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Showing posts with label blackmoor. Show all posts
Showing posts with label blackmoor. Show all posts

Monday, October 6, 2025

Belated

October 1 came and went this year without my taking note that it was the birthday of Dave Arneson. I only realized this belatedly and the oversight has been weighing on me ever since. It’s not just that Arneson deserves to be remembered; it’s that forgetting him, even unintentionally, feels emblematic of a larger problem within the hobby of roleplaying games.

Arneson, as everyone reading this surely knows, was one of the two men without whom Dungeons & Dragons (and, by extension, the entire hobby of roleplaying) would never have come to be. Yet, despite that foundational role, his name and his contributions are too often overlooked, overshadowed, or, worse still, treated as footnotes to someone else’s story. It’s as though we remember him only when we’re reminded to, rather than as a matter of course.

As this year shows, I’m as guilty of this as anyone. I should have remembered October 1 instinctively, the way I do July 27, Gary Gygax’s birthday. The fact that I didn’t speaks volumes, not about Arneson himself, but about how unevenly we remember our own history. Arneson’s legacy is not just that he co-created a game; it’s that he opened the door to an entirely new form of play, one that invited imagination, collaboration, and improvisation in ways no game had before.

His Blackmoor campaign remains one of the great, underappreciated achievements in the history of the hobby. It was the first sustained experiment in what we now take for granted: a shared world, evolving through the choices of its players. So much of what defines roleplaying today, like the open-ended campaign, the emphasis on character, the freedom to explore an imagined world rather than simply play through a fixed scenario, traces back to the quiet, curious mind of a young man running games in Minnesota in the early 1970s.

Forgetting Arneson is easy precisely because his influence is everywhere. It has become invisible through ubiquity. Every time we sit down at a table together (real or virtual), describe what our characters do, and ask, “What happens next?," we are living in the world he imagined. We rarely stop to think about that, not because we’re ungrateful, but because the roots of the hobby have sunk so deep we no longer see them.

Perhaps that’s the real issue. Arneson’s case is just the most visible example of how the contributions of countless others – designers, artists, playtesters, editors, and even just fans – have been forgotten. The history of roleplaying is not just the story of a few Great Men, but of a community of experimenters and dreamers, most of whose names never made it onto any game’s credits page. Our hobby, like any living thing, was nurtured by many unseen hands.

So, while this post began as an apology for my forgetting Dave Arneson’s birthday, perhaps it should instead serve as a reminder simply to remember. To remember Arneson, certainly, but also to remember all those who came after him – and before him – who helped shape the peculiar, beautiful pastime that continues to inspire all of us more than fifty years on.

Belated happy birthday, Dave. We still roll the dice because of you.

Monday, November 18, 2024

REVIEW: Wulfwald

A common early complaint about Dungeons & Dragons was that the game's three little brown books failed to provide much in the way of a cultural or social context for its "fantastic medieval wargames campaigns." Correcting this perceived shortcoming was part of the impetus behind the creation and publication of several early RPGs that appeared in OD&D's wake, most notably Empire of the Petal Throne, Chivalry & Sorcery, and even RuneQuest to some extent. All of these games (and others) place much greater emphasis on the ways that culture and society not only intersect with but can offer a justification for adventuring than Dungeons & Dragons did at the time or, in fact, has ever done. 

I was reminded of this when I started reading Wulfwald, Lee Reynoldson's superb roleplaying game set in a world inspired by the folklore and legends of pagan Anglo-Saxon England. I say "inspired by," because, as Reynoldson explains, "Wulfwald is not set on our Earth," but rather is set on "another world," where "the myth and magic that was superstition in Earth's history is a real, if rare, force." As a game, Wulfwald should be almost immediately familiar to anyone who's played D&D or one of its descendants – not merely in terms of its rules but also in terms of its play. All the usual activities you expect in Dungeons & Dragons, whether they be delving in the dark, fighting monsters, or looting treasure, are supported in Wulfwald, but are given a new and compelling context.

Before proceeding further, I'd like to elaborate briefly on Wulfwald's relationship with D&D and its rules. Wulfwald is not "complete" game in the sense of including all the rules you need to play yet another retro-clone of Dungeons & Dragons. Reynoldson assumes you already know what hit points, armor class, and saving throws are, for example. When these and other familiar concepts come up in the text, there's no explanation of them or how they work, except when Wulfwald offers a new take on them that deviates from the way anyone who's played D&D generally understands them. I don't see this as a problem, but it might be surprising or even off-putting to those used to the approach adopted by most other old school D&D-derived games. 

With that out of the way, let's move on to Wulfwald itself. The game comes in a thin, sturdy box, inside of which are five staplebound A5 booklets and a cloth(!) map depicting the land of Wulfwald, as drawn by the late, great Russ Nicholson. The booklets have a clean, simple layout that's easy on the eyes. The covers of each booklet features artwork by Katie Wakelin, while the interior art is done by Stefano Accordi. I like the cover art much better than the interior art, but all the illustrations evoke the dark, early medieval period in which the game is rooted. Nicholson's cartography, of course, is gorgeous and a joy simply to look at and wonder at its details.

The premise of Wulfwald is that all the characters are "wolfsheads," who are outsiders and outlaws who exist outside the law's protection. Their status means that anyone can harm or kill them without fear of retribution. To avoid this fate, the game assumes the characters have banded together in the service of a Thegn or warrior-lord and act as his service. In exchange for such service, the wolfsheads can expect gifts of beauty and value that reflect their newfound honor and status within the setting. This set-up is a clever way to recontextualize adventurers, making them simultaneously rough outsiders but also having a place, albeit an unusual one, in society. 

Unlike "normal" D&D, Wulfwald has only three levels, corresponding (more or less) to the veteran, hero, and superhero levels from Dave Arneson's Blackmoor campaign. However, there is a rules appendix that provides for a greater number of levels for those referees and players who prefer them. Characters belong to one of four kindreds: Eorðwerod (Men), Ælfcynn (Elves), Dweorgas (Dwarves), and Réðealingas (Outlanders). Each kindred has three unique classes, each belonging to one of three archetypes: warrior, skirmisher, and wizard. For example, Men have the Scildmægden (warrior), Sperebróga (skirmisher), and Scinnlæca (wizard), while Elves have the Wuduheald (warrior), Scytta (skirmisher), and Gealdor Sangere (wizard). All classes have their own advancement tables, as well as unique results for criticals and fumbles. Warriors also have an ability called "heroic effort," an unusual feat of arms that can be employed once an adventure.

An aspect of Wulfwald that could, I imagine, discourage some potential buyers is its regular use of Old English, complete with odd letters like æ or ð. Speaking as an old Tékumel hand, I know that a lot of people don't like words that require the use of a pronunciation guide to say properly. I can only say that Old English, once you know the rules, isn't all that difficult to pronounce. Moreover, its use in Wulfwald goes a long way toward investing the setting with a distinct flavor. In many cases, the text does provide alternate, contemporary words to use instead of the Old English ones for those who find the others a bit too flavorful, but I much prefer the Old English ones. Your mileage may vary.

Flavor is a big part of what separates Wulfwald from "standard" D&D, even if it makes use of all the expected elements of the game, like magic, monsters, and treasure. I've already noted that each of the character classes is distinctive. The same holds for the systems of magic some of them use. Wulfwald includes four different systems, from runic fateweaving and spell singing to the Forbidden Path and wicce cræft. Likewise, magic items are all unique items, each with its own history and powers. Monsters, too, include a fair number of unique beings, like the draca (dragons) and eotenas (giants).

"Unique" is a word I've used a lot in this review and with good reason. What sets Wulfwald apart from many old school fantasy products is that it's very specific in not just its inspirations but also in the way it's chosen to make use of them. While I'm on record for saying there's nothing wrong with vanilla fantasy, there's also, in my opinion, a distinct pleasure that comes from roleplaying according to the culture, customs, and beliefs of a particular society, whether real or imaginary. That's why my House of Worms campaign has been so enjoyable: the players get to be, if only for a little while, people who inhabit another world with its own rules and ways of looking at things. This is something Wulfwald does very well, too.

The game's five books cover character generation, magic (including magic items and religion), the setting of Wulfwald (including a sample scenario and skirmish battles), monsters, NPCs, and more. Taken together, they provide enough for the referee to kick off a campaign while still leaving lots of room for individual creativity. Wulfwald isn't Tékumel or Glorantha; there isn't an encyclopedia's worth of information to digest. Rather, the game's five books do a good job of painting a compelling big picture with plenty of room to add detail here or a splash of color there. It strikes a nice balance between too much and too little. In short, it inspires, which is exactly what I want out of a product like this.

If you're looking for a well presented new setting for your favorite D&D-alike that draws on real world folklore and history in a fun way, I'd highly recommend yout take a look at Wulfwald. It's one of the best things I've bought this year.

Monday, November 27, 2023

In Defense of Evil Characters

Having last week come to the defense of the murderhobo, I thought I'd go one step further this week by doing something similar for outright evil characters. That's because, for as long as I've played Dungeons & Dragons, I've never considered the possibility of playing such characters illegitimate. None of the editions of the game I encountered in the first few years after I entered the hobby – in order: Holmes Basic, AD&D, or Moldvay Basic – forbids characters from being evil (though the matter is a little complicated in the latter case, since there is no explicitly "evil" alignment). Indeed, all three versions of the game are quite clear that a player character can be of any alignment, including evil ones. 

Likewise, Holmes states that at least one class – thieves – are "not truly good," while AD&D goes further, claiming that "most thieves tend toward evil." Assassins engage in an activity that Gary Gygax memorably described as "the antithesis of weal," hence their outright restriction to evil alignment. Monks have a very limited range of alignments, but Lawful Evil is among them. Bards are almost as restricted in their alignment options, yet they too can be evil. Only druids, paladins, and rangers are forbidden from being evil by the rules, suggesting that the possibility of a player choosing to play an evil cleric or fighter is in no way beyond the pale. 

Of course, it's one thing to see the possibility of evil characters as legitimate and another to see it as desirable. In the early days, I tended to transfer Moldvay's perspective about Chaotic characters to evil ones more broadly: they don't play well with others. For the most part, my friends shared this perspective. I cannot recall anyone of my neighborhood buddies wanting to play an evil character, let alone actually doing so. Like me, they'd come to D&D as relatively innocent boys who looked to the heroes of mythology and literature for inspiration in generating our earliest characters.  Few, if any, of these characters were evil either in thought or deed and our own characters reflected this.

However, as I mentioned in my post about murderhobos, a number of the protagonists of the pulp fantasy stories that served as the inspiration of Gary Gygax in his personal conception of the game were, at best, morally ambiguous and, in a few cases, evil by the standards of D&D's alignment system. That this is the case is made unmistakable in, for example, the write-up of Elric in Deities & Demigods, which judges him Chaotic Evil in alignment. One can certainly argue the fine details of that or similar judgments, but there's no denying that there's a strong tradition of pulp fantasy characters whose exploits include a lot of morally dubious actions.

Beyond that, one need only take a look at the play of the earliest Dungeons & Dragons campaigns. Blackmoor, the birthplace of D&D, featured at least one significant evil player character – Sir Fang, a fighter-turned-vampire whose depredations proved so frightful to the other characters in that campaign that the cleric class was created to stand against him. Meanwhile, one of the most successful characters in Gygax's Greyhawk campaign was Robilar, played by Rob Kuntz. Robilar was not unique in this regard. A quick look at The Rogues Gallery reveals a number of evil-aligned player characters among TSR's writers and designers. If you look at the pregenerated characters for use with modules like Expedition to the Barrier Peaks and Dwellers of the Forbidden City, you'll find several also have evil alignments.

The weight of all this evidence was still insufficient to turn me into a defender of evil characters, except in the narrowest sense. Yes, the rules allow for evil characters, but that didn't mean I had to like it. What ultimately changed my mind was when, many years after I first played D&D, I participated in several sessions that featured an evil character. He was a Neutral Evil psionicist/thief – this was in the days of 2e – and he made himself very useful to his companions by both his skills and his knowledge. I never completely trusted him, but there was no denying that he filled a niche in the party and that his presence helped us succeed when we might otherwise have not. It helped, too, that he was well roleplayed as a charming, if not at all trustworthy, rascal. 

Ultimately, that's what convinced me that an evil character could be fun: good roleplaying. Here was a completely disreputable character, a liar and a cheat, whose actions were always self-interested – but he was played so well and so enjoyably that I almost forgot he was evil. Eventually, the character had the opportunity to betray his comrades to his benefit and he took it. The betrayal left us in a bit of a bind and, while my character was certainly angry, I was not. The character acted as he ought to have, given his alignment. If anyone is to be blamed, it's the rest of us for taking on such a character, knowing as we did that he was evil. But, as I said, he was charming, so fun, that we let our guard down and paid the price for it.

That may seem an odd defense of evil characters. From my perspective, though, it's the strongest one I can offer: sometimes it's fun. Roleplaying games are a form of escapism, something I consider very important, especially nowadays. Having a creative outlet for our baser instincts is, in my opinion, just as vital as having one where we can behave heroically. Sometimes we want to be Galahad and sometimes we want to be Cugel the Clever. I don't see either one as inherently better than the other. While my preference remains for less morally compromised characters, I can easily see the fun in evil characters. Arguably, many of the characters in my House of Worms campaign would be considered evil in D&D terms, so it's not as if the playstyle is completely outside my taste. I've also long harbored a desire to a referee a D&D campaign in which all the characters are members of a Thieves' Guild. In such a campaign, I suspect the vast majority of the characters would be evil, or at least non-good.

I'd love to know of your experiences playing or playing with evil characters. Is it enjoyable? Is it something you'd recommend? What are the advantages and drawbacks of this kind of game? It's a topic that I think deserves greater examination.

Wednesday, January 25, 2023

Retrospective: Blackmoor

Since last week's Retrospective was about Greyhawk, it seemed only right that this week's should be about Blackmoor. It's also appropriate because Supplement II to Original Dungeons & Dragons occupies a special place in the story of my explorations into the history of the hobby of roleplaying. When I was in high school, my father told me about a hobby shop near his workplace that was selling off all their "old D&D stuff" and he asked if were interested in any of it. I told him that, without a list of the titles they had on offer, there was no way I could answer. The next day, he went back to the store and brought me "samples" of what they had, among which was Blackmoor.

At the time, I think I'd seen the occasional references to Blackmoor, such as in the preface to the Monster Manual. And, of course, I was familiar with the land of Blackmoor as it was briefly described in the World of Greyhawk. However, that was close to the extent of my knowledge, this being several years before the publication of the DA-series of D&D modules that began with Adventures in Blackmoor. Consequently, I was very excited to read this weird, little, brown book and see what secrets it might reveal.

I can't say for certain that Blackmoor revealed any secrets to me at that time, but I did find it a very peculiar book nonetheless. Gary Gygax's effusive foreword included references to Dave Arneson's Blackmoor campaign, as well as how he "would rather play in his campaign than any other." This certainly whetted my appetite for information about the campaign itself. Indeed, I was hoping that this little book might shed light on the mysterious northern land mentioned in the World of Greyhawk folio.

Instead what I found was a collection of disconnected rules, many of which looked like early versions of material I'd later see in various AD&D books. There were write-ups for the monk and assassin character classes, sages, diseases, and aquatic monsters – all stuff I'd seen previously in slightly different forms. The only rules in Blackmoor I hadn't seen before were the "Hit Location During Melee" sections. Though they intrigued me, I also found these rules somewhat out of place in Dungeons & Dragons, which conceived of hit points in a fairly abstract manner. 

I was feeling a little confused and even let down by all of this. That's when I decided to look more closely at the sample adventure that took up almost twenty pages of Blackmoor. Entitled "The Temple of the Frog," it was quite different from any adventure I'd seen before. For one, its maps were clearly hand drawn, unlike the much more polished maps with which I was hitherto familiar from TSR's products. For another, its primary antagonist, the high priest of the Temple, Stephen the Rock, was described in great detail – including the fact that was "an intelligent humanoid from another world/dimension!" This really grabbed my attention, especially after it became clearer that Stephen possessed high-tech weapons and armor of a science fictional sort.

By this point, I'd already read Gygax's own Expedition to the Barrier Peaks, which also mixed the peanut butter of science fiction with the chocolate of fantasy, so the ideas presented in "The Temple of the Frog" weren't completely unfamiliar to me. At the same time, Arneson's adventure had a very distinct feel to it, one that differed considerably from Gygax's. The crashed alien spaceship in Barrier Peaks is basically a one-off dungeon, a weird locale separated from the wider world. The Temple of the Frog, though, is an active player in the world of Blackmoor; the Brothers of the Swamp are a rising power, whose ideology of batrachian supremacy over mankind might one day threaten the order of things. That their new high priest just so happens to be an alien possessed of advanced technology only makes the situation more potentially volatile.

When I first opened the pages of Blackmoor, I expected I'd probably find some new rules and ideas derived from Dave Arneson's Blackmoor campaign. Instead, what I got was a mishmash of ideas I'd mostly seen before and that, as I later learned, were largerly the work of other hands (Steve Marsh primarily). But then there was "The Temple of the Frog." Though it's almost completely lacking in larger details about the Blackmoor setting, its ideas and presentation took me by surprise. After reading the adventure, I wanted to know more about Arneson's odd setting and the way it might have mixed elements of science fiction and fantasy together.

That would have to wait a few more years, of course, but Blackmoor was the first step I took down that road. Prior to this, Dave Arneson himself was just a name I'd occasionally see in the credits of my D&D books and Blackmoor was just a mysterious land at the top of the World of Greyhawk map. Now, I knew a little better and for that reason I'll always be fond of OD&D's Supplement II.

Thursday, December 22, 2022

Dungeon23

An old mantra of this blog has long been that "roleplaying games were born in the megadungeon." By this, I simply mean that most of the earliest examples of what we would today recognize as RPGs were played in the context of exploring an immense, subterranean locale filled with monsters, magic, and mysteries – Dungeons & Dragons, Tunnels & Trolls, and Empire of the Petal Throne, to cite just three examples, all assume that much of a campaign's action will center around delving into the depths. Obviously, roleplaying games can (and should) include so many more activities, but there's something satisfyingly primal about braving the mythic underworld and returning to tell the tale.

To be worthy of the name, a megadungeon shouldn't merely be vast in size, it should also contain enough to hold the players' attentions for a long period of time. Unlike smaller, more focused "lair" dungeons, like those typically found in published adventure modules, a megadungeon is a sprawling, rambling thing that isn't about any one thing, nor is it possible to "clear" it. Instead, it's a place to which the characters can come again and again over the course of weeks, months, or even years without ever fully exhausting. A megadungeon can thus be the centerpiece of a campaign, in the way that Castles Blackmoor and Greyhawk were in their respective campaigns and the Jakállan Underworld was in the earliest Tékumel campaign.

I was reminded of all of this for two unrelated reasons. First, as you'll know, I've been working on a science fantasy RPG I'm calling The Secrets of sha-Arthan. When I first conceived of the idea a year and a half ago, I called the project The Vaults of sha-Arthan. The Vaults of the title are megadungeons by another name – deep, ancient labyrinths reputed to contain the secrets of the deific Makers. From the beginning, I knew I wanted to develop one of these Vaults as the basis of a sha-Arthan campaign and have been slowly poking at the idea ever since.

Second, Sean McCoy, the creator of Mothership, proposed something that's come to be known as Dungeon23. The idea quite simple: create one room each day for a megadungeon throughout the entirety of 2023 and then share the results. I thought this was a great idea, if only because it took what might otherwise have seemed like an insurmountable endeavor and broke it down into a much more manageable form. Since I was already contemplating the development of one of the Vaults of sha-Arthan for use in a campaign, Sean's idea struck me as worthy of an attempt.

So, among other things, 2023 will see me attempt to flesh out the Vaults beneath the ancient city of da-Imer one room at a time. Since I already have a lot of ideas of what that fabled underworld might contain, I'm pretty confident that I'll be able to keep up the pace for a while. Of course, this is a marathon, not a sprint. The real test comes after a few weeks or even months, after the novelty of the exercise begins to wear off and the realization that a year is a long time to commit to a single project.

I'll undoubtedly have a few more thoughts on this, as I work on it over on my Patreon. For now, I only wanted to say publicly that I intend to pick up the gauntlet Sean has thrown on the ground. Wish me luck.

Saturday, October 1, 2022

Memorial

I spent a long time yesterday and today trying to think of the best way to commemorate what would have been Dave Arneson's 75th birthday. In the years since his death in 2009, I think it's fair to say that there's a much greater appreciation for the man and his contributions to both Dungeons & Dragons and the larger hobby of roleplaying that it inspired. At the same time, Arneson remains a much more elusive, even mysterious, a figure than, say, Gary Gygax, with whose name he will forever be linked. There are many reasons why this is the case, not least of which being that Arneson seems to have preferred a certain degree of invisibility, if not necessarily anonymity. He didn't seem to have been an attention seeker and so his role in the history of the hobby tends only to be celebrated on occasions such as this.

I'm as guilty of this as anyone, as evidenced by the fact that I struggled with finding something interesting or relevant to say in this post. In the end, I decided that the most important thing was simply to remember him and acknowledge that, whatever else he was, Dave Arneson was a man of singular imagination and creativity who hit upon a remarkable, indeed groundbreaking, idea that literally changed the world. I am constantly struck by how many of the concepts and terms of D&D have spread into the wider world, often used by people who've never played in a RPG. That's a level of influence of which few creators can boast and, while he's not solely responsible for that, he was the man who got the ball rolling with his Blackmoor campaign in the spring of 1971. 

All of us who enjoy roleplaying games of any sort owe Dave Arneson a huge debt. Happy birthday, Dave. May you be long remembered!

Tuesday, January 11, 2022

White Dwarf: Issue #23

Issue #23 of White Dwarf (February/March 1981) features a striking cover by Emmanuel, probably best known for the cover of the Fiend Folio. It might well be my favorite cover of the magazine so far and beautifully encapsulates the arcane, almost forbidden quality I strongly associate with the first few years of my involvement in the hobby. Ian Livingstone's editorial is shorter than usual, in which he briefly muses about the possibilities home computers might afford roleplaying gamers in the future. From the vantage point of 2022, it's easy to poke fun at Livingstone's naivete and optimism, but he wasn't wrong to expect that developments in computer technology have an effect on how we play – and indeed conceive of – RPGs.

"An Introduction to Dungeons & Dragons" by Lewis Pulsipher is the first part of what is described as a series "written for those who have little or no experience of playing" the game. Much like "The Beginner's Guide to Role Playing Games" from the pages of Imagine, I can't help but question the purpose of articles like this. Would anyone utterly unfamiliar with D&D ever buy or read a copy of White Dwarf in order to become better informed about the hobby? Perhaps it was intended to be given to neophytes to read by someone hoping to expand his circle of players? 

The first part reads almost like a history – and prehistory! – of Dungeons & Dragons itself, with Pulsipher relating the fact that Dave Arneson had described the activities of his original Blackmoor campaign to him in 1972, long before he had any real understanding of just what was aborning in Minnesota. That Pulsipher highlights the contributions of Arneson is fairly remarkable to my mind, seeing as his was a name that wasn't much spoken in 1981, at least in the circles in which I moved. Pulsipher also states that "D&D is not a pastime for crackpots." He supports this claim by explaining that "one of the designers is in his early 40's, a minister and former insurance executive." Is he referring to Gary Gygax here? Gary would have been 43 at the time of this issue and he did work as an insurance underwriter, but minister? Did I miss something about Gygax's life?

Next up is a lengthy interview with Marc Miller of Game Designers' Workshop. It's a superb interview filled with lots of insights into Traveller – so superb, in fact, that I'll be devoting an entire post to it later this week. "Fiend Factory" continues after the model established a couple of issues back by a series of related monsters and then a scenario that makes use of them. In this case, the monsters are the Flymen by Daniel Collerton, a collection of humanoid houseflies, which I have to admit strikes me as faintly ridiculous. The accompanying adventure, "The Hive of the Hrrr'l," is better than it has any right to be, given the silliness of the monsters. It presents a large, twisting hive of Flymen whose internal conditions are at times quite alien and disorienting to non-insects. 

"Open Box" reviews four products, starting with GW's own game, Warlock (8 out of 10). I've always felt somewhat uncomfortable with a publisher reviewing its own releases, but this review seems even-handed and fair. Cults of Prax for Chaosium's RuneQuest and receives a much deserved 10 out of 10, while TSR's Deities & Demigods achieves only 8 out of 10, which I think is generous. The final review of the issue is Leviathan for Traveller (9 out of 10).  

"The Elementalist" by Stephen Bland is a new class – a variant magic-user – for use with D&D. As its name suggests, the class specializes in elemental knowledge and magic, including more than two dozen new spells. Not having had the opportunity to use the class in play, I can't speak to how well it stacks up against other classes. Based on reading it, I like it what Bland is attempting to do with it and think it might be a good addition to certain kinds of campaigns. "A Spellcaster's Guide to Arcane Power" by Bill Milne is a proposal for a power point magic system for AD&D. Again, I've not had the chance to use it, but it looks much like one would expect. The only thing about it that caught my eye is that Milne indicates that he modeled it on AD&D's psionics system, something I don't believe anyone has admitted to doing before.

"Khazad-Class Seeker Starship" by Roger E. Moore is a new small craft for use with Ttraveller, described in brief detail, along with a set of deckplans. "Non-Magic Items" describes four unusual but non-magical items for the referee to introduce into his D&D campaign. That sounds more exciting than it is, since three of the four items are simply exotic weapons (and the fourth "item," an odd plant, is there mostly for its damage-dealing capacity). That's too bad, because I'm generally of the mind that most D&D campaigns include too many magical items, even as I recognize the need for providing memorable rewards for the player characters. A collection of truly odd but non-magical items that aren't just weapons would go some way toward alleviating this concern of mine.

Issue #23 is a solid one. I particularly like the increasing presence of Traveller coverage in White Dwarf's pages, as well as its willingness to do things differently than magazines like Dragon. I'm keen to see what the next issue will bring.

Wednesday, December 15, 2021

Retrospective: City of the Gods

The earliest roleplaying game campaigns – Greyhawk, Tékumel, Glorantha – fascinate me, but none more so than Blackmoor. Blackmoor was the first fantasy campaign and yet, compared to most of those that followed in its immediate wake, it's one of the least well documented. Certainly there are published products from the pen of Dave Arneson that shed a little light on what that venerable campaign was like, but what we mostly have are lots of stories and reminiscences from the people who participated in those foundational adventures rather than anything more systematic.

That's a big part of why the DA-series of Blackmoor modules TSR started publishing in 1986 still hold a lot of interest for me. I see them as a possible source of insight into the campaign setting where it all began, so to speak. Unfortunately, as I would later learn, the presentation of Blackmoor in these modules often bears little to no resemblance to Arneson's actual setting. Precisely why this is the case I couldn't say, but I suspect at least part of it has to do with the exigencies of TSR's publishing plans at the time. 

Even so, I happily purchased modules DA1 and DA2, both of which offered up some additional insights into Blackmoor as a setting. One of the things that both these modules made clear was that Arneson was not at all bothered by the inclusion of science fictional elements in his fantasy setting – quite the contrary! So, when the third module in the series, City of the Gods, was released in 1987, I was very interested. Based on its cover illustration by Doug Chaffee alone, it was clear that this one would feature even more explicitly sci-fi material and that intrigued me greatly, despite my ambivalence toward this at the time. 

City of the Gods details a crashed spacecraft called the FSS Beagle, a vessel of the Survey Bureau of the Galactic Federation. The Beagle crashed on Blackmoor five years before the events of the module and had suffered enough damage that nothing short of a rescue by another starship could return its crew to the Federation. As established in the background material, the Federation is notoriously slow to locate missing Survey Bureau vessels. Consequently, some of the Beagle's crew felt the best course of action would be to contact the inhabitants of Blackmoor, establish cultural ascendancy over them, and the mobiliize them to create an industrialized civilization, one capable of repairing their ship. 

This, however, violated the Federation's principle of non-interference, leading to a schism in the Beagle's crew. Those who favored interference were ultimately defeated, but not before a few of them, led by the ship's chief of security, Stephen Rocklin, escaped. The failed mutineers eventually set themselves up in the swamp that held the Temple of the Frog, which forms the background of the module of the same name. Meanwhile, the other crewmembers simply avoided local contact and waited for help from the Federation to arrive. This is the situation into which the player characters stumble when the explore rumors of a strange "city of the gods" in the desert south of Blackmoor.

City of the Gods is, in many ways, similar to the earlier module, Expedition to the Barrier Peaks, right down to the inclusion of lots of weird-looking advanced technology. What separates it from its predecessor is context. We know know very little about the circumstances of the starship's crash in Barrier Peaks. More than that, all of its crew is dead, leaving behind only robotic servants and alien monsters aboard the vessel. In City of the Gods, though, the crew is still very much alive and divided into two antagonistic camps. Even beyond that, one of those factions has had a lasting impact on the world of Blackmoor. This is in stark contrast to Expedition to the Barrier Peaks, which is a much more self-contained scenario.

On the other hand, the presentation of the titular City of the Gods, as the Beagle comes to be known, is isn't very detailed or indeed interesting. I don't believe this is at all reflective of the original "City of the Gods" adventure that Arneson famously refereed first for his own players and then later for Gary Gygax and Rob Kuntz. This is sadly a common problem when it comes to published Blackmoor material. So much of it seems invented by a collaborator – in this case David J. Ritchie – rather than instead presenting what Arneson used in his own campaign. It's a shame, both in this particular case and more generally. I'd love to learn more about the Blackmoor setting as Dave Arneson imagined it. Sadly, the City of the Gods doesn't do that.

Friday, November 12, 2021

Random Roll: PHB, p. 32.

 A close reading of the Advanced Dungeons & Dragons rulebooks often reveals little details that are easy to overlook. In most cases, these details are rules-related, but one occasionally finds details that pertain to the implied setting of the game. I came across one of these just recently while re-reading the description of the monk class found in the Players Handbook.

There can be only a limited number of monks above 7th level (Superior Master). There are three 8th level (Master of Dragons) and but one of each higher level. When a player character monk gain sufficient experience points to qualify him or her for 8th level, the commensurate abilities attained are only temporary.

The above is, I think, well known and has been an aspect of the class since its first appearance in the pages of OD&D's Supplement II. Like the druid, the monk is a class that advances to higher levels only through the defeat of the current holder of that level in a trial by combat. I know that, even back in the early days, some players and referees disliked this aspect of the class, both because of its seeming unfairness – why don't other classes have to do this? – and because it introduced an additional layer of complexity to leveling up. For myself, I liked it precisely because it was unique; it gave the monk a bit of flavor to distinguish it further from other classes.

The next sentence of this section of the PHB also contains a bit of flavor, but one that I must have somehow overlooked, because I honestly cannot recall ever reading it before.

The monk must find and defeat in single combat, hand-to-hand, without weapons or magic items, one of the 8th level monks – the White, the Green, or the Red. 

For a moment, the colors baffled me. I quickly realized that they were connected to the fact that the title of 8th-level monks is "Master of Dragons," of which there are only three. Thus, it would seem that these monks consist of the Master of White Dragons, the Master of Green Dragons, and the Master of Red Dragons. How had I never seen this detail before? It's baffling to me and yet I have no recollection of ever having seen it, let alone making any use of it in all the years I played AD&D.

The detail makes a certain amount of sense, since, unlike levels above 8th, there are three 8th-level monks, so there ought to be some way to distinguish them. Of course, I soon find myself wondering: Why only three? Why not one for each color of dragon? Is there some special significance to the three dragon colors chosen? Why are they only evil dragons? Thinking about and potentially answering these questions are the stuff from which a fantasy setting is made. I have no idea if Gary Gygax intended there to be a logic behind the three Masters of Dragons or not, but I enjoy puzzling out matters like this regardless. I doubt I'm alone in this regard.

Tuesday, October 26, 2021

White Dwarf Interviews Gary Gygax

Issue #14 of White Dwarf features a long interview with Gary Gygax by Ian Livingstone. As I mentioned in my earlier post, it's a surprisingly good interview in which Gygax says a few things I don't believe I've ever read anywhere else. For instance, when asked about "the original inspiration for D&D," Gygax responds in this way:
CHAINMAIL, then Dave Arneson's campaign and Dave Megarry's game DUNGEON! 

It's a short answer but it says a lot. The importance of Chainmail is well known and obvious. The significance of Arneson's pre-D&D Blackmoor campaign is likewise widely acknowledged (though the fact that Gygax so readily admits this in late 1979 is, I think, notable). The role of Dave Megarry's boardgame, on the other hand, is often forgotten nowadays. That's in part an accident of publishing history: Dungeon! as a game predates D&D but it didn't appear in published form until after OD&D appeared in 1974. 

Shortly afterward, Livingstone asks Gygax about how he applied "the concept of role-playing to the novel game theme of fantasy." Gygax replies that "role-playing is common in wargaming," especially at 1:1 scale, so it wasn't a huge leap. Fantasy, meanwhile, isn't really all that novel.

Most of us, after all, are raised on fairy tales, fantasy, and myth. With that background, I actually don't view fantasy gaming as a novel idea, really, and I marvel that it wasn't done before D&D!

Of course, as Gygax already admitted, it was done before D&D, by Arneson and his crew in the Twin Cities. There are also other examples of proto-FRPGs prior to 1974, such as the Lankhmar games Fritz Leiber played with Harry Fischer, but none of them, including Blackmoor, saw print until after TSR published OD&D. (As an aside, Gygax implies that Guidon Games might have published it, if it had not folded beforehand and Avalon Hill was "luke warm to suggestions about fantasy.")

Livingstone then asks Gygax about the appeal of D&D and the kinds of people who enjoy playing it. What Gygax says is quite interesting, some of it echoing things he'd said elsewhere. He starts by describing the qualities of a "good D&D player" as follows:
Imaginative retentive memory, competitive, co-operative, thorough, bold (but not rash), and quick thinking … Slightly suspicious can be added and logical and deductive reasoning powers are most useful too.

 This exchange follows (which I reproduce in its entirety):

Over the years, Gygax repeatedly made reference to the way that roleplaying games enabled ordinary people to have "adventures" in a way that was largely impossible in the contemporary world. He felt that was very important, especially for children, and, the older I get, the more I see the rightness of his belief.

The remainder of the interview talks about D&D's prominence in the world of RPGs – Gygax is dismissive of its "imitators" – the deleterious effect of most fan-made material on the game ("rubbish"), the place of Advanced Dungeons & Dragons, his Greyhawk campaign, and his inability to play as often as he would like. As I said, it's a decent interview from a period when TSR was just on the cusp of the huge success that would propel it even farther ahead of its rivals. Gygax thus speaks with a certain degree of confidence, even swagger, but the gamer in him has not yet been fully subsumed within his "TSR Gary" persona. He is still very much the guy who enjoys playing all kinds of games and wants nothing more than to share that love with others, even as he evinces a certain degree of prickliness at the notion of anyone else horning in on "his" territory as the creator and purveyor of the world's first and most successful RPG. From the vantage point of history, it's clear that many of Gygax's strengths were the very things that, in other contexts, proved to be his weaknesses – but then so it is with all men.

Friday, October 1, 2021

"Inscrutable Dungeonmaster Par Excellence"

Had he lived, today would have been the 74th birthday of David L. Arneson, co-creator of Dungeons & Dragons. 

There's not much I can say about him here that others have not already said better – a big change from the days of my youth, when Arneson and his contributions to the hobby weren't as well known as they are today. In the years since his death, Arneson's star has risen considerably, particularly among those of us who favor the earliest editions of D&D. That's as it should be. 

Dave Arneson was, after all, "the innovator of the 'dungeon adventure' concept" on which the entire game was founded. It's an idea of such remarkable durability and flexibility that it remains a centerpiece not just of D&D and its many imitators but also of other forms of entertainment that have grown up in its wake. In a very real sense, so much of modern popular media was born in the dungeons beneath Castle Blackmoor in the first years of the 1970s and we have Arneson to thank for lighting the spark that would one day grow into a brilliant flame.

Happy Birthday, Dave.

Wednesday, July 14, 2021

Retrospective: Temple of the Frog

By most measures, Dave Arneson's "The Temple of the Frog" is the first published Dungeons & Dragons adventure. Originally appearing in the second supplement to OD&D, Blackmoor, it's a very strange scenario – or so I thought when I first read it. As presented in its initial form, the eponymous temple is home to a weird religious order whose members have "delved into the forbidden areas of study and determined that animals have more potential to populate the world than man, who was, after all, a biological abomination which would ultimately threaten the existence of all life." To that end, the Brothers of the Temple "began developing a strain of amphibian that would combine the ferocity and killer instincts of larger mammals with the ability to move through swamps with great swiftness to strike and avoid retaliation." Weird indeed!

More than this, what caught my attention all those years ago was the mysterious individual who acted as the temple's high priest, Stephen the Rock. According to Blackmoor, Stephen not only "possessed some very unusual powers," he "is not from the world of Blackmoor at all, but rather he is an intelligent humanoid from another world/dimension." We later learn that he was the member of some kind of scientific expedition to study Blackmoor and became stranded there. Owing to his origins, he brought with him advanced technological devices – the "very unusual powers" mentioned above – and used them to cow the locals and establish himself as leader of the frog-breeding Brothers, accelerating their work through the application of otherworldly science.

Now, at the time, I was already quite familiar with the idea of mixing fantasy and science fiction. I'd refereed Expedition to the Barrier Peaks several times and, while I had many misgivings about it, I largely enjoyed it. Barrier Peaks is basically a dungeon filled with alien monsters and high tech "magic items." It's quite self-contained and, at least as presented, there's only minimal suggestion that the presence of an extraterrestrial starship in a fantasy world will have any long-term consequences. That's not the case with "The Temple of the Frog," where it's very explicit that Stephen the Rock and the Brothers of the Frog are involving themselves in the politics of Blackmoor, hence the need to oppose them. That probably explains why I found the scenario in Blackmoor so compelling.

So, when TSR announced that they were releasing a revised and expanded version of the original scenario in 1986 as part of its new series of Blackmoor modules for D&D, I was enthusiastic. I dutifully bought Temple of the Frog and devoured it, tearing through its 48 pages in a single sitting. Developed by David J. Ritchie from the original by Arneson, I found the module is solid, if somewhat overelaborated. Like so many D&D modules at the time, it's filled with lots of boxed text, most of which, to be fair, is simply descriptive, but it does pad out the text more than I think is necessary. Less forgivable, though, are the initial dozen or so pages that sets up the adventure scenario through NPC dialog and exposition (again, presented in boxed text). 

The main portion of Temple of the Frog consists of detailing the temple itself, as well as its denizens and treasures. Being familiar with the 1975 version, I saw lots of similarities; it's clear that Ritchie hewed as closely to the original as possible and I appreciated that. That said – and despite what the great cover by Denis Beauvais implies – the 1986 module somehow feels much less "science fiction-y" than does the original. All the elements are still there. In fact, there are a few new high tech elements, like a cyborg, for instance, but somehow that I can't quite articulate the end result feels much less wild and transgressive than the Blackmoor version. Whether that's an actual function of the module itself or simply that, by the time I read this, I was already familiar with the concept, is hard to say. Regardless, the end result is, in my opinion, lackluster and full of unrealized potential.

Even so, I retain a great fondness for Temple of the Frog. Much like Expedition to the Barrier Peaks, it played an important role in helping me to become more comfortable with mixing science fiction and fantasy. Given how much of a stick in the mud I am about such things, that's not nothing.

Tuesday, March 9, 2021

Different Worlds: Issue #5

Issue #5 of Different Worlds (October/November 1979), featuring a cover by Tom Clark, begins with an editorial by Tadashi Ehara in which he alludes to the fact that "role-playing has been in the news more and more recently." Whatever could be driving this increase in coverage? Ehara also explains why nearly all published game reviews are positive, namely that "most reviewers write on games they like and enjoy." That's more or less been my philosophy since I started this blog and why I only rarely accept copies of RPG or other materials to review. Given my limited time, I prefer to write about products I like and there's no guarantee something I've been sent cold will be among them.

"Arduin for the Masses" by Mike Gunderloy is an interesting article. Ostensibly, it's an overview of The Arduin Trilogy, which Gunderloy calls "Dave Hargrave's masterwork." In point of fact, though, it's a defense of Arduin against those who criticize its rules, style, and general approach to gaming. Even if one disagrees with Gunderloy's many points, there's no question that it's an article worth studying more carefully and I intend to do just that in a separate post.

Rudy Kraft offers "Games to Gold Update," a follow-up to his article in issue #4. The update consists primarily of a listing of nearly a dozen additional game publishers one might consider as potential markets for one's designs. Of those listed, I don't believe of them are extant in the present day and, with the exception of Eon Products and Yaquinto Publications, none had any lasting impact on the hobby. John T. Sapienza's "Developing a Character's Appearance" is six pages in length, consisting of many random tables for determining eye color, hair length, voice quality, handedness and more – all divided by race. Two of the article's six pages are defenses of his design choices (such as randomly determining gender and race). It's exactly the kind of article I've come to expect from Sapienza and, while not my style, may be of interest to those for whom randomness is a way of life.

"Some Greek Gods" by Geoffrey Dalcher provides guidelines on using Greek deities as the basis for RuneQuest cults. It's limited in its scope but reasonably well done. "My Life and Role-Playing" continues with essays by John Snider and Scott Bizar. Snider was a player in Dave Arneson's Blackmoor campaign (his character was Bozero the Drunkard), as well as the designer of Star Probe and Star Empires. His essay is filled with fascinating bits of early gaming history and deserves a post of its own. So too does the essay by Scott Bizar of Fantasy Games Unlimited, which contains some intemperate remarks about TSR's games and their "infantile" designs. Stephen L. Lortz's "Encounter Systems" is the latest in his "Way of the Gamer series" and examines the random encounter systems of four games – Arduin, Bushido, Chivalry & Sorcery, and Dungeons & Dragons – with an eye toward producing a general random encounter system suitable for use in multiple games. The end result is not bad, actually, though it's clearly geared toward fantasy. 

James M. Ward a Gamma World variant entitled "To Be or Not to Be a Pure Strain Human That is the Question!" The variant is an entry in Ward's regular tinkering with Pure Strain Human rules, based on the not unreasonable notion that, compared to mutants, they are underpowered. "Clippings" reproduces a couple of news clippings related to the disappearance of James Dallas Egbert III, both of which emphasize that he'd been found and that D&D played no role in the affair. Gigi D'Arne's gossip column is back to form, with more inside information on upcoming games and game company doings. Among the tidbits that caught my eye was that producer Hal Landers was planning to make a D&D movie starring Robbie Benson and Tatum O'Neal with a $6 million budget; the arrival of Ares from SPI; the publication of the Dungeon Masters Guide; and rumors of a new Tékumel RPG to be published by Gamescience.

It's another engaging issue, filled with multiple articles deserving of greater examination. "My Life in Gaming," as always, remains a highlight of Different Worlds and I look forward to each new issue because of it.

Friday, February 12, 2021

Ye Olde Comeback Inn

The first time I ever came across the Comeback Inn was in the pages of TSR's Adventures in Blackmoor. In that module, it's portrayed as an "inn between the worlds" that allows characters to travel through time between the present and the past. 
The Comeback Inn as illustrated by Jim Holloway
Years later, I'd come across The First Fantasy Campaign, which talked about the Comeback Inn in greater detail. The description reads as follows:
Half price booze and lodgings, however, when you leave you find yourself coming back into the inn (walking out backwards does not help!). To get out (attempts to burn the place down, etc., will have you beaten by the patrons). a player who has not come into the Inn grasps your arm (leg, whatever) just as you reach the door (window, etc.), from his position outside the Inn, and pulls you out. Jumping off the roof finds you landing in the taproom from the ceiling. Evil/Chaotic types cannot enter. Good p1ace to pick up information.

 Sounds like a very frustrating place!

The Inn as depicted in FFC
As many of you no doubt know, the Comeback Inn is based on a real place in the Melrose Park neighborhood of Chicago named the Come Back Inn. The real Inn closed its doors for good in 2004, but reader Thaddeus Moore kindly shared some photos of the place, such as this one, which shows its signage.
The north side of the building looked like this:
It's easy to see how Dave Arneson would have remembered and been inspired by this place. Growing up, I remember a number of odd little restaurants that had vaguely medieval themes to them, with suits of armor and weapons displayed, for example. I also recall a steakhouse called Dante's Inferno that had lots of "hellish" imagery inside – creepy paintings, gargoyles in the rafters, etc. I am sure restaurants of similar sorts still exist today in various places, though I doubt many have been immortalized to the same extent as the Come Back Inn.

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.

Monday, November 30, 2020

Huge Ruined Piles


Men & Magic, Volume I of original Dungeons & Dragons, in a section entitled "Preparation for the Campaign," rather famously describes a dungeon as a
"huge ruined pile, a vast castle built by generations of mad wizards and insane geniuses".

The quote is a popular one in the OSR and for good reason: it's incredibly evocative. Reading it, I find myself thinking of an immense, crumbling Gothic structure, perched precariously on some mountaintop and sprawling across its slopes. In this, I've likely been influenced by the cover illustration to OD&D's Supplement II: Blackmoor.

What's interesting is that both the Blackmoor and Greyhawk campaigns were centered around – and indeed named after – a castle (as was Rob Kuntz's El Raja Key). Despite that, it was the levels beneath those two castles that served as the focus of player character action rather than the castles proper. Castle Greyhawk did have an "upper works" (as did Castle Zagyg), but they did not occupy much of the player's attention, at least according to one account by James M. Ward. For Castle Blackmoor, we have a map of the surface levels of the castle, presented in Judges Guild's The First Fantasy Campaign, but they're sadly not very interesting – hardly a "huge ruined pile."
Speaking of Judges Guild, the 1977 module, Tegel Manor, is in some ways closer to this ideal, though, at only 250-ish rooms, it's probably too small to be called truly "sprawling" (though moreso than either Castle Amber or my own The Cursed Chateau). 

I've written before about "above ground" dungeons, but, in that case, I was thinking mostly of ruined cities on the model of Glorantha's Big Rubble, which is itself worthy of further discussion. However, my present musings are occasioned more by today's Pulp Fantasy Library entry. I now find myself thinking about immense, haunted castles – an unholy amalgam of Castle Dracula, Neuschwanstein, and the Winchester Mystery House, peopled with all manner of monsters and perhaps even the degenerate descendants of the original inhabitants á la H.P. Lovecraft's The Lurking Fear
It's funny really that "the dungeon," meaning an improbable warren of subterranean tunnels should become the default environment for adventuring in RPGs. On one level, it makes perfect sense, since dungeons, as conceived by roleplaying games, have no real world analog, thus freeing the referee to map them according to his own fancies. Mapping a castle, even an absurdly large and rambling one, might demand at least a little knowledge of the layout of such buildings and that can impede one's creativity. I've experienced a little of this myself, in detailing the surface ruins of Urheim, since it's meant to be a "real" fortified monastery where all of its buildings have a clear and logical purpose. 

That aside, I don't see any reason why a would-be designer of a massive castle "dungeon" need be limited by real world considerations. My references above to Neuschwanstein and the Winchester Mystery House were chosen specifically to highlight the legitimacy of whimsical, irrational, and downright deranged design choices. After all, if your huge ruled piles is the result of "generations of mad wizards and insane geniuses," why should its floorplan be bound by normal logic? 

I remain quite taken with Jason "Philotomy Jurament" Cone's notion of "the dungeon as mythic underworld," which I believe comports almost perfectly with OD&D's presentation of the game's play environment. But we need not be too literal when it comes to adopting this perspective. Properly presented, a sprawling, crumbling castle can be every bit an example of an underworld as any series of monster-infested tunnels. Indeed, if one looks at Gothic fiction from the late 18th through 19th centuries and beyond – fiction that has had a clear influence on fantasy roleplaying – cursed and haunted castles abound and entering them is often metaphorically akin to descending into Hades (consider Jonathan Harker's trip to Transylvania in Dracula, for instance).

Obviously, creating a dungeon of this sort will require some re-thinking of the traditional structure of levels and the difficulty associated thereto. Off the top of my head, I might suggest dividing the castle into wings, with certain certain wings being "low level" and others "high." Alternately – or even in conjunction with wings – one might instead opt for a vertical approach: as one ascends the castle's spires, it becomes more difficult. Another possibility is simply to dispense with such artificial notions and opt for a more "organic" one, where the challenge is independent of location and characters exploring the place must learn to be clever to avoid running into dangers beyond their present abilities. The possibilities are quite large and, were I a better cartographer, I might start work on my own huge ruined pile. Alas, my skills in this area are negligible, so it won't be happening anytime soon. One day ...

Wednesday, October 28, 2020

Retrospective: Star Probe

Because of the world-historical success and influence of Dungeons & Dragons, it's very easy to forget that, from the very start, TSR published other games – and not just other roleplaying games. One of the less well known ones is 1975's Star Probe by John M. Snider and illustrated by his brother, Paul G. Snider. 

Snider, you may recall, was a player in Dave Arneson's Blackmoor campaign. A game of space exploration, Star Probe arose out of a science fiction wargames campaign conducted within the auspices of the Midwest Military Simulations Society. Though only 36 pages in length, its rules cover a wide range of topics, from starship outfitting to hyperspace jumps to battles and more. Given its scope, the rules are reasonably complete, though Snider repeatedly indicates that they can and should be altered or augmented to cover unexpected situations. In this respect, Star Probe is very much in keeping with the general philosophy of games from this era.

Play is based around the assumption that each player controls a starship from a particular planet traveling throughout the galaxy exploring new star systems, with an eye toward colonizing their worlds. Of course, many worlds are already inhabited, which can complicate the goal of acquiring data about these new worlds. In extreme cases, the inhabitants may take umbrage at the presence of a players' survey or first-in teams and attack, thereby delaying or even preventing learning anything useful about the star system in question. Victory in the game is based on the player who can bring the most "megarons" of data back to their home base before the conclusion of the game's time limit. A basic game is supposed to last five years, with each turn representing a single month, but the rulebook notes that this length of time can be expanded or contracted, depending on the desires of the players.

Star Probe plays a bit like a game of competitive Star Trek, with each player in command of his own personal Enterprise. Players must not only compete against one another, but must also marshal their resources so as to acquire the most data before they return home for re-supply. Once home, their actions are subject to a Board of Review that decides whether or not they are fit to engage in exploration again or whether they should be beached, resulting in certain penalties to further activity. The game's mechanics are filled with trade-offs, as players must weigh certain costs against unknown rewards, as the nature of star systems is randomly generated, using several tables.

Star Probe includes at least one genuine innovation that makes it stand out from both its contemporaries and many of its successors. Included with the game is a map that shows the locations of over 2000 star systems. That's an impressively large number in itself, but even more impressive is that these systems are placed in three dimensions. Each system has a notation indicating whether it is located above, on, or below the galactic plane. That's something that Traveller, produced two years later, did not do and that is still uncommon in science fiction games of any kind.

In his "forward" [sic] to the game, Gary Gygax includes a couple of comments about it that are of interest. First, he notes that Star Probe is the first in a trilogy of games that build upon one another. The second game in the trilogy, Star Empires, was eventually published (and shall form the subject of next week's Retrospective post), while the third, so far as I am aware, was never made. More fascinating still is Gygax's mention of 
"one lost vessel from an avian race having had the misfortune of somehow arriving at the world "Blackmoor" (and promptly losing all to an angry wizard whom they foolishly disturbed)!

For years, I'd heard stories that Blackmoor's planet was included on the maps of Snider's science fiction games, but this is the first time I'd found any evidence that these tales contained a kernel of truth. This makes me wonder about the connection, if any, between Snider's early sci-fi wargames campaigns and Blackmoor's Temple of the Frog and City of the Gods, both of which show evidence of SF high technology. In any case, it's further food for thought on the topic of genre bending within the early hobby, a perennial matter of discussion on this blog.

Thursday, October 1, 2020

Secrets of Blackmoor

The early history and indeed prehistory of roleplaying games is one of my primary interests, as it is of many others involved in this hobby. Consequently, when I first heard that there was a documentary being made about the gaming scene in the Twin Cities of the 1960s and '70s, I was immediately intrigued. There can be no question that Minneapolis and St. Paul were the crucibles of much of what we think of today as "roleplaying." So many of the founders of gaming hailed from or wound up in the area at this time – men like M.A.R. Barker, Mike Carr, Dave Megarry, Dave Sutherland, Dave Wesely, and of course Arneson, to name just a few – that it's not an exaggeration to say that the Twin Cities have as good a claim, if not better, as that of the more celebrated Lake Geneva to the title of "birthplace of roleplaying."

My only concern about the resulting film, which would bear the title Secrets of Blackmoor: The True History of Dungeons & Dragons, was that, as its subtitle suggested, it might be stridently revisionist in its approach. In the years since his death in 2008, it's become quite fashionable to denigrate the legacy of Gary Gygax, even to the point of claiming that his role in the creation of Dungeons & Dragons and, therefore, roleplaying games, was minor or that he "stole" everything he ever did from others. Corrective is useful, even vital, in historiography, particularly if previous histories leaned a little too much on a limited perspective. I've written recently about my own ignorance of Arneson's foundational role in the hobby, so I am very much in favor of a broader, deeper examination of the people and events that led to the creation of it. But my worry remained. 

I am happy to say that that worry was wholly unfounded. Secrets of Blackmoor, written by Griffith M. Morgan III and directed by Morgan and Chris Graves, is an affectionate, sprawling, and, above all, nuanced approach to its subject matter. Far from having any axes to grind, it is instead a serious examination of the confluence of events and people that led to the creation of the Blackmoor campaign and, from it, Dungeons & Dragons and the hobby of roleplaying itself. Despite a running time of 131 minutes, it moves briskly, thanks in large part to its emphasis on interviews with surviving members of "the Blackmoor Bunch" and significant figures from the period. It's a solid approach that both held my attention and humanized the stories behind the creation of RPGs.

I say "stories," because there are a lot of them in Secrets of Blackmoor. The film bills itself as a history and so it is, but it's primarily an oral history, as recalled by the men and women who knew Dave Arneson and played games with him, both before and after the start of the Blackmoor campaign. This is important to bear in mind, because it would be mistaken, I think, to treat every story, recollection, and memory as 100% factually accurate. I don't think anyone can doubt that, after five decades, the memory can play tricks and, without independent evidence, not every reminiscence can be taken at face value. Yet, these stories are are nevertheless invaluable; they give a far better sense of the fun, the wonder, and the exhilaration that suffused those early games around the table with friends than could dry exposition. 

The saddest part of watching Secrets of Blackmoor is the absence of Dave Arneson himself. Though the film is bookended with videos of Arneson teaching a class as an older man, as well as with photographs of him at various points in his life, he lives primarily through the stories others tell about him. Some of them are quite moving, none more so, in my opinion, than those told by his daughter and father (whom I did not know was still alive). Hearing others speak of Arneson, it's clear that he was a man of singular imagination and loyalty. That the Blackmoor Bunch still speak so highly of him and his accomplishments is a testament to what a remarkable person he was. It's this that is one of the film's great strengths.

Its other strength is the way that it situates the development of roleplaying games within the larger context of miniatures wargaming. We hear a lot about Charles Totten's Strategos, Michael Korns's Modern War in Miniature, Dave Wesely's Braunstein experiments, and other games, all of which contributed to Arneson's thinking as he laid the groundwork for his Blackmoor campaign. It's powerful, fascinating stuff that deftly establishes the intense creative ferment in the miniatures wargaming world of the period. This is useful, of course, in providing historical perspective, but what it also does is muddy the waters somewhat on the matter of who created roleplaying games and when. There are multiple moments throughout the film where it would have been easy to offer a definitive pronouncement that "this was the moment when roleplaying was born." To its credit, the movie shies away from such simplistic certitude, leaving it to the viewer to make up his own mind.

If there is a secret of Blackmoor, it's that roleplaying had many parents, even if some, like Dave Arneson, justifiably loom larger than others. For that reason alone, I highly recommend Secret of Blackmoor. If you are at all interested in the history of the hobby, you owe it to yourself to watch this documentary. You will not be disappointed.