Wednesday, August 31, 2011

Retrospective: Wilderlands of High Fantasy

I think it's fair to say that two of the lasting effects of the old school renaissance are the popularization of the term "sandbox" to refer to an open-ended campaign setting and the holding up of Judges Guild's The Wilderlands of High Fantasy as the premier example of a sandbox setting. The term "sandbox" is one I'd never heard, let alone used, in a tabletop RPG context until a few years ago, being, ironically, borrowed from the world of video games. And, while I knew of The Wilderlands of High Fantasy and even used it (briefly) back in the day, I never held it up as a model I wanted other campaign settings to emulate. How things change!

Originally released in 1977, The Wilderlands of High Fantasy is one of oldest published settings for use with Dungeons & Dragons. Nowadays, the release of a new campaign setting is often met with disinterest and even eye rolls, in part, I suspect, because campaign settings have become a very common product in the years since this was released. In 1977, though, this wasn't the case and one sometimes gets the impression that there was some skepticism among even their creators that gamers would have any interest in such a thing. Consider, for example, that the credits to The Wilderlands includes the following disclaimer:
All within are merely inspiration for the active and pontifical judges of the guild. Please alter, illuminate, expand, modify, extrapolate, interpolate, shrink, and further manipulate all contained to suit the tenor of your campaign.
I really like that quote and it nicely highlights one of the continually fascinating things about the Wilderlands setting: it's very flexible, even protean. Every time I have ever encountered or heard of a referee using it for their home campaign, I've been struck by just how different his home campaign is, not only from the "official" Wilderlands as published by Judges Guild but also from every other Wilderlands campaign run by other referees.

A big part of why this is the case is that The Wilderlands of High Fantasy, despite focusing on five of the sixteen regions of the overall Wilderlands setting, nevertheless devotes a lot of its 32 pages to collections of random tables and new rules. Thus, there are tables for ruins, caves, and lairs, in addition to rules for hirelings, prospecting, and income, among other topics. These tables and rules are clearly designed to facilitate campaigns where the characters wander about the world, exploring it hex by 1056-foot hex, in search of fame and fortune according to their own lights rather than any overarching plan concocted by the referee beforehand.

Another big part of why Wilderlands campaigns differ so much from one another is the sketchy nature of the setting information The Wilderlands of High Fantasy presents. A typical settlement is given a name, a population, a racial "type," general alignment, the name and characteristics of its ruler, and its primary resource. Hexes containing features of interest get a single line of description, such as "The crystallized skeleton of a dragon turtle is buried on the sandy beach. The skull houses a giant leech." There are no game stats or explanation here, just a very basic idea for the referee to read and, it is hoped, to be inspired by.

As a younger person, the Wilderlands didn't thrill me much and the presentation of the setting in products like The Wilderlands of High Fantasy was the main reason why. From my youthful perspective, I felt that authors Bob Bledsaw and Bill Owen hadn't done "enough work" for me. Sure there were maps, including player's maps that didn't have complete information about settlements and geographic features, but what I really wanted was a lengthy historical overview of the setting and more detailed information about its peoples and locales. The Wilderlands of High Fantasy gave me none of that, instead expecting that I'd fill in those blanks myself, using the vague details, random tables, and new rules as raw materials from which to craft my own setting. After all, that's what being a referee is all about, isn't it?

Tuesday, August 30, 2011

The Ads of Dragons: Broadsides & Boarding Parties

Though I was never much of a real wargamer, I did enjoy simulation games of various sorts -- "light" wargames intended for a mass audience, like the one advertised in issue #91 (November 1984):
Broadsides & Boarding Parties was one of several games released by Milton Bradley as part of their "Gamemaster Series," which featured simple, wargame-like games that had some really high production values. My personal favorite was not the one pictured here but the Roman era game called Conquest of the Empire. Conquest had some issues in terms of gameplay, but it was a lot of fun nonetheless. And of course Axis & Allies was -- and is -- a classic game that's still available today. It's just a pity that it takes nearly as long to set it up as it does to play it ...

Saturday, August 27, 2011

American Gothic

Reader Ronald Copley pointed me toward an old post over at Yog-Sothoth, where you can download a PDF copy of the original manuscript pages of the RPG, American Gothic, typed up by Steve Marsh. American Gothic is of interest, because it is, in the words of Sandy Petersen, "the alpha version" of Call of Cthulhu, one of the classics of our hobby.

According to Sandy Petersen:
Steve is an old friend of mine, and he did in fact help germinate the American Gothic idea (the name was his idea, for instance). Another pal of mine, Marc Hutchison, was involved from the start. Steve wrote up a treatment basing it largely on D&D...
The PDF document, which you can download here, is short but fascinating, particularly since it was written in May 1977 and uses OD&D/Chainmail terminology in places (such as the fighting capability of the "Mycenean Thought Crafters" class). Reading through it, you can see a number of things that call to mind the lost version of psionics that Steve Marsh created that was later reworked for inclusion into Eldritch Wizardry. It's well worth taking a look at this if you have any interest in the development of the games and ideas of the hobby.

Friday, August 26, 2011

Open Friday: Megadungeon Formats

To date, not a lot of true megadungeons -- as opposed to just really big dungeons -- have been published. I'm starting to wonder if the reason for that is that it's difficult to present a megadungeon in a format that's both comprehensive enough to do justice to such a campaign tent pole and yet easy to use in play. Then there's the additional factor of how much detail a megadungeon product needs to be usable and whether too much detail undercuts the very essence of a megadungeon.

So, today's question is this: assuming you're interested in megadungeons -- if you're not, please don't use the comments section to express your disinterest -- what would be your preferred format? Feel free and assume that there are no limits and go with what you would consider to be the ideal format for presenting a true old school megadungeon.

I'll admit I'm very curious to hear what people have to say, since it's a topic I've thought about myself at some length and that I'll share in an upcoming post.

Thursday, August 25, 2011

What Happened?

My post earlier today about the Elmore D&D poster available through Sears in 1984 reminded again of the fact that, once upon a time, you could buy RPGs through major department stores. And by "RPGs," I don't just mean D&D but even some obscure games like FGU's Space Opera. I often find myself wishing I had easy access to old Christmas catalogs from places like Sears, JC Penny, and Montgomery Ward, because it'd be a lot of fun going through them to plot just what was available in their pages and when. So, I'm left with looking at sites like this one, which includes scans of some catalogs from the past, including the late 70s and early 80s.

Anyway, what I noticed today is that the 1983 Sears catalog has a fairly extensive collection of RPG products in it, while the 1985 catalog seems to have none. The site has no scans of the 1984 catalog, which I presume must have at some RPG products, given the ad from Dragon for the poster. What happened? 1984 marked the return of Gary Gygax to Wisconsin after his "exile" in California, when he attempted to wrest control of the company away from the Blume brothers. Despite appearances to the contrary, with lots of high profile products, like Dragonlance and various licensed properties (Marvel Superheroes, Indiana Jones, etc.), TSR was in turmoil throughout 1984 and into 1985, as Gygax, the Blumes, and, eventually, Lorraine Williams fought to determine the fate of the company. By the end of 1985, Gary was gone.

The Gygax version of history would have it that TSR was in financial trouble solely because of mismanagement by the Blumes. I have no reason to doubt that the Blumes made a number of mistakes that cost company dearly, but I can't help but wonder now, in light of the admittedly circumstantial evidence provide by the Sears catalogs, if maybe it wasn't solely bad decisions by the Blumes that hobbled TSR. Perhaps it was more that those bad decisions came at a time when the bottom had begun to fall out of the RPG fad. Whereas a couple of years previously, licensing a D&D woodburning set might not have had dire consequences, similar kinds of bizarre decisions now would. So, while I don't wish to exonerate the Blumes on very flimsy evidence, I nevertheless wonder if the overall decline in the faddishness of RPGs played an unacknowledged role in the decline in TSR's fortunes.

Anyone out there have any insights into this, particularly ones that, unlike mine, might be based on something more than the merest of speculation?

Stars Without Number, the Mongoose Edition

As some of you are no doubt aware, Kevin Crawford's terrific old school SF RPG, Stars Without Number (which I reviewed early this year), is about to be released in a new edition through Mongoose Publishing. Thanks to the kindness of reader Brian Blakely, who snagged me a copy at GenCon, I was able to get a look at it before it started turning up in most game shops on this side of the Atlantic.

The new edition is a hardcover, just like the one currently available through RPGNow and Drivethrurpg, using the exact same layout. The main differences appear to be a new cover (that I frankly don't like as much as the original), some typo fixes, and the inclusion of two new chapters comprising about 40 pages of material. These chapters cover rules for robots, including robot PCs, mechs, and the creation of planetary societies. None of this information is essential, but, as with nearly everything Crawford has produced to date, it's excellent and, if you're a player -- or even just an admirer -- of Stars Without Number, you'll want to get a copy of the new edition, especially since this new material is not available anywhere else (though Crawford has hinted it might appear in future products for the game).

The Ads of Dragon: D&D Poster

If you ever need a concrete reminder that the days of Dungeons & Dragons as a mainstream pop cultural phenomenon are long past, you need only look at this advertisement from issue #90 (October 1984) of Dragon:
Back in 1984, you could buy a D&D poster, featuring art by Larry Elmore, from Sears stores or from the Sears Christmas catalog. When was the last time that you saw a D&D poster at all, let alone available through a major department store chain? It's little things like this that remind us how big a fad D&D was once upon a time.

Wednesday, August 24, 2011

Lovecraftian Pedantry

In a letter to the amateur writer Duane W. Rimel, dated July 23, 1934, H.P. Lovecraft addresses the issue of how to pronounce the name "Cthulhu."
The name of the hellish entity was invented by beings whose vocal organs were not like man's, hence it has no relation to the human speech equipment. The syllables were determined by a physiological equipment wholly unlike ours, hence could never be uttered perfectly by human throats ... The actual sound -- as nearly as any human organs could imitate it or human letters record it -- may be taken as something like Khlûl'-hloo, with the first syllable pronounced gutturally and very thickly. The u is about like that in full; and the first syllable is not unlike klul in sound, hence the h represents the guttural thickness.
Chaosium thus has a lot to answer for on this score, as a great many people now believe, thanks to their RPG, that the name is correctly pronounced "Ka-thul-hoo" or some variation thereof. Maybe that's close enough for government work, I don't know, but S.T. Joshi records that Donald Wandrei once pronounced the name as Chaosium does in HPL's presence "and received nothing but a blank stare in return." Personally, I think mispronouncing Cthulhu is more forgivable than mispronouncing Conan or Tarzan, given Lovecraft's own statement that the name was never meant to be spoken by human tongues, but it's a mistake nonetheless.

In Praise of Geomorphs -- and Dave's Mapper

I'm pretty sure I've mentioned it here before, but, in case I haven't, let me say now that I absolutely adore Dave's Mapper. Look at this terrific dungeon level I created from several of the geomorph sets available through the site:
I like dungeon geomorphs. In fact, I think they're a nigh-essential tool in running a megadungeon-centered campaign. Like all such tools, they're no substitute for individual creativity or hard work, but they definitely have their place. Goodness knows I wish Dave's Mapper had been online when I started my Dwimmermount campaign two years ago; it certainly would have made my life easier at times.

Retrospective: Monster Manual II

The Monster Manual II is the first AD&D hardcover volume that I waited in great anticipation for. Though both Deities & Demigods and the Fiend Folio were released after I entered the hobby, I wasn't yet sufficiently aware of things like TSR's publication schedule to take notice of their imminent arrival. By 1983, when the Monster Manual II was released, though, I'd been a subscriber of Dragon for some time and paid close attention to Gary Gygax's columns, where he'd talk about upcoming releases for my favorite game. So, when the time came, I was phoning every hobby and book store in Baltimore County to find one that held a copy of this long awaited volume.

Why long awaited? In retrospect, it seems silly to admit this, but the fact that the Monster Manual II carried Gary Gygax's byline meant a lot to me back then. For me, he was the final authority on all things D&D and if he was putting out a new book of monsters -- or anything else really -- then of course I had to own it. There was also the fact that I've always had decidedly mixed feelings about the Fiend Folio. There are some excellent monsters in its pages, some of D&D's best, but there's also a lot of dross in there as well, some of it embarrassingly bad. So, the prospect of a new book of monsters wholly from the pen of EGG was utterly enthralling to me.

As it turned out, not all of the book's monsters were the work of Gary Gygax. At least some of them were created by Frank Mentzer and the (in)famous modrons were the work (at least in part) of Jeff Grubb, who's credited as a "design consultant" for the book. At the time, I didn't know any of this and I'm not sure I'd have believed it, since so much of the content of the Monster Manual II had previously appeared under Gary's byline, whether in the pages of his "From the Sorcerer's Scroll" column or in modules like The Lost Caverns of Tsojcanth. Consequently, I attributed to this book a degree of authority I didn't to books like the Fiend Folio or the DDG.

It helped, too, that I actually liked a great many of the monsters included in the Monster Manual II. I was especially fond of the expanded treatment of Outer Planar creatures -- demons, devils, daemons, demodands, devas, planetars, solars, and, yes, modrons. All of these creatures expanded the scope of what a Dungeons & Dragons adventure could be about. These weren't (generally) the kinds of creatures you'd encounter in some underground labyrinth guarding some treasure. No, these were the kinds of creatures around which whole scenarios -- indeed, mini-campaigns -- could be constructed. They were epic and I loved them for that quality.

It's funny how distance makes things apparent that weren't at the time. In the case of the Monster Manual II, what I see now is that Gary Gygax, who'd been playing the game in one form or another for over a decade, was looking to move the game beyond the dungeon and even the wilderness and out into the Planes. So many of the monsters in this book were extraplanar in origin and geared toward higher-level play that I can't help but think that Gary had moved on and wanted something more, or at least something different, out of the game he co-created.

Many people who read his later game, Mythus, are perplexed by what they see as a "change" in Gygax's conception, as if it were wholly unprecedented. I don't think that's the case at all, especially if you look at books like the Monster Manual II and Unearthed Arcana, two volumes that frequently get taken to task by AD&D aficionados for their deviations from earlier Gygaxian works. I think the critics are right to note that these later works are quite different in content and tone from earlier ones, but I'm starting to feel that their deviations were organic ones, at least from Gygax's perspective. The represent a genuine shift in his own perspective and approach to AD&D. Taken in that light, I think they make a great deal more sense, regardless of whether one ultimately has any use for them or not.