Monday, September 14, 2009

Superheroes

Does anyone have any idea about the origin of the term "superhero" in early RPGs like OD&D and RuneQuest? I suppose it's possible that it's ultimately derived from comics and then re-purposed in fantasy gaming, but I don't get the sense that that's the case, or at least I get the sense that there's more to it than that. Mind you, that's purely a gut feeling rather than anything more substantive, so I'd love to know the truth of the matter.

Anyone out there know?

Pulp Fantasy Library: Night's Master

In my experience, Tanith Lee is an author about whom few have any ambivalence: you either love her writing or you hate it. For myself, I love it, although I'll admit that I cannot take it in large doses, as it's exceedingly rich -- "florid," some might call it -- and I find it very easy to get lost in it without any real comprehension of what I'm reading.

That's particularly true of her 1978 novel, Night's Master, which is the first in her "Tales from the Flat Earth" series. The series is so called because they take place in a fantasy realm that really is a gigantic, flat square floating within a sea of eternal chaos. Above the Flat Earth is the Upperearth inhabited by the ethereal, distant gods who have little to no contact with the mortal beings that live below. Beneath the world is the Underearth, which is the realm of demons, who, unfortunately for humans, are not nearly so distant as are the gods.

The novel itself concerns Azhrarn, who is the Prince of Demons, who functions both as its protagonist and antagonist -- such is the conflicted nature of this otherworldly being and his relationship with the human beings he at once despises and loves, as they give meaning to his existence. The book itself is a peculiar one, both in form and content. I've already noted that Lee's writing is rich, possessing a dream-like quality to it, which is perhaps fitting since Night's Master is less a traditional novel and more a collection of episodes in which Azhrarn engages in his task of inspiring wickedness in humanity. There's a dark fairy tale quality to the entire book and Lee is very good in maintaining this quality throughout. As I said, her writing is not to everyone's tastes, but there's no denying that her talent.

Compared to many treatments of Lucifer-like characters, Night's Master is much more subtle and complex. While we're clearly meant to sympathize with Azhrarn on some level, he doesn't come across as a heroic but doomed rebel, a prototype for idealistic revolutionaries striving against irrational tyrannies and I'm grateful for that. Azhrarn is a very unpleasant being and his actions are usually despicable. What the novel does do, though, is provide some insight into what drives the Prince of Demons to do what he does and it's here that I find it most interesting. Far from being a black hat from central casting, Azhrarn is a fully-realized villain -- but villain he is. Night's Master is thus an excellently mythological take on the psychology of evil, set in an interesting world and supported by gorgeous prose. Even if you don't enjoy it as much as I did, I think it's worth reading at least once.

Friday, September 11, 2009

Thoughts on D&D/AD&D Chronology (Part II)

Here is another collection of random thoughts related to Chris Tichenor's chronology of D&D/AD&D products. Today's post begins with 1983, an important transitional year in my opinion.

1983
Though my fondest memory of this year is the release of Monster Manual II, for which I still have an inordinate love, the main event was the publication of the Frank Mentzer-edited Basic and Expert sets. My love for these is not great, as I've noted before, but I'm apparently in the minority among gamers, since, by most accounts, these were the best-selling versions of D&D ever. I personally find them too slick and soulless, compared even to Moldvay's rules and there's no question that the esthetics of the Mentzer edition are rooted in the Silver not Golden Age. 1983 also sees the release of a large number of modules, including the conclusions to the "Desert of Desolation" series and Ravenloft, forerunners all to what awaits the hobby in the following year.

1984
With the exception of the D&D Companion Rules, which I actually enjoyed, the majority of this years releases were modules -- a lot of modules, most of them quite forgettable. Among them are the first five Dragonlance modules, about which I've written before. I also notice two other things. First, there are a couple of licensed modules (the Conan ones), but also a great many geared toward supporting the Basic, Expert, and Companion rules sets. That's almost as big a story as Dragonlance in some ways, since it suggests that TSR sees adventure modules as the pre-eminent support product for these lines and, by extension, the primary means by which the game is meant to be played.

1985
Not a good year in my opinion, although many products made their debut, among them Oriental Adventures and Unearthed Arcana, two flawed "classics." I call them classics because I have fond memories of both, as I think many gamers from that era do, even though now, in retrospect, I can what they presaged for the game and the hobby. The Master Rules are thin gruel intended to fill out a schematized business plan rather than any compelling need within the game. There's yet more licensed properties (Lankhmar) and even more modules than 1984. Of these, only Gary's The Isle of the Ape is a stand-out and even it is marred somewhat by its heavy use -- and dependence on -- material from Unearthed Arcana. However generous one is willing to be to 1983 and 1984, I don't think one can easily argue that the Old Ways were all but dead by 1985.

1986
Not one but two hardcover books released this year, both of them largely worthless (though I loved them as a young man). Clearly, TSR had come to the conclusion that more hardcovers equals more cash and ran with that idea, laying the groundwork for what was to come. The Immortal Rules are even less useful than the Master Rules, being effectively a different game entirely and not a particularly interesting or well-designed one at that. If I'm going to play a wacky immortal in training, I'd rather play Tom Moldvay's Lords of Creation any day of the week. Tons of modules, most of them forgettable, appear this year as well. The only standouts in my opinion are B10, which is unexpectedly good, and the Blackmoor modules.

1987
Yet more hardcovers and not very good ones at that. It's also the dawn of the Pre-Fab Campaign Age, with the release of not just the Forgotten Realms Campaign Setting (which is better than its reputation among old schoolers would suggest), but also Kara-Tur and the GAZ line for D&D (which is more of a mixed bag in my opinion). Lots more modules -- including the Official RPGA Tourney Handbook -- but, once again, only the Blackmoor modules hold much interest.

1988
One more sub-par hardcover, Greyhawk Adventures, and tons of campaign setting accessories, both for the Realms and the Known World. Indeed, the number of actual adventure published this year is negligible, as they give way to setting information as the new cash cow of TSR, something that would reach its fullest flower in a few years. This is also when Castle Greyhawk appears, a module whose origins and purpose remain subjects of much debate more than 20 years later. Regardless of the true intentions behind it, I think it's a fitting capstone to the end of the post-Gygax AD&D.

Thursday, September 10, 2009

Days of High Adventure

I'd neglected to mention that The Escapist, an online magazine covering gaming and gaming culture, recently began a weekly column called "Days of High Adventure," which is dedicated to tabletop roleplaying games, particularly those of an old school character. I'm fortunate enough to be one of their regular columnists, along with Allen Varney, Monte Cook, and fellow blogger, Christopher Brackett of A Rust Monster Ate My Sword.

Aside from the opportunity it's afforded me, I'm particularly pleased to see this column in a widely read and much-respected "outside" gaming journal. It's rare nowadays that tabletop RPGs get much exposure in the wider world, so I'm very grateful to the editors of The Escapist for expanding their focus into the part of the gaming world I love best.

Thoughts on the D&D/AD&D Chronology (Part I)

Lots of interesting commentary resulted from my post yesterday about Chris Tichenor's chronology of D&D/AD&D products released by TSR between 1974 (the release of OD&D) and 1988 (the last year of 1e). Today, I'm going to offer my own rambling thoughts on the first part of the chronology, using each year as a touchstone for whatever comes to mind. I'll do a second post on the remaining years later today or tomorrow.

1974
Not much to say here, since it's Year 1 and there's only a single product available.

1975
In many ways, 1975 is the "true" birthdate of D&D, as we know it today, since the release of Supplements I and II was the first appearance of many of the game mechanics and features now indelibly associated with D&D (such as the thief class, for example). It's also also where the creation of D&D's own unique "mythology" kicks into high gear, with the addition of monsters like the beholder, umber hulks, rust monster, carrion crawler, sahuagin, and so forth. The LBBs largely content themselves with monsters from real world sources, but Greyhawk and Blackmoor describe far more monsters who have their origins in D&D campaigns rather than in myths or legends. This is the start of the game's creative self-referentiality.

It's also worth noting that, between them, the two supplements to OD&D constitute more pages than the three LBBs combined: 128 half-pages vs. 112 half-pages.

1976
This is the year D&D was supposed to "end," according to the introduction to Supplement IV by Tim Kask, at least in terms of "official" supplements. That obviously didn't happen, but it's still interesting to consider a world in which Kask's proclamation came true -- where further development of the game was confined to periodicals like Dragon and where published support came in the form of products like Dungeon Geomorphs or related spin-off games like Swords & Spells.

1977
This year is an interesting year. We see the first AD&D product -- the Monster Manual -- as well as re-working of the LBBs into an "intro" product. The only support products are more geomorphs, monsters and treasure assortments, and character sheets. From my perspective, the complexion of the game hasn't changed all that much. The MM is still, in many ways, a support product for OD&D, despite its branding, since the stats are quite compatible (indeed there are some OD&D-isms scattered throughout the text) and the monster format of OD&D isn't conducive to ease of use. Granted, I do think the MM frequently provides too much information for my tastes, but I suspect I'm in the minority on this score.

1978
A big year -- an annus mirabilis, as Delta called it. We see not only the release of the Players Handbook, but also a series of superb adventure modules. Nevertheless, you can detect a shift in the game. The PHB added a fair amount of complexity to the game, both in terms of detail and rules. Likewise, the appearance of modules marks a move away from homebrew adventures as the default way that people played D&D. I don't think these shifts are, in and of themselves, bad ones and I actually think there's much to be said in favor of modules -- in another post perhaps -- but the game is clearly changing by this point.

1979
A strangely sedate year. Yes, there's the release of the Dungeon Masters Guide, which is, in some ways, one of the most important books ever released for D&D. Beyond that, though, support for the game is sparser than in 1978. Only three modules are released -- all classics, again -- and the remainder consists of record sheets and a referee's screen. I can't help but wonder if perhaps TSR was, at this stage, under-staffed and over-worked, which is why you see many new employees in 1980 and '81.

1980
The fourth AD&D hardcover appears, along with a handful of modules, most of which have their origins in convention play, a phenomenon that becomes ever more important to the way the game is designed. We also see the first official campaign setting for D&D.

1981
The Fiend Folio marks the rise of the game as an international hobby. The slew of modules are a varied lot, but what stands out is the presence of so many new writers. The big events of the year, though, are the release of the Basic and Expert Sets, which were the first serious attempts to make the game appealing to the mass market.

1982
Modules have obviously become a mainstay for TSR, which releases nine of them this year. Again, they're a varied lot with a variety of authors, among them Tracy Hickman, whose Pharaoh, while still rooted in many aspects of the old school, points the way to the future of both module design and D&D itself.

Wednesday, September 9, 2009

An EPT Oddity

In re-reading Empire of the Petal Throne recently, I noticed a peculiarity in its use of percentile dice. Take for example this passage on seeking permission to change one's alignment at a temple:
It is possible to change one's alignment by going to a temple of one of the Gods (not a Cohort) of the opposite alignment and seeking permission to change. This is granted upon a roll of 60 or more on two percentile dice.
This is opposite the usual practice where a referee might judge a 40% change of gaining permission from the temple, with the player succeeding in the roll if he success 40 or less on D100. This peculiar practice appears throughout the rulebook, such as on the table for acquiring bonus spells as a character gains new levels. The table only makes sense if one must roll a certain number or higher on percentile dice. Otherwise, the chance to gain a Group I spell (the least powerful type of spell) decrease from 80% to 70% once a 2nd-level character gains 3rd level.

Granted, this "higher is always better" interpretation is consistent with Professor Barker's freeform "Thursday Night Rules," but it's very different than the way percentiles have been used in nearly every other game I have ever played. Or is it? Perhaps I've missed something somewhere. Can any think of using percentiles in a fashion like this elsewhere, particularly in the early days of the hobby?

D&D/AD&D Product Chronology

Chris Tichenor compiled an excellent list of all the products released by TSR for Dungeons & Dragons and Advanced Dungeons & Dragons between 1974 and 1988, which I've reproduced below. What I like most about this list is the way it reveals trends in both the kinds of products TSR was publishing and the way that D&D was conceived of by the company. Tomorrow sometime, I'll post my own year-by-year thoughts about this list, but do feel free to make your own comments about it beforehand. I'm curious to see how much intersection there is between my own opinions on this matter and that of my readers.

1974:
Boxed Sets:
Dungeons & Dragons (original 3-volume set)

1975:
Accessories:
Supplement I: Greyhawk
Supplement II: Blackmoor

1976:
Accessories:
Supplement III: Eldritch Wizardry
Supplement IV: Gods, Demi-Gods & Heroes
Swords & Spells
Dungeon Geomorphs Set One

1977:
Hardbacks:
Monster Manual

Boxed Sets:
Dungeons & Dragons Basic Set (Holmes ed. Sutherland cover art)

Accessories:
Character Record Sheets (Tom Wham cover art)
Dungeon Geomorphs Set Two
Dungeon Geomorphs Set Three
Outdoor Geomorphs Set One: Walled City
Monster & Treasure Assortment Set One
Monster & Treasure Assortment Set Two

1978:
Hardbacks:
Players Handbook

Accessories:
Monster & Treasure Assortment Set Three

Adventures:
B1 In Search of the Unknown
D1 Descent into the Depths of the Earth
D2 The Shrine of the Kuo-Toa
D3 Vault of the Drow
G1 Steading of the Hill Giant Chief
G2 The Glacial Rift of the Front Giant Jarl
G3 Hall of the Fire Giant King
S1 Tomb of Horrors

1979:
Hardbacks:
Dungeon Masters Guide

Accessories:
Character Record Sheets (golden-rod w/ pink/purple Erol Otus art, later blue Jeff Dee art)
DM Screen (Yellow/Gold Erol Otus cover)
NPC Records Folder
Permanent Character Folders
Official AD&D Coloring Book

Adventures:
B2 Keep on the Borderlands
S2 White Plume Mountain
T1 Village of Hommlet

1980:
Hardbacks:
Deities & Demigods (Reprinted in 1983 as Legends & Lore)

Acessories:
DM's Adventure Log
The Rogue's Gallery
World of Greyhawk campaign folio
Dungeon Geomorphs Set One-Three (re-print)
Monster & Treasure Assortment Set One-Three (re-print)

Adventures:
A1 Slave Pits of the Undercity
C1 The Hidden Shrine of Tomoachan
C2 Ghost Tower of Inverness
Q1 Queen of the Demonweb Pits
S3 Expedition to Barrier Peak

1981:
Hardbacks:
Fiend Folio

Boxed Sets:
Dungeons & Dragons Basic Set (Moldvay ed. Otus cover art)
Dungeons & Dragons Expert Set (Cook w/ Marsh ed. Otus cover art)

Accessories:
Player Character Record Sheets (Roslof cover art)

Adventures:
A2 Secret of the Slavers Stockade
A3 Assault on the Aerie of the Slave Lords
A4 In the Dungeon of the Slave Lords
B3 Palace of the Silver Princess
D1-2 Descent into the Depths of the Earth (re-print)
G1-2-3 Against the Giants (re-print)
I1 Dwellers of the Forbidden City
L1 The Secret of Bone Hill
U1 The Sinister Secret of Saltmarsh
X1 The Isle of Dread

1982:
Accessories:
Monster Cards, Sets 1-4

Adventures:
B4 The Lost City
I2 Tomb of the Lizard King
I3 Pharoah
N1 Against the Cult of the Reptile God
S4 Lost Caverns of Tsojcanth
U2 Danger at Dunwater
WG4 The Forgotten Temple of Tharizdun
X2 Castle Amber (Chateau d’ Amberville)
X3 Curse of Xanathon

1983:
Hardbacks:
Monster Manual II

Boxed Sets:
Dungeons & Dragons Set 1: Basic Rules (Mentzer ed. Elmore cover art)
Dungeons & Dragons Set 2: Expert Rules (Mentzer ed. Elmore cover art)
World of Greyhawk

Accessories:
AC1 The Shady Dragon Inn

Adventures:
B5 Horror on the Hill
EX1 Dungeonland
EX2 The Land Beyond the Magic Mirror
I4 Oasis of the White Palm
I5 Lost Tomb of Martek
I6 Ravenloft
L2 The Assassin’s Knot
M1 Blizzard Pass
M2 Maze of the Riddling Minotaur
O1 The Gem and the Staff
U3 The Final Enemy
UK1 Beyond the Crystal Cave
UK2 The Sentinel
X4 Master of the Desert Nomads
X5 Temple of Death

1984:
Boxed Sets:
Dungeons & Dragons Set 3: Companion Rules

Accessories:
AC2 Combat Shield & Mini-adventure
AC3 3-D Dragon Tiles featuring The Kidnapping of Princess Arlena
AC4 The Book of Marvelous Magic
AC5 Player Character Record Sheets (same format, different cover art as 1981 sheets)

Adventures:
B6 The Veiled Society
B7 Rahasia
B8 Journey to the Rock
BSOLO Ghost of Lion Castle
C3 The Lost Island of Castanamir
C4 To Find a King
CB1 Conan Unchained!
CB2 Conan Against Darkness!
CM1 Test of the Warlords
CM2 Death’s Ride
CM3 Sabre River
DL1 Dragons of Despair
DL2 Dragons of Flame
DL3 Dragons of Hope
DL4 Dragons of Desolation
DL5 Dragons of Mystery
MV1 Midnight on Dagger Alley
N2 The Forest Oracle
O2 Blade of Vengeance
UK3 The Gauntlet
UK4 When a Star Falls
UK5 Eye of the Serpent
UK6 All that Glitters…
WG5 Mordenkainen’s Fantastic Adventure
X6 Quagmire!
X7 The War Rafts of Kron
X8 Drums on Fire Mountain
XL1 Quest for the Heartstone
XSOLO Lathan’s Gold

1985:
Hardbacks:
Oriental Adventures
Unearthed Arcana

Boxed Sets:
Battlesystem
Dungeons & Dragons Set 4: Master Rules

Accessories:
Lankhmar: City of Adventure
AC6 Player Character Record Sheets
AC7 Master Player Screen featuring The Spindle
AC8 3-D Dragon Tiles featuring The Revenge of Rusak (a/k/a AC3, a/k/a AC5)
REF1 DM Screen

Adventures:
B9 Castle Caldwell and Beyond
C5 The Bane of Llywelyn
CA1 Swords of the Undercity
CM4 Earthshaker!
CM5 Mystery of the Snow Pearls
CM6 Where Chaos Reigns
DL6 Dragons of Ice
DL7 Dragons of Light
DL8 Dragons of War
DL9 Dragons of Deceit
DL10 Dragons of Dreams
DL11 Dragons of Glory
H1 Bloodstone Pass
I7 Baltron’s Beacon
M1 Into the Maelstrom
T1-4 The Temple of Elemental Evil
UK7 Dark Clouds Gather
WG6 Isle of the Ape
X9 The Savage Coast
X10 Red Arrow, Black Shield
XS2 Thunderdelve Mountain,

1986:
Hardbacks:
Dungeoneer’s Survival Guide
Wilderness Survival Guide

Boxed Sets:
Dungeons & Dragons Set 5: Immortal Rules

Accessories:
AC9 Creature Catalogue
REF2 Character Record Sheets
REF3 Book of Lairs

Adventures:
A1-4 Scourge of the Slavelords (re-print)
B10 Night’s Dark Terror
CA2 Swords of Deceit
CM7 The Tree of Life
DA1 Adventures in Blackmoor
DA2 Temple of the Frog
DL12 Dragons of Faith
DL13 Dragons of Truth
DL14 Dragons of Triumph
GDQ1-7 Queen of the Spiders (re-print)
H2 The Mines of Bloodstone
I8 Ravager of Time
I9 Day of Al’Akbar
I10 Ravenloft II: The House on Griffon Hill
IM1 Immortal Storm
M2 Vengeance of Alphaks
M3 Twilight Calling
N3 Destiny of Kings
N4 Treasure Hunt
OA1 Swords of Daimyo
OA2 Night of the Seven Swords
RS1 Red Sonya Unconquered
X11 Saga of the Shadow Lord

1987:
Hardbacks:
Dragonlance Adventures
Manual of the Planes

Boxed Sets:
Forgotten Realms Campaign
Kara Tur, the Eastern Lands

Acessories:
AC10 Bestiary of Dragons and Giants
AC11 The Book of Wondrous Inventions
FR1 Waterdeep and the North
FR2 Moonshae
GAZ1 The Grand Duchy of Karameikos
GAZ2 The Emirates of Ylaruam
GAZ3 The Principalities of Glantri
GAZ4 The Kingdom of Ierendi
REF4 Book of Lairs II

Adventures:
B1-9 In Search of Adventure (re-print)
C6 Official RPGA Tourney Handbook
CM8 The Endless Stair
CM9 Legacy of Blood
DA3 City of the Gods
DA4 Duchy of Ten
DQ1 The Shattered Statue
H3 The Bloodstone Wars
I3-5 Desert of Desolation
I11 Needle
I12 Egg of the Phoenix
I13 Adventure Pack I
IM2 The Wrath of Olympus
IM3 The Best of Intentions
M4 Five Coins for a Kingdom
M5 Talons of Night
N5 Under Illefarn
OA3 Ochimo: The Spirit Warrior
OA4 Blood of the Yakuza
S1-4 Realms of Horror (re-print)
X12 Skarda’s Mirror
X13 Crown of Ancient Glory

1988:
Hardbacks:
Greyhawk Adventures

Boxed Sets:
City System (orange box Waterdeep set)

Accessories:
DM's Design Kit
FR3 Empires of the Sands
FR4 The Magister
FR5 The Savage Frontier
FR6 Dreams of the Red Wizards
GAZ5 The Elves of Alfhiem
GAZ6 The Dwarves of Rockhome
GAZ7 The Northern Reaches
GAZ8 The Five Shires
GAZ9 The Minrothad Guilds
GAZ10 The Orcs of Thar
REF5 Lords of Darkness

Adventures:
DL15 Mists of Krynn
DL16 World of Krynn
FRC1 Ruins of Adventure
H4 Throne of Bloodstone
I14 Swords of the Iron Legion
OA5 Mad Monkey vs. the Dragon Claw
OP1 Tales of the Outer Planes
WG7 Castle Greyhawk

Retrospective: Masks of Nyarlathotep

Masks of Nyarlathotep has often been called the greatest adventure ever written for any roleplaying game and such praise is not undeserved. Published in 1984 for Chaosium's Call of Cthulhu, Masks might be called "an Adventure Path done right." Starting with a scenario set in New York City, when an old friend of the Investigators asks for assistance shortly before his suspicious murder, the adventure soon takes on global proportions, with clues pointing to London, Cairo, Kenya, and Shanghai. In each city, the Investigators gather more clues about the actions of a cult dedicated to the Crawling Chaos and seeking to usher in the reign of the Great Old Ones upon the Earth.

Two things, in my opinion, make Masks stand out. First, once the New York scenario is completed, there is no single "right" way to proceed. The players may choose to pursue any of the clues they've amassed anywhere around the world. There's no expectation that the London scenario will immediately follow the New York one, for example. This gives a great deal of freedom to the players, something that's essential in investigative scenarios if they're to avoid feeling like railroads. Second, while there is a "ticking clock" to keep the Investigators moving briskly to defeat the cult of Nyarlathotep, it's a long enough one that they can afford to take their time and undertake their investigations thoroughly. As in most Call of Cthulhu adventures, it pays to be methodical and hunt down every scrap of information you can get your hands on. Knowledge is more than power; it's the key to life and death.

Of course, the flexibility and open-endedness of Masks comes with a price: it's a very complex adventure for the Keeper to run. There are five different "main" scenarios in total, each of which includes many minor and side adventures the players might choose to undertake. Likewise, the interconnections between the scenarios, as well as with the overall arching plot of the cultists, are many and take some effort to keep straight. There are dozens of NPCs too, most of whom have secrets of their own. The end result is a massive, occasionally bewildering adventure that, if handled properly, is arguably one of the most interesting adventures the hobby has ever produced and certainly one of the best ever produced for Call of Cthulhu. Handled by an inexperienced or untalented Keeper, though, Masks is likely a recipe for disaster.

Still, I count myself among the many admirers of this adventure. I called it an "Adventure Path done right" above and I firmly believe that. Rather than having a single path from scenario to scenario, players are free to take whatever route they deem best. Investigative scenarios are very prone to railroading and often founder on a single undiscovered clue. By providing such an open-ended structure, players won't feel as if their actions are dictated by the plot nor should they run into many brick walls. Consequently, Masks has an almost sandbox-like quality to it, making it superior to most other Call of Cthulhu offerings, including Shadows of Yog-Sothoth. It's a very demanding format, both to produce and to run, which is why I suspect so few products have followed in its footsteps. That's a pity, because Masks ably takes full advantage of all the qualities that make roleplaying games unlike most other forms of entertainment, most especially the ability of the referee to improvise based on what he already knows about the overall scenario.

If I have any real complaints about Masks of Nyarlathotep it's that, like so many Call of Cthulhu adventures, it doesn't feel particularly Lovecraftian. Sure, the bad guys serve Nyarlathotep and there are lots of Mythos-related tomes and creatures to be encountered, but the whole things feels more like a pulp serial or an Indiana Jones movie than an exercise in cosmic horror. I'm willing to overlook that, since I'm not convinced that cosmic horror would actually be all that fun to play and because Masks is such a brilliant adventure in its own right, so brilliant that, it's definitely deserving of the accolades it receives in many quarters. Is it the best adventure ever written? That's really hard to say, since tastes -- even my own -- vary, but it's without a doubt in contention for the title and well worth a look if you've never had the chance to do so.

Tuesday, September 8, 2009

Miniatures Contest

Center Stage Miniatures has licensed the right to produce Swords & Wizardry miniatures, and they are running a contest for Knockspell Magazine readers! Write up the best new monster and Center Stage will sculpt it and put it into their Swords & Wizardry line. Here are the rules: (1) it has to be a monster; (2) it has to be roughly human-sized; (3) the description has to be in Swords & Wizardry format; (4) the winner has to sign a contract allowing Center Stage to produce the minis for as long as they want to. There’s not a money prize, but it isn’t every day you get to see one of your own creations immortalized in metal.

How to enter the contest: send your monster description, in Swords & Wizardry format, to centerstagehobbies@yahoo.com, attention Matt Solarz, who is the president of Center Stage Miniatures. Center Stage will judge the entries, and the winning entry will be sculpted and sold in the Swords & Wizardry line of miniatures, as well as being published in the magazine. The monster description will also be printed on the packaging for the miniature, with your name as author.

The first contest runs from September 1, 2009 until December 31, 2009. Fire up your creativity and make some monsters!

Important Play by Post Information

If you're a player in my Dwimmermount play by post game and have not yet had your account activated on the OD&D Discussion forums, please send an email to CCorey8201 at aol dot com to request activation it. It's a recent change in the board's policies that I didn't notice until today, so my apologies for the confusion.