Thursday, August 15, 2024
Gradually, then Suddenly
Level Titles: Fighters and Thieves
Level titles first appeared in original (1974) Dungeons & Dragons, seemingly inspired by the various types of figures available in the "Fantasy Supplement" to Chainmail (1971), about which I may make a separate post later. These titles, in themselves, have no mechanical purpose whatsoever, serving solely as a verbal way to distinguish between two characters of the same class but of different levels. Consequently, they disappeared entirely from AD&D's Second Edition (1989), but were present in all editions of D&D until the Rules Cyclopedia (1991), when they disappeared (though they did reappear in the brief and often forgotten The Classic Dungeons & Dragons Game in 1994).
Since I've lately become very interested in the degree of continuity between the various editions of D&D, I thought looking at the level titles of the various classes might make for an interesting series of posts. To start, let's look at fighters (fighting men) and thieves. Here's the level title chart for the former from Volume 1 of OD&D:
In the AD&D Players Handbook (1978), the list is identical.
However, in the 1981 David Cook/Stephen Marsh-edited Expert Rules, we get this list of level titles, which is only nearly identical. The 3rd-level title, Swordsman, becomes Swordmaster, probably for the same reason the 9th-level title, Lord, gains the parenthetical option of Lady. All later editions of D&D (1983, 1991, 1994) use these same level titles.
Thieves first appear in Supplement I to OD&D (1975) and use the following level titles:
Of the two character classes examined today, it's the thief that shows the most changes in its level titles between their first appearance in Greyhawk and later versions, though, even there, the changes are small. Meanwhile, the fighter changes barely at all. The same cannot be said of clerics and magic-users, as we'll see in the next post in this series.
Wednesday, August 14, 2024
Madison Bound
With that in mind: who else will be attending? I'd love to have the chance to meet up with some of you and maybe even play something. I've been contemplating using the con as an opportunity to publicly playtest the latest draft of Secrets of sha-Arthan anyway, so it might be even more fun to do it with regular readers and patrons. If you'll be there and would like to get together, drop a note in the comments below and we can begin to planning it now.
Retrospective: Temple of Apshai
The smooth stonework of the passageway floor shows that advanced methods were used in its creation. A skeleton sprawls on the floor just inside the door, a bony hand still clutching a rusty dagger, outstretched toward the door to safety. A faint roaring sound can be heard from the far end of the passage.
This is very much like a "real" dungeon, which is to say, one a referee might create beforehand, with keyed room descriptions to which he'd refer in play. I don't think I appreciated this at the time, but, in retrospect, I find it fascinating. I recall reading somewhere that Temple of Apshai's designer, Jon Freeman, was inspired to create the game after he'd spent several years trying to find ways to use computers to aid referees in running D&D campaigns. If true, it's yet another reminder of just how important and influential Dungeons & Dragons has been on the growth and development of computer games and, by extension, computer technology itself.
Like so many early computer RPGs, I don't think I could play Temple of Apshai today. That's no knock against the game itself or its deserved place of honor in the history of computer games. Rather, it's because you can't go home again, however much you might want to do so. What enthralled and amazed my friend and I in 1982 is not something that would do so today – but it was an amazing game in its day and I'm glad to have had the chance to play it.
Tuesday, August 13, 2024
The Articles of Dragon: "Cantrips: Minor Magics for Would-Be Wizards"
Monday, August 12, 2024
The Book of Apshai
Later this week, I'll be posting a Retrospective on the early dungeoncrawler Temple of Apshai. While doing some research into this important computer game, I was reminded that, in 1985, publisher Epyx released Temple of Apshai Trilogy, which collected all three games in the series and graphically updated them for the newest generation of personal computers. Temple of Apshai Trilogy also included a game manual entitled The Book of Apshai whose interior contained, in addition to instructions on how to install and play the game, some truly amazing art by Mike Mott.
Before getting to the interior art, here's the color cover art of the game box itself, courtesy of Ken Macklin. This image is reproduced, in black and white form, on the cover of The Book of Apshai.
Escape from C'thulhu
Speaking of minigames, Phil Foglio's What's New with Phil & Dixie humorously treated this topic in issue #60 of Dragon (April 1982). The last game tested by the titular characters is Escape from C'thulhu [sic]. According to Phil, it's very easy to play: Just open the box, read aloud the enclosed incantation ...
A (Very) Partial Pictorial History of Troglodytes
Since last week we looked at lizard men, I thought it would make sense to examine troglodytes next, since they're both humanoid reptilian monsters. There are, of course, lots of differences between them, starting with their alignment – troglodytes are Chaotic Evil, while lizard men are Neutral – I can nevertheless easily imagine someone confusing the two. With that in mind, how did TSR era Dungeons & Dragons visually distinguish between them?
The earliest illustrations I can find of troglodytes come from the AD&D Monster Manual (1977), both by Dave Sutherland. Sutherland gives trogs a much shorter snout and a large crest on their heads. These are both features that can be found in most of the depictions that follow.
In 1985, Citadel Miniatures released a troglodyte miniature that's also very reptilian in appearance. If you look carefully, you can see not only its crocodile-like scales but also its cranial ridges (which are smaller).
Friday, August 9, 2024
Capture Action Packed Fantasy Adventure
In light of yesterday's post about Revolt on Antares, this advertisement from issue #58 of Dragon (February 1982) seemed like it would be of interest.
Thursday, August 8, 2024
Retrospective: Revolt on Antares

Before getting to the game itself, I'd briefly like to draw attention to its place within the history of TSR. Revolt on Antares came out in '81, during a time when TSR was rapidly expanding both its release schedule and its ambitions. Though Dungeons & Dragons remained the company's bestselling line of products by far, there seems to have been genuine concern that its popularity was faddish and could not be sustained forever. TSR, therefore, began to experiment with other games (and approaches to games) as a hedge against the possible collapse in interest in D&D.
Mini-games, like Revolt on Antares, were part of that experiment. Coming on a clear plastic case, the game consisted of a short, 16-page rulebook, a sheet of cardboard counters, a colored map, and a pair of dice. Tom Moldvay designed the rules, while Kevin Hendryx served as its developer. Graphically, it makes full use of TSR's stable of young artists, like Jeff Dee, Dave LaForce, Erol Otus, Jim Roslof, and Bill Willingham, all of whom I'd consider representative of this experimental period in the history of the company. Dee's cover is especially memorable to me, probably because of how I often I played Revolt on Antares with my friends at the time.
As wargames go, this one is quite simple – but that was a big part of its appeal to me. Though I knew a lot of guys into wargames in my youth, I never really devoted much effort to playing them myself, with a couple of exceptions here and there. For the most part, this was simply a matter of not being sufficiently interested in wargames to devote the time necessary to learn and play them. I'd much rather have been playing roleplaying games than the Rise and Decline of the Third Reich.
What immediately appealed to me about Revolt on Antares was its science fiction setting. I've been a huge fan of SF since I was a young child, growing up in the immediate aftermath of the Apollo program and watching reruns of Star Trek on a grainy black-and-white TV with my aunt. And, of course, like all little boys at the time, I was a fan of Star Wars. The combination of these facts with my TSR fanboyism made it perhaps inevitable that I'd purchase Revolt on Antares almost as soon as I saw it.
The simplicity was, as I've already noted, a plus, especially when compared to other SF wargames I attempted to play around the same time. The rulebook quickly establishes the basic scenario:
Imirrhos, ninth planet of the star Antares, lies on the edges of Earth's Imperial Terran Empire. As the Empire grows weaker, Imirrhos boils with unrest and intrigue. The seven local ruling families (or "houses") fight for power. Some want the Terrans to leave, others need Imperial support. A few know of the Silakka, an alien race that is waiting to invade ...
The rulebook then offers up three different scenarios for play. The basic scenario is for two players and concerns the revolt against Terra. One player takes the role of a house leader leading the revolt, while the other is the Imperial Terran consul, who is attempting to crush the rebellion. The second scenario is also for two players and concerns the defense of Antares against the invading Silakkans. The third – and, in my opinion, most fun – scenario is for 2 to 4 players, with each player taking on the role of one or more houses as they jockey for control of Imirrhos.
A big part of the appeal of Revolt on Antares are its characters. Each of the houses is led by a character with both a name and a unique ability. For example, House Orsini is led by Messalina Orsini, whose power of fascination enables her to subvert the loyalty of opposing units, while House Edistyn is led by Nureb Khan Edistyn, whose precognition ability allows him to roll two dice instead of one in combat, taking the best result. In addition, there are "Galactic Heroes" whom you can recruit, like the assassin Corvus Adromeda and Dr. Death, who can animate the bodies of fallen units as zombies. These heroes act much like house leaders in their use but may be recruited by any faction. There are also ancient alien artifacts, such as the Force Cannon and Energy Drainer, whose possession and use adds yet more mayhem into the mix.
Looking back on it now, it's clear that what made Revolt on Antares so appealing to me was its world building. Though the information Moldvay provides about Imirrhos and its inhabitants are as brief as its rules, they are surprisingly evocative. Names like Black Dougal Mackenzie or Ward Serpentine possess a certain mystery that made me want to know more – and, in the absence of such information, my friends and I imagined it for ourselves. That's precisely the stuff from which good games are made and, by that standard, Revolt on Antares is a very good game.
From a purely objective perspective, it's nothing special. As I keep saying, the rules for combat and movement are very, very simple. I'm sure long-time wargamers would justifiably scoff at their lack of depth. I can't really argue against such judgments, except to say that I had a blast playing Revolt on Antares again and again, each time coming up with new ideas about the implied setting of the game – not bad for a little game published four decades ago!