of a portion of the game's setting of Trollworld, with lots of interesting tidbits about its history and peoples. I really enjoyed this article, because it gave me some insight into what it's like to play in St. Andre's home campaign, a topic that never ceases to interest me. 

I find it hard to disagree with Richard L. Snider's effusive review of Cults of Prax, one of the truly great RPG supplements of all time. He rightly deems it "the best extant cosmology designed for use with any FRP" – which was probably true in 1980 and, even today, it stands head and shoulders above most other treatments of similar topics. "Gloranthan Birthday Tables" by Morgan O. Woodward III is a series of random tables to determine when a Gloranthan character is born, with special attention given to those during Sacred Time (and the special abilities that might come from such an auspicious birth). 

Part two of the "Vardy Combat System" by John T. Sapienza appears in this issue. A variant combat system for use with Dungeons & Dragons, this article provides expanded rules and tables for handling parries, shields, hit points, and more. What I appreciate about the system is that it strives to be genuinely compatible with D&D's existing combat system rather than simply replacing it. The article even offers a further option that uses D20 rolls rather than percentile ones, for even further compatibility. As I said previously, I have not tested this system and have no idea how well it works in practice, but, from reading it, I think it might be worthy testing out in play.

"Foundchild Cult" by Sandy Petersen is a cult for use with RuneQuest and its setting of Glorantha. Meanwhile. Steve Perrin reviews In the Labyrinth by Steve Jackson. Perrin thinks very highly of the game, his main complaint being that, like Tunnels & Trolls before it, allows characteristics to increase as a character gains experience, something that he thinks inevitably leads to an "incredibly strong, lightning fast, cosmically intelligent character who seems to have stepped directly from the pages of Marvel or DC Comics." I think that's a fair criticism and one of the reasons I prefer the more grounded approach taken by many older RPGs. 

James M. Ward offers "Power Groups and Player Characters in RPGs," in which he talks specifically about the importance of factions in a campaign. He then provides examples from his home Metamorphosis Alpha campaign, showing how the characters became involved with them and how this involvement affected the development of the campaign. It's a solid, though short, article, covering a topic that is increasingly near and dear to my heart. "Two from Grenadier" by John T. Sapienza is a lengthy, five-page article that reviews in detail two AD&D boxed sets from Grenadier Models, Woodland Adventurers and Tomb of Spells. His review is quite positive overall and a nice bit of nostalgia for me, since I once owned both of the boxed sets in question.

"System Snobbery" by Larry DiTillio is an early entry in the now well-worn genre of "there are no bad RPGs, just bad GMs" articles. It's fine for what it is; its main interest to me was DiTillio's recounting of his experience with various GMs over the years. Gigi D'Arn's gossip column this month mentions the departure of Tim Kask from the editorship of Dragon and eludes to "dubious circumstances." There's further mention of a D&D movie, as well as a reference to something called the "AD&D Companion," a collection of variants for use with D&D and AD&D. I suspect this is either simply untrue or a garbled rumor of something like the Best of Dragon anthology, the first of which did appear in 1980. Concluding the issue is "Oriental Weapons for RuneQuest" by Sean Summers, with additional material by Steve Perrin. It's pretty much what you'd expect for this type of article, a staple of the '70s and '80s, when all things Asian were the rage in RPG circles.

Tuesday, March 2, 2021

General Rules for Dungeon Designers

Jon Salway recently pointed out Ken St. Andre's "general rules for dungeon designers" from the first edition of Tunnels & Trolls (1975), which I reproduce below.

For the benefit of those, like myself, whose eyesight isn't as good as it used to be, these general rules are, as follows:
  1. Let your imagination run wild. You can do anything you want to.
  2. Put in a lot of stuff. Nobody wants to mess around in a dull dungeon.
  3. Use as much humor as you can, but don’t be silly or juvenile.
  4. The deeper the dungeon, the more dangerous it should be.
  5. Every trap or spell should have some way of being avoided, nullified, or overcome. You need not tell people how to save themselves, but there should be a way. It is definitely not fair to teleport everybody who enters your solar room into the heart of the sun.
There's nothing here that I think is controversial, with the possible exception of point 3. Many people, myself included, are wary of overt humor in RPG material (with certain exceptions, obviously) and not unreasonably. On the other hand, I don't think I've ever participated in a game session that wasn't regularly punctuated by laughter, puns, in-game jokes, and other tomfoolery – nor would I wish to do so. At the same time, one of my longstanding objections to T&T is that it veers a little too close to the "silly or juvenile" that St. Andre wisely warns against (take a look at the spell names, for example). 

Point 2 is where I think St. Andre is really on to something. In a dungeon-centric campaign, it's vital that there be "a lot of stuff" in the dungeon in order to hold the players' attention and encourage them to spend more time in the place. Of course, "stuff" isn't just limited to monsters, treasures, and traps. I imagine things like factions and long-term mysteries. Frankly, those are two elements I'd consider important for any type of campaign, but they're especially important in dungeons, I believe, in order to avoid the inevitable boredom that might otherwise creep in after kicking open the doors of untold rooms on multiple levels over many weeks or months. 

Can anyone recall similar sorts of dungeon design rules from other RPGs? I enjoy reading advice like this, doubly so if it reflects the thoughts of someone who had a reputation for being a good referee (and Ken St. Andre is one such person).

Wednesday, February 3, 2021

Retrospective: Dungeon of Dread

It's increasingly my contention that the years between 1982 and 1984 are among the most interesting in the history of TSR. It's during these years that the company is clearly struggling with the faddish popularity of Dungeons & Dragons, trying to find ways to harness that popularity for both immediate and long-term profit. Consequently, the period is one of wild – and often absurd – experimentation, one not inaptly encapsulated in the metaphor of "throwing spaghetti against the wall to see what sticks." 

There were a lot misfires during this time period, as TSR seemed to adopt a two-pronged approach to broadening the market for their products. On the one hand, there were the bizarre craft items, like D&D-themed needlepoint sets, targeted at non-gamers, while on the other hand, there were the toys and storybooks, aimed at children, presumably with the goal to seed an interest in the kind of fantasy that D&D offered. As a somewhat self-serious middle aged man, it's easy for me to cringe at both these approaches, but, from a purely business perspective, they're not inherently flawed. Indeed, focusing on younger children had great potential, even if I might balk at the specific products that TSR approved for sale under the banner of the Dungeons & Dragons brand.

Part of this strategy involved the publication of a series of "choose your own adventure" style books in a series called Endless Quest, the first four of which appeared in June 1982. All of these initial offerings were written by Rose Estes. I know nothing of Estes prior to her work on this series, except that she was apparently employed by TSR and may have worked under James Ward in the company's Education Department. A few months ago, I wrote a post about this, in which Ward makes reference to "a simplified version of the DUNGEONS & DRAGONS game … geared for the people who have never heard of the D&D game, and don't know how to play it at all." If this is correct – and I have no way of knowing if it is – this "simplified version" of which Ward speaks evolved into the Endless Quest series.

The concept of solo adventure books was not a new one. The aforementioned Choose Your Own Adventure series began in 1979 (based on the earlier Sugarcane Island book by Edward Packard) and Tunnels & Trolls released its pioneering Buffalo Castle in 1976. Producing D&D-branded versions of the same was actually a very good idea, one that Steve Jackson and Ian Livingstone also had, releasing The Warlock of Firetop Mountain a couple of months later in the same year. I'd been an avid reader of the early Choose Your Own Adventure books, to which I'd been exposed by a librarian several months prior to my introduction to D&D. Had the Endless Quest books been available at the time, I have no doubt I'd have been a fan of them as well. As it was, they came out a little too late – I was almost thirteen at the time – and scoffed at them as yet another example of "kiddie D&D," tween-age boys being almost as insufferable as middle-aged men.

A few years ago, I picked up a used copy of the first entry in the series, Dungeon of Dread, and read through it. The book assumes that the reader is an adult human fighter, described rather specifically as 5'9" tall and weighing 150 pounds, outfitted with a sword, a dagger, leather armor, and a collection of typical adventuring gear, like rope and flasks of oil (no 10-foot pole, alas). Your adventure begins as you awaken one morning to find a halfling, named Laurus, rifling through your belongings, looking to steal them while you slept. He begs for his life and tells you about an evil wizard named Kalman, whose prisoner he once was, and whose lair is filled with equal amounts of treasure and danger. Naturally, you decide to seek out his lair and explore it with the halfling, hoping to defeat Kalman and enrich yourself in the process.

While far from a great work of fantasy literature, Dungeon of Dread, isn't awful, especially when compared to, say, the Choose Your Own Adventure books. The prose is more sophisticated and the numbered sections longer, more like that of a light novel aimed at older children, than a mere gamebook. Again, I should emphasize that it's nothing spectacular as a work of fiction, but it certainly achieves its goal of painting a picture of what adventuring in the implied setting of Dungeons & Dragons might be like, aided by Jim Holloway's illustrations. The dangers the reader encounters are a mix of classic monsters, along with a goodly supply of vermin, which, I think, firmly anchors it in its time period. Overall, I think Dungeon of Dread is more forgiving in its choices than either Choose Your Own Adventure books or Fighting Fantasy, but I also think that's at least partially a function of its more novelistic style, which sets it apart from its competitors.

I get the impression that, of all the strategies TSR attempted to appeal to a younger audience, the Endless Quest series was one of the most successful. Over the course of five years, the series swelled to three dozen entries by a number of different writers and encompassed multiple game lines besides Dungeons & Dragons, as well as licensed properties like Tarzan and Conan. I don't doubt that they succeeded in their intention of introducing a new generation of kids to roleplaying games.

Thursday, December 31, 2020

"It Just Grew"


In his book, Fantasy Role Playing Games, J. Eric Holmes devotes an entire chapter to the history of RPGs, with particular attention devoted – obviously – to the creation of Dungeons & Dragons. Holmes's perspective is interesting, both because of the relatively early publication date of his book (1981) and because of his direct involvement in that history, through the editing of the 1977 D&D Basic Set (about which I'll say more in a future post).

Before getting to the history of roleplaying games proper, Holmes takes note of several "prehistoric" phenomena that, in his view, laid the groundwork for the invention of the hobby. The first is the growth and development of miniatures wargames, as one might expect, while another, in his opinion, is the paperback publication of The Lord of the Rings. Of the novel, he says

This epic fairy tale, without a doubt the greatest work of fiction produced in this century, inflamed the imaginations of an entire generation. The story, as most of my players know, involves the clash of great armies of men, elves, dwarves, goblins and magical creatures. 

From there, Holmes discusses the publication of Chainmail and its incorporation of "a large amount of fantasy material, magic spells, giants, trolls, dragons and what have you." He also notes that Chainmail was "reasonably popular." It's at this point that Holmes makes a brief but meaningful aside, saying:

What happened next is conjecture on my part. Unfortunately, as so often happens in an enterprise that becomes financially successful, the principals are now engaged in litigation over the priority of the discovery.

With that caveat out of the way, Holmes turns to Arneson and the Blackmoor campaign, "run using the Chainmail rules, which the gamers [i.e. those in Minneapolis] were already used to." It is to Arneson that he attributes that concept of dungeons, which I think is indisputable. Arneson and Gygax then put their heads together, "making up new spells, new monsters and new magic artifacts at a tremendous rate," at which point "they decided to risk the investment and have Gygax's little company, called TSR (Tactical Studies Rules), publish the books." Remember: this is Holmes's perspective, as he saw it in 1981, nothing more.

After Dungeons & Dragons was published, its popularity grew, with "myriads of new players springing up in every high school and college in the country," but, he adds, the rules "were often confusing." 

Few, if any, of the new players guessed that spells could be used only once in each expedition, and beleaguered Dungeon Masters made up their own systems for handling these ambiguities. 

At Caltech in Pasadena, students Cowan, Clark, Shih, Smith, Dahl, and Peterson put together a set of rules with what they felt to be an improved combat and magic system: Warlock.  I used their combat table when I first started playing D&D, because I could not understand the one in the original books. In Arizona, Ken St. Andre created a role playing game called Tunnels and Trolls, again with different rules for magic and combat. These games were published; other rule sets appeared in the amateur magazines. In fact, within a few years of its appearance, D&D had generated many more pages of commentary and revision than were contained in the original three little rule books.

This section, I think, hits on a deep truth about the early history of both D&D and roleplaying games more generally: no one had any idea what they were doing. There was no "plan" or "vision" beyond trying – not very well by most accounts from the time – to document the ideas, processes, and rules that allowed Arneson, Gygax, and others to create these "wildly imaginative fantasy" campaigns that, in turn, inspired others to create their own versions. Holmes quotes Gygax on the development of D&D and what he says is probably truer than most people realize: "Like Topsy … it just grew."

I think, in our quest to understand the past, we often attribute intentionality and purpose to people's actions that, at the time, were at the very least unknown to them, if not wholly absent. I don't think anyone involved in the prehistory or early history of D&D had any real sense of what they'd created. D&D was, in many ways, an accident, like the discovery of penicillin and, like the discovery of that first antibiotic, it changed the world forever.

Tuesday, December 8, 2020

Imagine Magazine: Issue #22

 Issue #22 of Imagine (January 1985) fittingly features a cover by Rodney Matthews entitled "Earl Aubec." I say fittingly, as this issue's "theme" is Michael Moorcock and his works.  That alone made me sit up and take notice, since I have long had a love/hate relationship with Moorcock as a writer and creator. I'm always interested in hearing what he has to say, even if I frequently disagree with it. Seeing the blazon on the cover announcing several Moorcock-related features immediately increased my enthusiasm to read the magazine's contents. 

"The Vampire Revamped" by Derrick Norton is the issue's first article. It's an extensive examination of the undead monster, with an eye toward expanding its powers and abilities for use with AD&D. I have no objection to this and in fact think it's a good idea. The vampires of Dungeons & Dragons have always been a bit bland in my opinion (hence my own variant of them) and Norton does a good job of presenting multiple alternatives, even if some of them are bit more potent than I'd prefer myself.

"Gibbet Street" is the latest installment in the series describing the City League of Pellinore. As its name suggests, Gibbet Street gets its name from the gallows that stands there – a reminder to the inhabitants of this shady part of the city that criminal behavior can have dire consequences. Also nearby is Beggars Alley. As usual, there are plenty of quirky NPCs detailed, along with examples of the city's guilds. Also presented is information on capturing and selling monsters for use as opponents in the arena (described in last issue). As I have said several times before, I find Pellinore quite charming in its content and terrific in its presentation. It's a good model, I think, for building up a fantasy setting from the ground up and has undoubtedly influenced my posts on Urheim.

Michael Moorcock's "The Last Enchantment" is a Elric short story originally published in 1978. It concerns the Melnibonéan's journey into a realm of Chaos and his efforts to escape it. The story, which I had read before, is not an action packed one. Rather, it's somewhat philosophical and gives Moorcock the chance to muse about the nature of Chaos. Not one of Moorcock's great tales but it's worth a read nonetheless. Much more interesting, I think, is his interview in which he touches upon a very wide range of topics, from Deities & Demigods to Mervyn Peake to why the Eternal Champion always has a companion at his side. If you've read interviews with Moorcock before, none of it is particularly revelatory (or new), but I enjoyed reading it nonetheless. Another article, "The Theatre of Michael Moorcock" by David Hill, is an overview of the three main Eternal Champions series (Elric, Hawkmoon, and Corum), presented as if it were notes from an imaginary stage production.

"Earl Aubec and the Iron Galleon" is an adventure for Advanced Dungeons & Dragons written by Michael Brunton based on an outline by Moorcock. It's an unusual adventure in that it's intended for a single player, who takes the role of Aubec, Earl of Malador. Aubec is a great hero of the Young Kingdoms from before the time of Elric, as well as a previous incarnation of the Eternal Champion. A second character, Jhary-a-Conel, is provided in the event that a second player is included. It's an intriguing scenario, involving a sea voyage that results in a fogbound collision with the titular Iron Galleon. The adventure also includes rules for luck points that remind me of those in Conan Unchained!

Graeme Davis and Colin Greenland take a long look at gamebooks in "Solo Voyages." They cover a lot of ground in this piece, from Fighting Fantasy to Lone Wolf to Tunnels & Trolls and The Fantasy Trip. I find the concept of solo fantasy gaming fascinating, even though I have fairly limited experience with it myself, so this article held my attention. There are plenty of reviews this month, such as Lords of Creation, Middle Earth Roleplaying, and Star Trek the Roleplaying Game, in addition to supplements for Marvel Super Heroes, Indiana Jones, and Traveller. I enjoy reading old reviews, both for the perspective on how things were viewed in the past and for how things are viewed in different contexts. Overall, I'd say Imagine tends to be a bit harsher in its reviews than was Dragon, though, in the case of this issue, that wasn't quite so clear.

Brian Creese's "Chainmail" continues to discuss postal gaming, something with which I have no experience and still find it hard to imagine was once sufficiently popular to command a monthly column devoted to it. Colin Greenland's "Fantasy Media" reviews The Last Starfighter, which he praises for its computer effects, and The Dune Encyclopedia, one of my favorite bits of para-fiction ever published. I should write a post about it someday, because it's a remarkable piece of work that too few people have ever seen, let alone read. Rounding out the issue is Roger Musson's "Stirge Corner," which tackles languages – a topic dear to my heart – and new installments of "Rubic of Moggedon" and "Phalanx."

This is another strong issue, aided no doubt by the presence of all the Michael Moorcock-related material. I've lamented many times before the decoupling of roleplaying games and the literature that inspired them. Seeing the work of a genuine literary superstar like Moorcock in a magazine devoted to RPGs is thus a big thrill for me, as well as a reminder of the lost world I grew up in, when being a D&D player meant that of course you had read Elric (and Conan and John Carter and Middle-earth and …), a situation that seems far less true today than it was in my youth. Ah well.

Tuesday, September 29, 2020

Imagine Magazine: Issue #12

It's true that, over the course of its run, Dragon magazine had a lot of exceptional covers, many of which I continue to hold in high regard. Nevertheless, I have to say that, especially when you consider its relatively brief existence. Imagine punched well above its weight. A case in point being the cover to issue #12 (March 1984) by Rodney Matthews. I love everything about this illustration, from the lighting and color palette to the expressions on the two figures' faces to the small but fierce dragon. It's a great piece that would have made a fine alternate cover to a Basic Set

The issue kicks off with "At the Mountains of the North Wind" by Gordon Barbour, which discusses the importance of weather, terrain, and climate in fantasy roleplaying games. It's a solid enough overview of a Silver Age staple, though not as extensive as other examples of the genre. Roger Musson's latest "Stirge Corner" examines the role of alignment in determining how to roleplay a character. It's fine but nothing special, though, as is so often the case with Imagine, I get the sense it was aiming at a much less experienced audience than is typical for gaming magazines.

David Langford, whom I remember from the pages of White Dwarf, provides a humorous science tale entitled "Lost Event Horizon." Meanwhile, Philip Briggs has designed a two-player boardgame called "Moranme Jobswurf," intended to simulate backstabbing interdepartmental rivalries. Not having played it, I cannot comment on much on the game itself, except to say that, although I recognize the dialectical spelling of "jobsworth," the meaning of "moranme" is lost on me. Included is a paper board and some playing pieces with very idiosyncratic portraits on them that I rather suspect depict employees of TSR UK.

This issue's game reviews are interesting, in that several are for unauthorized AD&D support products, something with which TSR always had a very complicated relationship. One discusses the module No Honour in Sathporte published by an outfit called Chaotic Intellect. Another treats the magazine Tortured Souls! In both cases, the reviews are positive and recommend the products to players of AD&D. There are also reviews of the Monster Manual II and the second edition of Chivalry & Sorcery. Both these rules are more qualifiedly positive. I found it particularly intriguing that the reviewer (Doug Cowie) considers many of the monsters in the Monster Manual II "silly," a charge I've frequently leveled against the contents of the Fiend Folio. 

Brian Creese's "Chain Mail" column discusses post gaming, a part of the larger hobby that baffled me at the time but that, with the benefit of hindsight I wish I knew more about. Gaming by mail was quite popular once upon a time and played a role in incubating many things that would one day become features of RPGs as we know them today. Similarly, "The Imagination Machine" reviews a pair of games for "micro computers," entitled Groucho and Vampire Village, neither of which I recognize. 

"The Tombs of the Kings" is a solo adventure by Mike Brunton. That's unusual in itself; even more unusual is that it uses three systems: D&D, Tunnels & Trolls, and its own simple system intended to aid those unfamiliar with RPGs. Once more, I find myself wondering about the intended audience of Imagine. The issue also includes an article by Lew Pulsipher in which speaks somewhat well of the Dungeons & Dragons cartoon series – though "well" in this case is short for "well, it could have been worse." There are also fanzine reviews, something that I greatly appreciate, even if all of the reviewed 'zines are unknown to me. If nothing else, it's a much needed reminder of how much bigger the hobby is than the material produced by game publishers. 

The comics "Rubic of Moggedon" and "The Sword of Alabron" continue, though neither has much hold over me. Compared to their counterparts in either Dragon or White Dwarf, these barely register with mem, sadly. Chris Felton's "Enchantment for Beginners" is another entry in the genre of "how do magic-users make magic items?" The article focuses primarily on the crafting of magic weapons, but also provides examples of "artifacts" too (the word in the case being used to describe any unique magic item rather than truly world shaking items). Graeme Morris penned a mini-adventure for AD&D called "The Mound in the Ring," which looks quite clever. 

"The Adventures of Nic Novice" has been relegated to the back of issue #12. I'll be curious to see its fate in future issues. This month's column covers combat and, like most of its predecessors, doesn't notably illuminate the topic. Colin Greenland's movie reviews offer a little more interest, at least if you enjoy negative reviews. He pans Krull, whose visuals he liked – he memorably describes one set as looking like it had been "carved out of bone by Salvador Dali" – but found the plot tedious and unimaginative. He thinks even less of Never Say Never Again, Connery's return as 007 after years away from the role. Finally, Greenland also reviews the video release of Roger Corman's The Raven from 1963, which he liked only a little more than the other two and mostly for its unintentional humor.

I continue to enjoy reading Imagine, which I did not see at the time of its original publication. The magazine is still a lot less polished and consistent than either Dragon or White Dwarf, but it's only a dozen issues in. I am very curious to see how it will mature in the issues to come.

Friday, September 11, 2020

Interview: Steve Jackson


2019 saw the re-release of the classic fantasy roleplaying game The Fantasy Trip after thirty-six years. Its designer, Steve Jackson, was kind enough to answer a series of questions I put to him about his designs, his involvement in the hobby, and the future of The Fantasy Trip, now that it is in print once again.

1. How did you first become involved in the hobby of roleplaying?

I first played when I was in college – a game of D&D. One game. But a couple years later I got involved in a Traveller campaign.

2. When did you decide to pursue a career in game design?

I’m not sure exactly – it came on me gradually – but it would have been after Ogre, in 1978 or so.

3. Do you mean that, when you first started working at Metagaming, you hadn't yet decided to take up game design as a career?

I was not an employee – I was working as a freelancer – but no, I didn’t think of it as a career at first. It was just an interesting thing to do, since I was a gamer.

4. You developed Monsters! Monsters! while at Metagaming, which was designed by Ken St. Andre, What do you remember about this project? Were you already familiar with Tunnels & Trolls at the time?

I had seen T&T but had not played it, if I recall correctly. I remember that the development work was fun; I remember thinking that if creatures had a Move stat there should be a movement system. I liked the concept of the monsters coming out of the dungeon to get even.

5. One of your most well known early designs is Ogre, a game that was a favorite of mine as a younger person. I recall that Keith Laumer's Bolo stories were its literary inspiration. Is that correct?

That was my very first design, and yes, the Bolo stories, and Colin Kapp’s “Gottlos," are in the acknowledgements for the game. My Ogres probably look more like Bolos, but they act more like Gottlos. I could say more but I don’t want to spoil Gottlos, which, if your readers can find it, they would enjoy.

6. Melee began at least partly as a response to your dissatisfaction with the combat system in Dungeons & Dragons. What deficiencies in particular did you wish to correct and were you satisfied with the results?

D&D combat just wasn’t tactical at all. Anybody could attack anybody; nobody could hide behind anybody or anything; thieves could backstab without regard to where backs might be, and so on. I was fairly satisfied. I continue to tweak it, though more for quick play than any sort of “accuracy.” It’s not supposed to be a detailed simulation; it’s for people who need some positional cues to enjoy the fantasy.

6. Did Wizard have a similar origin story?

Wizard grew out of Melee. The combat system wanted a magic system, and it got one.

7. With the publication of In the Labyrinth in 1980, you had written everything that was needed for a complete fantasy roleplaying game, which became known as The Fantasy Trip. I've always wondered about the origin of the name. How did it come about?

The Fantasy Trip name was Howard Thompson’s idea.

8. Among the things for which The Fantasy Trip is known are its programmed adventures. Where did the idea for this come from?

I think Tunnels & Trolls was the first game to do programmed adventures. And they’re still doing them!

9. The setting of The Fantasy Trip is Cidri, an immense world created by a superhuman race called the Mnoren and filled with gates leading to other times and places. Was there a literary antecedent for this kind of setting? What did you hope to achieve by presenting this rather than a more conventional fantasy setting?

The big reason for doing Cidri that way was to allow for everyone’s worlds to be included.  There’s room for everything. The scope is reminiscent of Niven’s Ringworld, but this is not a ringworld. I don’t say what it is.

10. When you re-acquired the rights to The Fantasy Trip and prepared to make it available again for the first time in decades, were there aspects of the game you knew you wanted to change? What were they?

I knew in particular that I wanted to modify the system for experience gained through character points, because, with several campaigns having run continually for over 30 years, it was clear that after enough advancement all characters became very similar and almost unstoppable. Whether the new system puts the numbers in the right place is a thing we will have to wait and see, but it’s now possible to gain a lot of spells and skills without having an Einstein, never-miss-a-roll level of IQ, and that’s important.

11. Were you surprised by the immensely positive response to the re-release of the game?

A little surprised and very gratified, yes! I knew that there were people out there waiting for it. I didn’t realize how many. And there has also been uptake of new players.

12. What were your thoughts on seeing one of your earliest RPG designs becoming available to the public once more?

Most of them were thoughts like “Woo hoo!”

13. The new edition of the Fantasy Trip has been available for a little over a year now and there have been multiple expansions released for it, including adventures and the Hexagram zine. What's next for the game? Do you have any plans to write something yourself?

We have several things coming out in the last part of 2020, and a lot scheduled for 2021 – you picked a good time to ask, because recently Phil and I reviewed the schedule.

2020 - Hexagram 5 will ship and Hexagram 6 will go to press for early 2021 release. We are doing a large (36” square) playmat for each issue. You don’t have to buy them, of course, but they will be available. And pretty!

The colored megahex tiles will ship - they may be in Warehouse 23 as you read this. There are three colors - rock, earth, and grass - and there are a lot of tiles in each set.

Ardonirane, a city book by David Pulver, will ship.

Old School Monsters, a bestiary of traditional fantasy-game creatures, will go to press. This will include both cards and counters for the monsters.

The Fantasy Trip Adventures 2, a collection of five 12-page adventures, will go to press. This will include counters for the monsters.

And there are some cool little things like the “Compass Rose” and a puzzle of the Soothsayer Octopus cover from Decks of Destiny.

2021 - We will ship Hexagram 6, certainly 7, probably 8, probably not 9. Schedule on the zine is deliberately loose; it depends both on when we need a release and on how much  material we get. We may or may not do playmats; it depends entirely on what winds up in the zine.

Old School Monsters and The Fantasy Trip Adventures 2 will ship.

We will complete and ship the big “Bestiary” book late in the year. It will include counters and monster cards.

We will ship at least one long solo adventure, and maybe two or even three if they all move smoothly through testing.

We will ship The T’Reo School, which is like a citybook, but describes a college of martial wizardry.

We will ship a whole batch of super-short adventures – the working title is MicroQuests.

We may release miniatures; we may release miniature terrain. That is a big decision. A survey about that is coming very soon as I type this.

You asked about my own writing. At the moment I am acting as TFT line editor, so everything passes through my hands. This does not leave me time to write anything long, but I create short material as the spirit moves me – I have three articles in Hexagram 5. That’s actually more articles than I like to publish by any one person in a single issue, but they were ready and they fit and they were all very different. (Having said that, there is one tentative 2021 or 2022 project with my name on it, but though it’s big, it’s made up of lots of small parts, and I might be able to handle that. We’ll just have to see.)