Monday, January 2, 2012

On the Other Hand

Lest you think all my recent boardgame experiences have been less than ideal, I should note that, for Christmas, my lovely wife got two new boardgames for me: the long-desired Arkham Horror and Pandemic. I've wanted to own and play Arkham Horror for years, so this gift was very well received. I've heard good things about Pandemic, but have never played it. What's interesting is that both of these games are cooperative rather than competitive. It's a style of game I have no experience with. If anyone out there has played either of these games (or similar ones), I'd very curious to hear your thoughts on them.

How I Spent New Year's Day

Having wasted my New Year's Eve playing LEGO Heroica with my family on New Year's Eve, I decided to follow it up by wasting New Year's Day playing a different boardgame with friends and family. This time, it was the zombie survival game Last Night on Earth, which a friend of mine bought at a local game store during their after Christmas sale. I saw Last Night on Earth played back in November, when I got together with some people to spend the afternoon and evening playing boardgames. However, I never actually had the chance to play it myself until yesterday.
I'll be honest: the game didn't quite live up to my expectations. Some of that is undoubtedly due to the fact that this was my first time playing and so I didn't quite grok the mechanics and thus played in a sub-optimal fashion. Some of my disappointment might also have to do with the fact the introductory scenario -- kill 15 zombies in 15 turns -- isn't ideal for someone still grappling with the fine points of the rules. But that's not all that bugged me about the game, as I'll explain.

The game uses a randomly generated map map up of five cardboard pieces depicting buildings and terrain. Half the players take the roles of "heroes" and half take the roles of zombies. The heroes all have names and special abilities and are chosen randomly from a collection of cards. Each hero also has a plastic miniature that represents them on the game board. In our game, there were four heroes: Johnny, the high school jock; Jenny, the farmer's daughter; Becky, the nurse; and Jake, the drifter. The zombies also had minis, too, but no personalities or special abilities.
Zombies can only move one space per turn, but they are unimpeded by terrain (including walls), whereas heroes move 1d6 spaces each. When a zombie and a hero are in the same space, combat ensues. Zombies roll 1d6 and heroes 2d6, with the highest dice roll (not sum -- the dice are treated individually) winning. If a zombie wins, the hero takes 1 wound. Adult heroes can take 3 wounds before dying and teenage heroes 2 wounds. If the hero wins the roll, he successfully "fends off" the zombie, unless he has a weapon that can deal damage. If the hero rolls doubles, he deals 1 wound of damage, which kills most zombies.

Weapons and other equipment can only be found by giving up a movement phase and spending it "searching" in a building. Searching is represented by a random draw from a deck of cards. The result might be a piece of gear, but, more than likely, it's an event card that gives your hero some situational benefit (like "Just a Scratch" that negates a wound by a zombie). There are a large number of cards and only a few weapons, so, unless you spend a lot of time searching or get very lucky, odds are you're going to spend most of the game running away from zombies into various buildings and hoping you get a useful weapon.
Even leaving aside the odds against finding a weapon, one of my beefs with the game is that most of the weapons aren't very effective. A baseball bat, for example, allows the wielder to roll 3d6 for damage against a zombie, but, unless doubles are rolled, no damage is dealt. And a fire axe deals no damage at all. This annoyed me. A lot. My drifter, Jake, got a fire axe, waded into combat with some zombies and I discovered the axe was utterly useless against the undead. That broke my suspension of disbelief and sapped my enthusiasm. Looking through the deck later, I discovered that only firearms had much chance to kill zombies with any reliability, but they also had the chance of running out of ammo and becoming useless.

The chainsaw is the only truly good melee weapon and it's, in my opinion, too good. The game was winding down to the last few turns and the heroes had lost half their number. Things looked terrible for them -- until Becky got lucky and scored the chainsaw. In short order, it was all over for the zombies. I actually felt bad for the zombie players, because they'd played much better than the heroes and a single card turned the tide quickly and decisively. That struck me as unfair and an opposite manifestation of the problem I had with the other weapons.

To be clear, the advanced rules introduce many more complications and I'd like to give them a whirl sometime. I get that the game is -- and should be -- slanted in favor of the zombies, at least initially, but, from what I experienced yesterday, I think the success of the heroes relies too heavily on the luck of the draw. Now, obviously, I don't mind randomness, but I think Last Night on Earth is too random, to the point where it's impossible to form an effective strategy against the zombies. That, plus the fact that most weapons aren't particularly effective, hampered my ability to enjoy the game as much as I'd hoped I might. But, as I said, I intend to play the game a few more times before I render a final verdict.

Pulp Fantasy Library: The Maker of Gargoyles

January is upon us and so I bid farewell to Pulp Science Fiction Library (though it may return in the future). For the first installment of Pulp Fantasy Library of 2012, it seems only fitting to turn to my favorite pulp fantasist, Clark Ashton Smith, and my favorite of his recurring settings, Averoigne. This time, the story in question is "The Maker of Gargoyles," which appeared in the August 1932 issue of Weird Tales. The short story walked a difficult road to publication, having been rejected multiple times by both Weird Tales and its competitor, Strange Tales. It was only after several revisions, the most significant of which was suggested to Smith by August Derleth that it was at last accepted for publication.

As its name suggests, "The Maker of Gargoyles" is about a stone-carver named Blaise Reynard who had been commissioned by the archbishop of Vyônes to carve a pair of gargoyles for the city's new cathedral. Smith describes the circumstances of Reynard's employment, as well as the popular reaction to both his work and his person in the opening of the story:

Among the many gargoyles that frowned or leered from the roof of the new-built cathedral of Vyônes, two were pre-eminent above the rest by virtue of their fine workmanship and their supreme grotesquery. These two had been wrought by the stone-carver Blaise Reynard, a native of Vyônes, who had lately returned from a long sojourn in the cities of Provence, and had secured employment on the cathedral when the three years' task of its construction and ornamentation was well-nigh completed. In view of the wonderful artistry shown by Reynard, it was regretted by Ambrosius, the archbishop, that it had not been possible to commit the execution of all the gargoyles to this delicate and accomplished workman; but other people, with less liberal tastes than Ambrosius, were heard to express a different opinion.
This opinion, perhaps, was tinged by the personal dislike that had been generally felt toward Reynard in Vyônes even from his boyhood; and which had been revived with some virulence on his return. Whether rightly or unjustly, his very physiognomy had always marked him out for public disfavor: he was inordinately dark, with hair and beard of a preternatural bluish-black, and slanting, ill-matched eyes that gave him a sinister and cunning air. His taciturn and saturnine ways were such as a superstitious people would identify with necromantic knowledge or complicity; and there were those who covertly accused him of being in league with Satan; though the accusations were little more than vague, anonymous rumors, even to the end, through lack of veritable evidence.
However, the people who suspected Reynard of diabolic affiliations were wont for awhile to instance the two gargoyles as sufficient proof. No man, they contended, who was so inspired by the Arch-Enemy, could have carven anything so sheerly evil and malignant, could have embodied so consummately in mere stone the living lineaments of the most demoniacal of all the deadly Sins.
The two gargoyles were perched on opposite corners of a high tower of the cathedral. One was a snarling, murderous, cat-headed monster, with retracted lips revealing formidable fangs, and eyes that glared intolerable hatred from beneath ferine brows. This creature had the claws and wings of a griffin, and seemed as if it were poised in readiness to swoop down on the city of Vyônes, like a harpy on its prey. Its companion was a horned satyr, with the vans of some great bat such as might roam the nether caverns, with sharp, clenching talons, and a look of Satanically brooding lust, as if it were gloating above the helpless object of its unclean desire. Both figures were complete, even to the hindquarters, and were not mere conventional adjuncts of the roof. One would have expected them to start at any moment from the stone in which they were mortised.
Ambrosius, a lover of art, had been openly delighted with these creations, because of their high technical merit and their verisimilitude as works of sculpture. But others, including many humbler dignitaries of the Church, were more or less scandalized, and said that the workman had informed these figures with the visible likeness of his own vices, to the glory of Belial rather than of God, and had thus perpetrated a sort of blasphemy. Of course, they admitted, a certain amount of grotesquery was requisite in gargoyles; but in this case the allowable bounds had been egregiously overpassed.
As the story begins, Vyônes is being terrorized by a series of terrible murders of reputable and respectable citizens, including members of the clergy. In time, these murders are joined by a series of attacks upon the young women of the city, leading many to believe that demons are at work. This, in turn, inspires equal parts superstitious fear and blasphemous abandon in Vyônes, as some of its inhabitants look to God for salvation while others see recent events as evidence that Satan holds sway over their home.

In the midst of this tumult, Blaise Reynard spends his time in a tavern, where he lustily eyes the serving girl, Nicolette. For her part, Nicolette shows little interest in Reynard, which only inflames his passion for her:

There were few people in the tavern that evening. The girl Nicolette was serving wine to a mercer's assistant, one Raoul Coupain, a personable youth and a newcomer in the neighborhood, and she was laughing with what Reynard considered unseemly gayety at the broad jests and amorous sallies of this Raoul. Jean Villom was discussing in a low voice the latest enormities and was drinking fully as much liquor as his customers.
Glowering with jealousy at the presence of Raoul Coupain, whom he suspected of being a favored rival, Reynard seated himself in silence and stared malignly at the flirtatious couple. No one seemed to have noticed his entrance; for Villom went on talking to his cronies without pause or interruption, and Nicolette and her companion were equally oblivious. To his jealous rage, Reynard soon added the resentment of one who feels that he is being deliberately ignored. He began to pound on the table with his heavy fists, to attract attention.
Villom, who had been sitting all the while his back turned, now called out to Nicolette without even troubling to face around on his stool, telling her to serve Reynard. Giving a backward smile at Coupain, she came slowly and with open reluctance to the stone-carver's table.
She was small and buxom, with reddish-gold hair that curled luxuriantly above the short, delicious oval of her face; and she was gowned in a tight-fitting dress of apple-green that revealed the firm, seductive outlines of her hips and bosom. Her air was disdainful and a little cold, for she did not like Reynard and had taken small pains at any time to conceal her aversion. But to Reynard she was lovelier and more desirable than ever, and he felt a savage impulse to seize her in his arms and carry her bodily away from the tavern before the eyes of Raoul Coupain and her father.
I don't think I'm giving anything away when I say that the resolution of Reynard's unfulfilled desire and the horrific events in Vyônes are connected. Neither do I think the nature of connection will come as a surprise to anyone. Despite that, "The Maker of Gargoyles" is nevertheless an enjoyable tale well told. As ever, Smith is a master of prose poetry and his descriptions of both people and events are terrifically suggestive without ever lapsing into luridness. Just as important is Smith's portrait of the psychology of Reynard, for the success of the whole story depends heavily on it. Some might find it unsatisfying, but I think, in a tale as brief as this one, one can only reasonably expect a certain amount of depth. Even given that criticism, Reynard is a quite well realized character and a solid foundation on which to build this tale of obsession in a fantastical medieval France.

Sunday, January 1, 2012

How I Spent New Year's Eve

My apologies for the relative paucity of posts over the last week or so. Christmas is a very busy time for me, as it is for anyone with children and visiting relatives. Things are still fairly hectic and likely will remain so for a little bit longer. And truth be told, I could use the break. Getting Thousand Suns out the door at long last was a big (and slightly stressful) effort and I expect a similar experience with both my Dwimmermount releases and Petty Gods, which can now finally get my undivided attention and, I hope, see completion in January.

But enough of that! Last night, while waiting for the clock to strike twelve, I sat around my dining room table with my family playing LEGO Heroica. I mentioned this game earlier in the year. Ever since my son got it for Christmas, I was itching to play it, and New Year's Eve provided a good opportunity to do so. Heroica is basically a simple dungeoncrawl boardgame, a bit like TSR's Dungeon! but far simpler and with much more attractive components.
The basic game comes with enough pieces for three different "missions," which is what they call scenarios. A mission determines both the layout of the dungeon and its ultimate goal. The missions included in this set are, in order of ease, the recovery of a magic scroll, the recovery of the Helm of Protection, and the defeat of the goblin king. Each player can choose one of four characters -- a barbarian, a druid, a knight, and a wizard -- each of which has a special ability. Play proceeds by rolling a die to determine how far you can move in a turn. If you land adjacent to a monster or monsters, you must engage in combat, which is resolved simply with another die roll. Results of combat can be defeating the monster, being wounded by the monster (and thus subtracting one or more health points from your total), or defeating the monster and being wounded. Being wounded results in your character's also being pushed back one space on the map. If your character loses all his health, you lose one or more turns while you heal. How much you can heal is, again, based on a die roll and no defeated character can return to play until he's fully healed.
 In addition to monsters, there are also various treasures in the game, such as chests, gold, and potions. What's in a chest is determined by a die roll, with many chests being trapped and dealing damage. Potions have various effects, from increased speed to healing, and can be kept in reserve until you choose to use them. Gold can be accumulated to buy better weapons that aid you in your mission. Movement through the dungeon is simple; diagonal movement is not allowed. You'll notice there are doors on the dungeon map. These are all locked and can only be opened by finding a key. Once unlocked, a door stays that way, so anyone can pass through it. Alternately, if you don't have a key, you can take a chance and try to find a secret door into a room by rolling a die. There's only a one in six chance of success, but it's better than nothing, if you lack a key.

Each of the characters has a unique melee or ranged ability. This ability is activated when you roll a shield icon on the die -- another one in six chance. The wizard, for example, can use his magic to slay a creature up to four spaces distant, even around corners. The druid can heal himself to full health. The knight can charge, slay a monster, and keep moving. The barbarian can slay all creatures adjacent to him and keep moving. These abilities give each character a distinct feeling, though the randomness of their activation meant they didn't get used very often. That's probably more the result of the small starting map, though. I think, with one or more expansions (there are three currently available), the abilities would come into play more often.
What I found fascinating was how quickly my wife and daughter named and even "roleplayed" their characters. The barbarian, for example, became known as Hudge and my wife even adopted a funny, pseudo-Russian accent and diction on her turns. My daughter called her druid Greylon and I called my knight Sir James, in memory of my first D&D character. My son didn't name his wizard, leading us to alternately call him Tim or Talroc, though he insisted he was called "Just 'The Wizard.'" So, later, I started referring to him as "The Unknown Wizard." And while he didn't have a name, he did have a personality. In three games over an hour and half -- the game plays very quickly -- he forsook the stated goals of the missions and instead sought out gold and treasure chests. Apparently, he needed funds for his alchemical experiments.

Heroica includes the option of what is effectively campaign play, allowing characters to retain items they've acquired in previous missions. There's also an option allowing one player to take on the role of the monsters. Further, the rules (which are only about three pages long) encourage you to make your own missions and create your own rules, which my children almost immediately started suggesting. For that alone, I judge Heroica a huge success and I imagine I'll be buying the various expansions in the weeks and months to come (if only to add new monsters and characters). As I remarked to a friend of mine, who plays in my Dwimmermount and Thousand Suns campaigns, "Heroica is a better D&D Starter Set than the D&D Starter Set. Why the heck isn't WotC producing something like this?"

Wednesday, December 28, 2011

Retrospective: Space Marines

I've talked about Space Opera and its kitchen sink setting in several posts previously, but what I don't think I've ever talked about (much) is the game that laid the groundwork for both, 1977's Space Marines by A. Mark Ratner. To be honest, I've never seen the 1977 edition of Space Marines, which was self-published by Ratner under the FanTac Games label. Sometime after its publication, the game was sold to Fantasy Games Unlimited, which led to a second edition, published in 1980. That's the only edition I've ever seen, so I cannot comment on whatever differences there might be between the two versions, but I welcome details in the comments by anyone who has seen both.

Space Marines is a science fiction miniatures wargame that uses a scale of 25 meters to the inch and twenty-second turns.  The rules are quite comprehensive, covering wide range of topics -- unit integrity, suppression fire, bombing from air and orbit, electronic warfare, morale, and so on. However, the rules aren't particularly lengthy, especially when compared to other SF miniatures games with which I'm familiar, such as Striker. The relative shortness of the rules is at least partially a consequence of the fact that some topics are treated only sketchily. Orbital and sub-orbital bombardment and combat, for example, are largely left up to the referee to adjudicate, with only some very basic guidelines provided in the text. That's not to say that Space Marines is a simple game. It is, however, a lot more clearly written and intelligible than the game it spawned, Space Opera, which, despite my fondness for it, is far from a paragon of clarity.

About a third of Space Marines is devoted to background material. It was this material that Ed Simbalist drew on when creating Space Opera's setting. Indeed, I don't think I ever really understood the full scope of Space Opera's setting, until I'd actually seen a copy of Space Marines. Races and governments to which the RPG only alludes are given write-ups in the wargame. Granted, those write-ups mostly focus on military matters, such as organization, tactics, even uniforms, but at least they exist. Without the benefit of Space Marines, I'd never really know who the Mekpurrs were, let alone even more obscure races like the Rauwoofs or the Whistlers. Ultimately, that's the main reason I still find Space Marines interesting. It works very well as a supplement to Space Opera, filling in some blanks that the RPG's author didn't think needed to be filled lest precious page space be taken away from more important topics like ranged combat status modifiers.

Tuesday, December 27, 2011

The Articles of Dragon: "How Many Coins in a Coffer?"

Another preview of the Silver Age appears in issue #80 (December 1983) of Dragon, in the article "How Many Coins in a Coffer?" by David F. Godwin. The article's premise is that the way AD&D abstracts encumbrance with regards to coins makes no sense, since the Players Handbook states that all coins are relatively the same size and weight (one-tenth of a pound or 1.6 ounces). After quibbling over the meaning of "relatively," the author points out that, for example, platinum weighs 2.5 times as much as copper. Given that, how can these two types of coins be the same weight or the same size? He goes on to note that this problem isn't unique to AD&D. RuneQuest doesn't talk about the size of its coinage, but it does talk about its weight and does so in a way that Godwin believes is nonsensical (he points out that silver does not weigh twice as much as copper). Tunnels & Trolls also includes coins that weigh one-tenth of a pound each but without any reference to size.

Having presented that prolog, the author explains why this matter concerns him:
The easiest way out is to reiterate that it's only a game and isn't supposed to be totally realistic. What's realistic about fire-breathing dragons or alignment languages? How does that accord with the laws of biology and physics? There are quite a few of us out here in the boondocks who feel perfectly comfortable with basilisks, fireballs, illusions, the fact that a spell called "continual light" produces continuous light with nothing intermittent about it, and even the rule that clerics can't use edged weapons, but who balk at the idea of a world where platinum, gold, electrum, silver and copper all weigh precisely the same for a given volume. And if we do say that all coin metals weigh the same, we are still faced with the volume question.
The bulk of the article that follows then concerns not so much the weight of individual coins, which Godwin admits would give the referee a nervous breakdown to track, but with the size of coins. His interest in this question is in how many of a given coin will fit into a given container. So, if a chest is 18" x 30" x 18" in dimension, how many gold coins can it contain? How many silver? What about a mix of gold and silver? By recourse to formulae involving the specific gravities of each metal, Godwin is able to offer a small table that gives the weight, volume, and thickness of typical coins of precious metal in AD&D. Armed with this table and the size of any container, the referee can, with comparative ease, determine how many coins of any type can fit within it.

As these kinds of articles go, "How Many Coins in a Coffer?" isn't very math-heavy. Godwin kindly saves most of the math for himself, but, even so, the idea of having to spend much time calculating how many silver pieces actually fit into an adventurer's saddlebags seems a needless complication. Working the other way -- figuring out many and how large the containers holding a given volume of treasure must be -- is not better in my opinion. But then I prefer to keep most things in Dungeons & Dragons fairly abstract, from hit points to experience points to encumbrance. Worrying about such things has never been an obsession of mine (I'd prefer to obsess about other things), but, back in 1983 and beyond, such obsessions became commoner in the pages of Dragon. The drive toward "realism," whether in encumbrance, weather, linguistics, population density, or some other area, was the tenor of the day and Dragon's content reflected that.

Monday, December 26, 2011

Pulp Science Fiction Library: The Winds of Gath

If A. Bertram Chandler qualifies as an "influential but not well known author," how do we describe E.C. Tubb, whose multi-volume Dumarest saga is even less familiar to sci-fi fans and gamers alike? Tubb, who died a little over a year ago, was, if nothing else, a major inspiration to Marc Miller's Traveller, as will quickly become obvious to anyone who reads even one novel in the series. Beginning with 1967's The Winds of Gath, Tubb recounted the adventures of Earl Dumarest as he wandered throughout our galaxy in the far future, seeking fame and fortune. Dumarest is, by occupation, a "traveler," a sort of interstellar vagabond who travels in cold sleep while crossing the vast distances between worlds. He's also a native of Earth, having made his way into space as a stowaway in childhood:
"I stowed away on such a ship. I was young, alone, more than
a little desperate. I was more than lucky. The captain should
have evicted me but he had a kind heart. He was old and had no
son." He paused. "That was a long time ago. I was ten at the
time."
He shook himself as if shedding unpleasant memories, been
traveling ever since, deeper and deeper into the inhabited worlds. "That's all there is to it, My Lady. Just an ordinary story of a runaway boy who had more luck than he deserved or thought existed. But Earth is very real."

"Then why haven't I heard of it? Why does everyone think of it as a planet that does not exist?" She stooped and picked up a handful of dirt. "Earth! This is earth! Every planet, in a way, is earth."

"But one planet was the original." He saw the look of shocked realization followed immediately by forceful negation. "You do not believe me—I cannot blame you for that, but think about it for a moment. Earth, my Earth, is far from the edge of the inhabited worlds. No one now, aside from a few, has any reason to go there. But assume for a moment that what I claim is true. Men would venture from that planet in which direction? To the stars closest to home, naturally. And from there? To other, close stars. And so on until the center of civilization had moved deeper into the galaxy and Earth became less than a legend." He paused. "No, My Lady, I can't blame you for not knowing of Earth. But I do."
As I noted above, travelers journey between the stars naked in
coffin-like boxes with their sterilizing glow. Here was where the livestock rode, doped,
frozen, ninety per cent dead. Here was the steerage for travelers willing to gamble against the fifteen per cent mortality rate.

Such travel was cheap—its sole virtue.
Later books in the series establish more details about the nature of space travel, including lotteries based on the likelihood of a given passenger's surviving the trip in cold storage. Other details developed in later books include the Cyclan, an organization devoted to pure logic, the Universal Brotherhood, an interstellar religion, and the network of Free Traders. All of these make an appearance, if only briefly, in The Winds of Gath, which takes place on the inhospitable world of Gath, whose violent storm winds are among its only attractions to outsiders and whose secrets kick off this series in grand style.

Over the course of more than 30 sequels, published between 1967 and 2009, Earl Dumarest's travels are presented in all their pulpy glory, as he goes from world to world, running afoul of all manner of antagonists and threats, and continuing his quest to find his "mythical" homeworld of Earth. The Dumarest tales aren't great literature, but they're fun and inspiring. You can easily see why Marc Miller liked them so much and incorporated so many elements from them into Traveller. This seems only fair, as Tubb himself seems to have swiped ideas from numerous other sci-fi authors, from Asimov to Brackett to Herbert, in creating these stories of interstellar adventure. In that respect, Tubb's great reading for referees looking to find creative ways to incorporate ideas form other sources into his campaign. So, if you can find a copy of The Winds of Gath or any of its follow-ups, do so.

Sunday, December 25, 2011

Merry Christmas

Hodie Christus natus est:
 Hodie Salvator apparuit:
Hodie in terra canunt Angeli,
laetantur Archangeli
Hodie exsultant justi, dicentes:
Gloria in excelsis Deo.
Alleluia.

Friday, December 23, 2011

Open Friday: Christmas Gaming Memories

Though I do want to talk about the results of last week's poll, since it's so close to Christmas, I thought I'd make this week's Open Friday post about gaming memories associated with the holiday. For me, I strongly associate gaming and Christmas, since it was a Christmas gift to a friend of mine -- TSR's Dungeon! -- that got me to dig out the Holmes boxed set sitting in the linen closet of my home and try to make sense of it for the first time. Subsequent Christmases often featured RPG-related gifts, but no Christmas will ever quite beat the one in 1979 when I was made first furtive steps into a hobby that's been with me for more than three decades. That's a memory I'll never forget.

How about you?

Thursday, December 22, 2011

The Articles of Dragon: "Setting Saintly Standards"

"Setting Saintly Standards" from issue #79 (November 1983) exemplifies two of the worst aspects of D&D: a mania for quantifying everything combined with forgetfulness about the game's origins. Written by Scott Bennie, the article to provide a system "for defining sainthood [and] classifying the precise abilities or capabilities of a saint." Saints, Bennie notes, are mentioned several times in passing in the Dungeon Masters Guide (the Mace of St. Cuthbert being the most notable), but what saints are and what purpose they serve is never explained. Bennie is correct so far as he goes. What he forgets (or is unaware of) is that Gary Gygax provided some good evidence as to the nature of saints back in an issue of The Strategic Review where he talks about alignment. There, saints are exemplars of Lawful Goodness, just as devils are exemplars of Lawful Evilness and demons exemplars of Chaotic Evilness. While AD&D provided lots of information on devils and demons, saints get no similar treatment (neither do "godlings," but no one seems to care about them for some reason).

That's where "Setting Saintly Standards" steps in. Bennie proposes that saints are special servants of the gods who've achieved immortality and some measure of divine power. He makes them on par with Greyhawk's "quasi-deities" like Murlynd or Keoghtom, but explicitly tied to a specific deity, whom they serve and whose cause they promote. The article lays out their spell-like abilities and offers four examples of saints from his own campaign to give the referee some idea of how to create saints of his own. He likewise suggests that some saints -- "patron saints" -- may have shrines dedicated to them and, over time, achieve sufficient power to become demigods in their own right. Exactly what this means for relations between the saint, his followers, and the deity he ostensibly serves is never discussed.

I'm on record as intensely disliking the reduction of gods and semi-divine beings to game stats. It's not for nothing that I dislike both Gods, Demigods & Heroes and Deities & Demigods. One of D&D's worst failings is its reductionism, its voracious appetite to turn everything into either a monster to be killed or a piece of magical technology to be wielded. Saints, as Bennie imagines them, are just big monsters -- or little gods -- to be confronted rather than anything more sublime. Maybe I'd be less bothered by this if he'd have adopted another term for what he's presenting; I don't think the idea of fighting gods is necessarily out of bounds. For certain styles of fantasy, it's even highly appropriate. But saint has a very specific meaning and Gygax's mention of them is almost certainly tied up in the implicit Christianity of early gaming.

Late 1983, though, was a long distance away from 1974, though, and the culture of the hobby had changed. What to Gygax had seemed obvious was now in need of explication and not just explication but expansion. That's why Bennie broadens the use of the term "saint" to include the servants of any god, not just Lawful Good ones. Thus we have St. Kargoth, a fallen paladin, among the four examples he provides us. To say that the idea of an "anti-saint" or "dark saint" is bizarre to me is an understatement. Mind you, I find the idea of non-Lawful Good paladins similarly bizarre, so clearly I'm out of step with a lot of gamers, no that this is any surprise.