Tuesday, August 19, 2025
The Articles of Dragon: "Giants in the Earth" (Issue #36)
Friday, August 23, 2024
Lament for a Lost Age
Monday, August 12, 2024
A (Very) Partial Pictorial History of Troglodytes
Since last week we looked at lizard men, I thought it would make sense to examine troglodytes next, since they're both humanoid reptilian monsters. There are, of course, lots of differences between them, starting with their alignment – troglodytes are Chaotic Evil, while lizard men are Neutral – I can nevertheless easily imagine someone confusing the two. With that in mind, how did TSR era Dungeons & Dragons visually distinguish between them?
The earliest illustrations I can find of troglodytes come from the AD&D Monster Manual (1977), both by Dave Sutherland. Sutherland gives trogs a much shorter snout and a large crest on their heads. These are both features that can be found in most of the depictions that follow.
In 1985, Citadel Miniatures released a troglodyte miniature that's also very reptilian in appearance. If you look carefully, you can see not only its crocodile-like scales but also its cranial ridges (which are smaller).
Thursday, August 8, 2024
Retrospective: Revolt on Antares
Before getting to the game itself, I'd briefly like to draw attention to its place within the history of TSR. Revolt on Antares came out in '81, during a time when TSR was rapidly expanding both its release schedule and its ambitions. Though Dungeons & Dragons remained the company's bestselling line of products by far, there seems to have been genuine concern that its popularity was faddish and could not be sustained forever. TSR, therefore, began to experiment with other games (and approaches to games) as a hedge against the possible collapse in interest in D&D.
Mini-games, like Revolt on Antares, were part of that experiment. Coming on a clear plastic case, the game consisted of a short, 16-page rulebook, a sheet of cardboard counters, a colored map, and a pair of dice. Tom Moldvay designed the rules, while Kevin Hendryx served as its developer. Graphically, it makes full use of TSR's stable of young artists, like Jeff Dee, Dave LaForce, Erol Otus, Jim Roslof, and Bill Willingham, all of whom I'd consider representative of this experimental period in the history of the company. Dee's cover is especially memorable to me, probably because of how I often I played Revolt on Antares with my friends at the time.
As wargames go, this one is quite simple – but that was a big part of its appeal to me. Though I knew a lot of guys into wargames in my youth, I never really devoted much effort to playing them myself, with a couple of exceptions here and there. For the most part, this was simply a matter of not being sufficiently interested in wargames to devote the time necessary to learn and play them. I'd much rather have been playing roleplaying games than the Rise and Decline of the Third Reich.
What immediately appealed to me about Revolt on Antares was its science fiction setting. I've been a huge fan of SF since I was a young child, growing up in the immediate aftermath of the Apollo program and watching reruns of Star Trek on a grainy black-and-white TV with my aunt. And, of course, like all little boys at the time, I was a fan of Star Wars. The combination of these facts with my TSR fanboyism made it perhaps inevitable that I'd purchase Revolt on Antares almost as soon as I saw it.
The simplicity was, as I've already noted, a plus, especially when compared to other SF wargames I attempted to play around the same time. The rulebook quickly establishes the basic scenario:
Imirrhos, ninth planet of the star Antares, lies on the edges of Earth's Imperial Terran Empire. As the Empire grows weaker, Imirrhos boils with unrest and intrigue. The seven local ruling families (or "houses") fight for power. Some want the Terrans to leave, others need Imperial support. A few know of the Silakka, an alien race that is waiting to invade ...
The rulebook then offers up three different scenarios for play. The basic scenario is for two players and concerns the revolt against Terra. One player takes the role of a house leader leading the revolt, while the other is the Imperial Terran consul, who is attempting to crush the rebellion. The second scenario is also for two players and concerns the defense of Antares against the invading Silakkans. The third – and, in my opinion, most fun – scenario is for 2 to 4 players, with each player taking on the role of one or more houses as they jockey for control of Imirrhos.
A big part of the appeal of Revolt on Antares are its characters. Each of the houses is led by a character with both a name and a unique ability. For example, House Orsini is led by Messalina Orsini, whose power of fascination enables her to subvert the loyalty of opposing units, while House Edistyn is led by Nureb Khan Edistyn, whose precognition ability allows him to roll two dice instead of one in combat, taking the best result. In addition, there are "Galactic Heroes" whom you can recruit, like the assassin Corvus Adromeda and Dr. Death, who can animate the bodies of fallen units as zombies. These heroes act much like house leaders in their use but may be recruited by any faction. There are also ancient alien artifacts, such as the Force Cannon and Energy Drainer, whose possession and use adds yet more mayhem into the mix.
Looking back on it now, it's clear that what made Revolt on Antares so appealing to me was its world building. Though the information Moldvay provides about Imirrhos and its inhabitants are as brief as its rules, they are surprisingly evocative. Names like Black Dougal Mackenzie or Ward Serpentine possess a certain mystery that made me want to know more – and, in the absence of such information, my friends and I imagined it for ourselves. That's precisely the stuff from which good games are made and, by that standard, Revolt on Antares is a very good game.
From a purely objective perspective, it's nothing special. As I keep saying, the rules for combat and movement are very, very simple. I'm sure long-time wargamers would justifiably scoff at their lack of depth. I can't really argue against such judgments, except to say that I had a blast playing Revolt on Antares again and again, each time coming up with new ideas about the implied setting of the game – not bad for a little game published four decades ago!
Wednesday, August 7, 2024
A (Very) Partial Pictorial History of Lizard Men
Lizard men were introduced into Dungeons & Dragons in the pages of its first supplement, Greyhawk (1975). The first illustration of them appears on the inside cover of Supplement I, provided by Greg Bell. As we'll see, this image established the general outlines of what D&D's lizard men look like and nearly all of those that follow will use it as the foundation on which to build their own specific interpretations.
The next time we see a lizard man is the Monster Manual (1977), with artwork provided by Dave Trampier. There's a lot of similarity between Tramp's depiction and that of Bell above, like the tattered loincloth, spiny ridges on the head, and serpentine tongue. This is my default mental image of a lizard man, probably because it's the first one I ever saw.Monday, July 22, 2024
A (Very) Brief Pictorial History of Mind Flayers
The people have spoken, which means I shall continue this series for a while longer. In reviewing the suggestions offered by readers, one of the more popular ones was the mind flayer. Since this tentacled monstrosity is also my favorite Dungeons & Dragons monster, I thought it'd make sense to kick off the next round of these posts with a look at mind flayers (or illithids, as they were called in Descent into the Depths of the Earth).
Though the mind flayer first appears in issue #1 of The Strategic Review (Spring 1975), the first illustration of it does not appear until a year later, in Supplement III, Eldritch Wizardry (1976), as drawn by Tracy Lesch. Despite how early it is, this is clearly recognizable as the monster of later depictions – a rare instance when someone other than Dave Sutherland laid the esthetic foundations upon which later artists would build.
Speaking of Dave Sutherland, here's his take on the mind flayer from the Monster Manual (1977). You can see that he was riffing off Lesch's original conception, right down to having four facial tentacles and a preference for high-collared robes of the sort favored by Ming the Merciless.
Like the kobold, the mind flayer gets two illustrations in the Monster Manual. However, this second illustration is not by Sutherland but rather by Tom Wham. Though humorous in tone, Wham's art shows a mind flayer that looks very close to its predecessors. He even includes the skull on the monster's belt. (Also of interest is that one of the illithid's victims is a halfling.)
The illustration looks just like the Ral Partha mini above – unless it's the other way around. That's why I'm curious about when the miniature was released. My suspicion is that the DiTerlizzi illustration came first, but I cannot prove it.
Wednesday, July 17, 2024
Retrospective: Assault on the Aerie of the Slave Lords
| Speaking of halflings ... |
Monday, July 15, 2024
A (Very) Brief Pictorial History of Halflings
For today's look at the art of TSR era Dungeons & Dragons, I've decided to step away from monsters and instead focus on something a little different: halflings. Halflings, as everyone knows, originate in the works of J.R.R. Tolkien and have little or no antecedents in real world myth or legend. Despite Gary Gygax's well-known dislike of The Lord of the Rings, he was, however, a fan of The Hobbit, which introduced halflings – or, rather, hobbits – to the world. Both books were very popular among fantasy aficionados during the early 1970s, when D&D was born, so it's not at all surprising that Tolkien's diminutive creations should find their way into the game (along with several of his monsters). Of course, this usage was completely unauthorized and legally dubious. Saul Zaentz's Middle-earth Enterprises threatened legal actions against TSR for its usage of "hobbit" (and "ent" and "Nazgûl," I believe) in OD&D. Subsequent printings of the game, such as the one I own, changed "hobbit" to "halfling" and that term then became the common one in Dungeons & Dragons.
There are no clearly identified illustrations of halflings in OD&D. However, there is this piece of Greg Bell artwork that I think is supposed to be a halfling: