Showing posts with label Gygax. Show all posts
Showing posts with label Gygax. Show all posts

Sunday, December 15, 2019

Book Review: Sign of the Labrys (spoilers)



On page 8 of the Players Handbook, Gary felt the need to explain the usages of the term level:  “Level as an indication of character power . . . Level as used to indicate the depth of the dungeon complex . . . Level as a measure of magic spell difficulty . . . Level as a gauge of a ‘monster's’ potential threat . . .”  We learn that, “It was initially contemplated to term character power as rank, spell complexity was to be termed power, and monster strength was to be termed as order . . . However, because of existing usage, level is retained throughout with all four meanings, and it is not confusing as it may now seem.”  Of course, since then, ‘monster level’ has given way to challenge rating, but the term for dungeon stratum is immutably Level.

Gary specifically listed Margaret St. Clair's Sign of the Labrys in Appendix N.  Although the notion of successive underworld levels is as old as religion, there is an assumption that the 1963 novel contributed to the D&D concept of dungeons.  I can't argue against this assumption yet, honestly, had I been told Sign of the Labrys influenced a role-playing game but not which game, I would have associated the novel with Paranoia.

In his review of Sign of the Labrys in the March 1964 issue of Analog, P. Schuyler Miller states, “I have an idea this is a ‘sleeper’ that will hang on over the years, growing with rereading.”  (He also lamented, “. . . it catches a case of Van Vogts and goes all complicated.”)  If Sign of the Labrys is a sleeper, then it's still dozing.  Regardless, Sign of the Labrys has fared better than The Shadow People, having been reprinted as part of Dover's ‘Doomsday Classics’ series.  Sign of the Labrys is categorized as science fiction rather than fantasy.  Specifically, the ‘Guide to Subject Analysis for Fiction and Drama’ subject headings for the book are “science fiction,” “occult fiction,” and “dystopias.”  The Library of Congress Subject Headings are “Witches – Fiction” and “Paranormal fiction.”  Lastly, the ‘Book Industry Standards And Communications’ subject headings are ”Visionary & Metaphysical” and ”Occult & Supernatural.”

According to the back cover copy:
This Wiccan-themed science fiction novel was cited by Gary Gygax as an inspiration for Dungeons & Dragons.  Enthusiasts of the role-playing game will recognize the forerunner of Castle Greyhawk and its labyrinthine setting of multiple levels connected by secret passages. . .
Most of the action in Sign of the Labrys takes place in a underground complex.  Apparently, the complex was inhabited as a result of the “great plagues” which transpired ten years prior to the start of the novel and killed 90% of humanity.  People regularly visit the surface without ill effect, but they choose to reside in the complex.  Although the plagues “have been in abeyance for years now,” the fear of contamination has caused people to isolate themselves from one another.  “People satisfy their sexual needs in fifteen-minute contacts,” we learn, “and run away from each other afterwards.”

One of the upper levels “consists of an apparently interminable series of interlacing arched arcades, part natural and part artificial . . .”  With regard to levels, the protagonist narrates:
     It is important to understand what a level is.  It is not much like a floor in an office building.  A level may be a hundred or a hundred and fifty feet deep, and subdivided into several tiers.  Also, access to them is not uniform.  The upper levels are simple and straightforward; one gets to and from them by stairs, escalators, or elevators . . .
     As one goes down, it gets difficult.  Entrances and exits are usually concealed.  The reason for this, I think, was partly to protect the VIP's in the lower levels from unauthorized intrusion, partly to provide a redoubt in case the ”enemy” was victorious, and partly because of the passion for secrecy that characterizes the military mind.
Aside from “stairs, escalators, or elevators,” there are also matter transmitters and anti-gravity tubes, but the existence of such things is not mentioned until the protagonist interacts with them.  Also, the transitions among the deeper levels tend to have guardians.  The protagonist seeks out a witch named Despoina even though he realizes she “might or might not have any real existence.”  In his journey, he descends to lower and lower levels.

Levels are identified by letters rather than numbers.  Tiers are indicated by a number after the letter.  The protagonist declares, “I walked along the dim corridor until I came to F1 (this is a tier, and different from F, which is a separate level).”

Level G is an ecosystem complete with groves of trees and a beach with “salt water and sand to sunbathe on.”  A denizen announces, “We even have tides.”  The level is inhabited by people (and their children) who were VIPs at the time of the great plagues.  Assuming the plagues were instruments of warfare, they sealed themselves off waiting for the end of a non-existent war.

The protagonist reaches Level H with the assistance of a dog with an extra brain.  Enduring hallucinations, he wanders through a stone labyrinth “for at least two days,” eventually reaching on office intended for the president of the United States.  The protagonist then descends to what turns out to be Level I (“the hidden nadir level”) with a floor of ice and with “great pillars, partly hewn and partly natural, that supported the roof.”  He then briefly encounters the witch before losing consciousness.

Later, the protagonist starts to develop Wicca powers as he becomes an initiate.  He is a reincarnation of “the male counterpart of the high priestess, the other focus of power in the circle.”  He recalls some sort of racial memory and is possessed by a “‘pattern of power’ that had been a man once, millennia ago.”

The experiences of the protagonist in Sign of the Labrys are similar to those of the protagonist in The Shadow People; he has a heretofore unknown mystic heritage and undergoes hallucinations while wandering underground.

Saturday, August 31, 2019

Two Articles of Note

On this Labor Day weekend, we take a break from our hard-hitting, high octane analysis of TIMEMASTER™ in order to bring attention to a couple of articles regarding the early days of the hobby.

First, earlier this week, Kotaku posted a feature article about the beginnings of Dungeons & Dragons.  (TRIGGER WARNING:  Gary is described as having human flaws.  😧)  The article goes into Braunstein and Blackmoor and Arneson's “Creature Feature weekend inspiration.”  Eventually, it suggests that Gary may not have been as creative as legend indicates.  Of course, it was Gary who manufactured the legend.  Unfortunately, in bolstering his own role, he undermined that of Arneson.  The propagation of the Cult of Gary led to Dave's minimalization.  One of Gary's talents was promotion and absent that talent, there would not have been a D&D phenomenon.  Yet without the creative effort of others – most notably Dave Arneson – there would not have been a D&D for which to cultivate a phenomenon.

Another of Gary's talents was writing rules.  We should also be thankful for this.  Yet the Kotaku article provides this quote from Gary:  “Dave and I disagree on how to handle any number of things, and both of our campaigns differ from the ‘rules’ found in DandD.”  What's the point in devising rules if you're not going to abide by them?  On a previous occasion, I supplied a different quote from Gary:  “The secret we should never let the gamemasters know is that they don't need any rules.”  If this is true, why do I consider Gary's codification of the rules to be important?  In my opinion, a person doesn't need rules in order to play, but rules are useful in learning the concepts of the game.  Rules from a basis of understanding among the game master and the players.  Once there is such an understanding, the rules can be modified or even abandoned.  Without rules, the phenomenon of D&D would have been greatly impeded.

Speaking of rules, the second article was written by the editor of the blue book.  While most media focused upon the burgeoning satanic panic, the November 1980 issue of Psychology Today offered an educated perspective.  (I didn't state that both articles were recent.)  Apparently, we owe the presence of this article on the Internet to the Escapist.  In “Confessions of a Dungeon Master,” John Eric Holmes relates his experiences and observations regarding D&D.  Holmes admits, “my friends know that they can often persuade me to twist the rules...”  Holmes also states, “The Dungeon Master's world is sort of a giant Rorschach test.”  By this, he seems to mean that, within the context of the fictional setting, “the personalities of the characters turn out to be combinations of [the players'] idealized alter egos and their less-than-ideal impulses.”  Yet the “world” itself is a psychological reflection of the Dungeon Master.  Holmes recognizes that his style of play is distinct from that of other Dungeon Masters.  More to the point,  Dungeon Masters necessarily improvise, both in terms of reacting to the behavior of player characters as well as implementing on-the-spot rulings.  Holmes recalls an occasion where he decided that a “saving throw” was the appropriate game mechanic to determine if a player character had preserved her virginity.  Ultimately, Holmes professes that, “The Dungeon Master's job is to provide an interesting game.”  Such a thing cannot be achieved by wrote adherence to a set of rules.

Engaging in a role-playing game is a form of art, the rules are merely a tool to facilitate this endeavor.

Sunday, July 30, 2017

Set 1: The Battle for Earth

Art by Dave Dorman

INVASION!

In the year 2035, Earth is attacked by aliens hostile Xenoborgs who selected our planet as the next addition to their galactic empire.  In mere days, man's conventional forces are destroyed, and the earth is overrun by alien troops.

Now, Earth's only hope lies with the CYBORG COMMANDO™Force (CCF) – a cadre of super-soldiers who are part human and part machine.  With their state-of-the-art defenses and built-in weaponry, the CCs may yet be a match for the invaders.  But time is running short!

With this game, you can be a member of the CYBORG COMMANDO Force and drive off the aliens.  This set includes everything you need to start the defense of Earth:

     A 48-page CCF Manual for players – with character skills, combat rules, and a technical section complete with diagrams of CC construction,

     A 64-page Campaign Book for the Game Master – including full details on the aliens and their invasion, the world political situation in the early 21st century, and an index of CC bases worldwide,

     A 16-page adventure booklet packed with beginning scenarios, and

     Two pre-inked dice.

The CYB✪RG C✪MMAND✪™ science fiction role-playing game was published thirty years ago, an era when “pre-inked” was a selling point for dice, not something taken for granted. Young people don't know how good they have it nowadays.  Back in the day, RPG box sets came with unembellished dice and a white crayon...and we were grateful.

Published by New Infinities Productions, at least three Cyborg Commando sets were contemplated; however, no sets other than “Set 1” were produced.  The reason is that the game isn't very good.  In his Heroic Worlds, Lawrence Schick is not complementary.  “The rules systems are eccentric,” he writes, “almost amateurish.”  Sub-par role-playing games are hardly unusual, yet Cyborg Commando is a special case – it is credited to Gary Gygax, Frank Mentzer, and Kim Mohan.  Given their prior contributions to the hobby, their target audience held expectations that the trio failed to achieve.

Ostentatious phrasing did not help matters.  For instance, page 41 of the CCF Manual defines 'light':
     This term here applies to the range of the to the electromagnetic spectrum from about 10¹⁶ to 10¹³ Hz, or wavelengths of 100 to 10 million Angstrom units (1 Å = 10⁻¹⁰ meter).  It includes ultraviolet (100 - 4,000 Å), visible (4,000 - 7,000 Å) and infrared light (7,000 - 10,000,000 Å).
With regard to the passage of time, a Combat Turn represents 8.6 seconds.  Each Combat Turn consists of ten phases of 0.86 seconds each.  Why not a phase of one second and a Combat Turn of ten seconds?  Because 8.6 seconds is “exactly 1/10,000 of a day.”  Now, doesn't that make for a better role-playing experience?  Except there are exactly 86,400 seconds in a day, not 86,000.  So much for “exactly.”

The “16-page adventure booklet” is truthfully sixteen pages.  Technically, the cover carries the title “GM's Adventure Notes” and is followed by eight pages of material (including the inside cover).  However, when the booklet is flipped over, the 'back' cover has the title “Players' Adventure Notes” and is followed by six pages.  While it is certainly an 'adventure' booklet, “packed with beginning adventures” is a misstatement.  The players' section provides setting information (“The infamous Berlin Wall was removed in 2003...”), playing tips, and lists of accessories and equipment.  The GM's section provides advice on running a game and creating adventures.  There are twenty scenario summaries and each summary consists of a couple of paragraphs.  The summaries are contained within two-and-a-half pages.  Even if we conflate 2½ pages of scenarios to 16, not all of the scenarios are of the beginning variety.  Eight scenarios are in the 'simple' category (i.e., they “have straight-forward goals and involve standard combat”), seven are 'tricky' (i.e., they “usually require clever and astute play if the dangers and traps are to be successfully avoided”), and five are 'tough' (i.e., they “involve very hazardous situations, and require astute play and imaginative solutions to problems”).

Ace Books published a trilogy of novels based on the Cyborg Commando setting and which were co-authored by Mohan.  In an attempt to gain an appreciation of the setting, I read the first book, Planet in Peril.  My analysis of this novel may be found here.

Included in my used copy of the Cyborg Commando RPG box set is an advertisement for Realms of Adventure (shown below) – New Infinities Productions' house organ that offered “...a wide variety of articles and adventures from authors all over the world.”  I am unable to find much information about this journal, but it seems at least two issues were published.


Also included in my copy of the game is a typewritten flyer for Rock-Con XIV (November 7 & 8, 1987).

Sunday, December 25, 2016

Of Dragons and Dungeons


Art by David C. Sutherland III (from Dragon #12)

In 1976, Gary Gygax exposed noted authoress Andre Norton to D&D when she participated in one of his games.  Inspired by this experience, she wrote Quag Keep.  As an acknowledgement, Norton expressed “appreciation for the invaluable aid of E. Gary Gygax of TSR, expert player and creator of the war game, DUNGEONS AND DRAGONS, on which the background of QUAG KEEP is based.”  Norton therefore had an early insight into role-playing games, a phenomenon that – as an 'Appendix N' writer – she helped inspire.  However, note that the term “role-playing game” was not yet in use and D&D was still considered a “war game.”

Quag Keep was published in 1978 and a preview of chapters 2 and 3 appeared in the February issue of The Dragon.  (The image above represents a portion of that issue's cover.)  Although that issue refers to Quag Keep as a “D&D novel,” there doesn't seem to be any official licensing; at least it isn't suggested in my copy of the book – a 1979 DAW paperback.  The first page – even before the title page – of this paperback displays two paragraphs of 'teaser text' with the heading “Of Dragons and Dungeons.”  This phrase appears nowhere else in the book and is doubtless intended to bring to mind Dungeons & Dragons without impinging upon TSR's intellectual property.  (The only specific reference to Dungeons & Dragons is in Norton's acknowledgement, shown above.)

Even without an official license, Norton's book certainly had Gary's approval.  In fact, most of the story takes place in the World of Greyhawk.  Not surprisingly, several people have analyzed Quag Keep in order to glean information about Gary's campaign.  Then there's this total dork.  (Ha ha!  Just kidding Mr. Mona, sir!)  As interesting as these analyses may be, your humble host would like to look at Quag Keep from a different perspective.  Quag Keep does not always conform to the D&D oeuvre.  Ultimately, Norton's book reflects her impression of Dungeons & Dragons, modified as necessary for purposes of fiction.

Quag Keep represents the completion of a full circle.  It is fantasy literature based on a role-playing game which itself is based on fantasy literature.  What if we go one iteration further and conceive of a role-playing game based on Quag Keep ?  This game would capitalize on the differences between D&D and the novel.  Perhaps the game could be called Keepers of the QUAG (Quest Under A Geas).

In the book, seven “real world” players find themselves in a fantasy setting.  The  consciousness of each player occupies a form based on a miniature that the player had selected.  So, people become part of the game they were playing.  (I suppose this plot was not yet trite in the seventies.)  Actually, the players' personalities are eclipsed by the characters' personalities.  In any event, our hypothetical game would require that each (player) character be represented by a figure.

The Quag Keep protagonists each have...
...a wide bracelet of a metal as richly bright as newly polished copper.  It was made of two bands between which, swung on hardly visible gimbals, were a series of dice – three-sided, four-sided, eight-sided, six-sided.
In the story, sometimes these dice spin of their own accord and produce some sort of effect.  I suppose there could be other dice as part of the bracelet, but the book only identifies these four and does not hint at any others.  Our game would be restricted to these dice.  Rolls in both the Hero System and GURPS commonly employ 3d6, providing a range covering 3 to 18 with an average roll of 10.5.  Now, 1d4+1d6+1d8 provides the same range and average.  However, 3d6 is not the same thing as 1d4+1d6+1d8; 3d6 can generate 216 combinations (6 × 6 × 6) while 1d4+1d6+1d8 can only offer 192 combinations (4 × 6 × 8).  Still, 1d4+1d6+1d8 should suit our purposes.  Incidentally, my copy of Quag Keep has 192 pages.

The protagonists/player characters represent a variety of classes types.  Let's examine each.

Swordsman:  In the illustration, the swordsman character, Milo Jagon, is shown wearing a helmet.  Wouldn't he just be a fighter?  Perhaps not.  Page 11 tells us that, “As a swordsman Milo was vowed to Law.”  It is absurd that “followers of Chaos” and “neutrals” couldn't effectively wield a sword.  Maybe there is a guild or order of swordsmen that take a “vow” and the proper title of a member of such is 'swordsman'.  Page 76 informs us that a swordsman (or perhaps any person pledged to Law) “cannot kill without cause.”  Also, a swordsman cannot “be twisted and bent into the service of evil.”

We also learn that a swordsman can have “perhaps one or two simple spells,” something that cannot be said of D&D fighters.  At one point, the bracelet-dice spin, causing pouches of coins to appear at the feet of the protagonists.  “And how about spells?” Milo then thinks, “Surely they had a right to throw also for those?”

Berserker:  The berserker character, Niale Fangtooth, is depicted on the right of the illustration, accompanied by his pseudo-dragon, Afreeta.  Rather than symbolic adoption of animal traits like real-world berserkers, Niale actually shapeshifts into a boar and is often referred to as a “were.”  It may be that all 'Nortonian' berserkers are weres, but are all were-folk necessarily berserkers?  For berserkers (and perhaps all weres), “the tongues of beasts were as open as the communication of humankind.”  However, animals do not always react well to the presence of a were.

Lizardman:  Gulth, the only lizardman in the illustration, is perhaps the most heroic of the protagonists.  His kind require heat and moisture in order to thrive.  This becomes problematic during the course of the story.

[ Some people (who give a pass to magic spells and berserkers able to change into horse-sized boars) experience major butthurt because Gulth uses a blanket to keep warm.  “He's an ectotherm,” they complain, “a blanket won't allow him to retain heat.”  To these oppressive mammals, I have two things to say:  (1) A pre-warmed blanket would help Gulth's body temperature.  (2) What part of “fantasy” don't you understand? ]

Cleric:  Daev Dyne, the cleric, resembles to some extent a D&D magic-user.  He is adorned with a “robe of gray, faced with white.”  With regard to weapons, he is “permitted no more than the knife of [his] calling.”  Further to the meaning of  'cleric', Norton indicates that Daev Dyne has “training as a clerk.”  With regard to magic, Daev Dyne performs a ritual to ascertain information about two rings worn by Milo.  He can also cast spells for scrying, light, and healing.  Additionally, he employs holy water to protect a camp site.

Bard:  The character Wymarc can play songs on his harp to accomplish various effects. 'The Song of Herckon' can discombobulate shadow creatures.  'The Song of Far Wings' can summon giant eagles.  He can also use music to bring “a release from tension, a gentle dreaminess from which all that might harm or threaten was barred.”

Battlemaid:  The character Yevele wears mail and wields a sword expertly.  She also casts a spell that temporarily paralyzes two riders and their mounts.  However, having cast that spell, she “cannot use that one again.”  With regard to spells, she has “perhaps one or two others [she] can summon.”

Elf:  The character of Ingrge is introduced as “one of the Woods Rangers.”  That he is an elf is not mentioned until the second paragraph of his description.  This may mean that all Woods Rangers are elves.  Yet perhaps not all elves are Woods Rangers.  Elves possess “mastery over communication with animals and birds.”  Actually, elves can use “mind-talk” to communicate “not only among themselves but with all the sons and daughters of nature who wore feathers, scales, or fur – or even leaves – for it is rumored that to the elves trees were also comrades, teachers, and kin-friends.”  Elves also possess a portion of magical “Power Lore” that can be used to “scent” magic.

Among the antagonists, there are other classes types.  Unfortunately, for most of these, Norton supplies little information.

Druid:  Druids are a “close-knit and secret fraternity.”  While some have “the brand of Chaos and the powers of the Outer Dark at their call,” the Druid enemy in Norton's story, Carlvols, is not so powerful and not beholden to Chaos.  Carlvols can “vanish in a puff of smoke” (along with his unnatural steed) as well as summon urghaunts.  On one occasion, he summons a bevy of shadow imps. 

Hitherblood:  When the protagonists encounter Helagret, they notice “an odd cast to his features, something that hinted of mixed blood, perhaps of the elven kind.”  We are later told that Helagret does “not have elf favor” and Ingrge claims that he is a “half-blood from the Hither Hills.”

Illusionist:  The character of Ewire twice lures a protagonist away from camp by assuming the semblance of a person known to the protagonist.  She can also cause her allies to appear in different guises.

Sunday, September 25, 2016

Where Fantasies Are Real & Reality Is FANTASTIC


My first exposure to Message from Space was when it played on a double bill with Superman so many years ago.  To some (many? most?), Message from Space is a gaudy Star Wars rip-off.  It's certainly gaudy and it would not have been made except to capitalize on the Star Wars phenomenon but, as Lex Luthor said that very same day:
Some people can read War and Peace and come away thinking it's a simple
adventure story.  Others can read the ingredients on a chewing gum wrapper
and unlock the secrets of the universe.
While my appreciation of Message from Space falls somewhat short of unlocking secrets of the universe, the film offers more than a simple adventure story.  If we divest ourselves of the 'spaceships = science fiction' fallacy and accept the film as fantasy (as the tagline indicates), the film becomes more palatable.  Message from Space was inspired – in part – by Nansō Satomi Hakkenden, an epic of Japanese literature and one of the longest novels ever.  The influence is especially noticeable with regard to what Joseph Campbell referred to as “the call to adventure.”

Message from Space takes place twenty years after the last Space War, during “the times when earthling adventurers roamed the planets of the galaxy seeking riches in the form of resources and colonies.”  The warlike, steel-skinned Gavanas oppress the enlightened Jillucians nearly to point of extinction.  The Jillucian patriarch dispatches eight holy Liabe seeds to locate the assorted heroes who will save the Jillucians – and the universe – from the tyranny of the Gavanas.

The Liabe seeds, with the appearance of walnuts that sometimes glow, make their way to the film's protagonists who, in another context, might be player characters.  However, the meaning of the Liabe seeds (from the protagonists' viewpoint) must wait for exposition from Princess Esmeralida.

If the Liabe heroes (i.e., player characters) are destined to save the universe, then wouldn't that compromise player agency?  Well, yes it would.  As a matter of fact, in Message from Space, three of the chosen characters toss their walnuts* and a fourth declines the honor of being a hero.  This is representative of what Campbell aptly termed “refusal of the call.”  Of course, a story about characters deciding against doing something interesting isn't a worthwhile story.  Eventually, the characters that initially refused the Liabe seeds change their minds and accept their roles as heroes.  So, player agency is still thwarted.  Is that a bad thing?  Not necessarily.

Absolute agency is untenable in a role-playing game.  A player adopts a “role” for his or her character.  After all, we are talking about role-playing games, not agency-playing games.  Agency is limited in that player character knowledge should be restricted to in-game information available to the “role.”  Also, the player imbues his or her character (or role) with a personality and a psychology.  The way a character responds to stimuli – while not scripted – should be consistent with that personality and psychology.  Gygax addressed this issue by penalizing “aberrant behavior” with additional required training time/cost for level advancement (DMG, p. 86).  Of course, for Gygax, a character's “behavior” should be defined by class and alignment.

The notion of consistency should not preclude the organic development of personality and psychology (or “behavior” to employ a convenient term).  Yet, ultimately, it is a player's responsibility to play the role of his or her character with an established behavior and to interact appropriately within the setting.  Likewise, some of the GM's responsibilities include providing an intuitive (if not immersive) setting and accommodating (rather than curtailing) player agency.

Your character should refuse the Liabe seed if the character's established behavior suggests that course of action.  However, there should be circumstances wherein your character would accept the Liabe seed.  Is it an intolerable suppression of player agency if the GM arranges for those circumstances to occur?  I don't think so; I think there is a difference between 'railroading' and 'advancing the plot'.


* not a euphemism

Monday, December 7, 2015

Happy Birthday, Leigh Brackett!

Art by Allen Anderson

December 7 is, of course, a date which has lived in infamy.  Yet every date has good associations as well as bad and December 7, 2015, happens to be the centennial of Leigh Brackett's birth.

In Appendix N of the Dungeon Masters Guide, Gygax lists two kinds of authors:  “In some cases I cite specific works, in others, I simply recommend all their fantasy writing to you.”  Leigh Brackett is of the latter sort.  This is interesting in that Brackett didn't write fantasy per se ; she wrote 'science fantasy' (as well as westerns and mysteries).  Yet she certainly influenced – and was influenced by – 'traditional' fantasy.  Regardless, the quality of her work transcends genre pidgeonholes.  Among her claims to fame, she wrote the first draft of The Empire Strikes Back.  (TLDR?  Here's a summary.)

In a sort of homage to Robert E. Howard, Brackett named a character 'Conan' in Lorelei of the Red Mist (written in collaboration with Ray Bradbury).  It seems that L. Sprague de Camp despaired that he partnered with Lin Carter rather than Brackett when he excavated Howard's legacy for more Conan material.

Brackett's most famous character is Eric John Stark, who first appeared in “Queen of the Martian Catacombs,” a story from the summer 1949 issue of Planet Stories.  The cover of said issue appears above; the person in the lower left-hand corner is supposed to be Stark.  There are several things wrong with this representation.

First, just what is he wearing?  Is that Martian lederhosen ?  Second, I'm almost certain that Stark doesn't shave his armpits (although I could be wrong).  Finally and most importantly, there's the matter of Stark's skin color.  According to the story, “His skin was almost as dark as his black hair, burned indelibly by years of exposure to some terrible sun.”  (In The Ginger Star, his coloration is described as “dark purple.”)  Other than the Stark books published under Paizo's Planet Stories imprint, illustrations of Stark consistently show him with light skin.  After all, failing to pander to white male power fantasies would be a bad marketing decision (or at least was presumed to be).

Stark was presented in (A)D&D terms in the 'Giants in the Earth' feature of (The) Dragon #28 (August, 1979).  This adaptation is shown below.  The non-game text is largely correct; however, Stark's skin coloration is absent from the description of his physical features.  Also, while Stark is a mercenary, he's of a type occasionally found in the province of fiction – a 'principled' mercenary.  “He'll sell you out, he'll cut your throat, if he thinks it best for the barbarians,” a character explains in “Queen of the Martian Catacombs.”  Stark aids indigenous peoples oppressed by Terran expansionism.  I think this is a noteworthy qualifier to his mercenary status.


The description includes a random table to establish the nature of an encounter with Stark.  I suspect this is Moldvay's work.  Random determination of behavior defeats the purpose of using a detailed, complex character like Stark.

Most of the 'Giants in the Earth' personalities are definitely fantasy characters, even though they are products of their respective settings.  Inserting them into a traditional fantasy campaign poses no difficulty.  However, characters outside the typical scope of fantasy – such as Stark – require some consideration.   The character's knowledge and technology (such as Stark's “plasteel mesh armor”) can cause unintended (and perhaps drastic) consequences in a campaign.  Also, being transplanted to an alien environment will necessarily alter a (non-player) character's outlook and motivation.

Sunday, November 15, 2015

An Introduction to the World of Adventure Gaming

Art by Brad “Morno” Schenk

With the exception of 'Inspiration' posts, this blog tends to examine role-playing games that are complete – or at least claim to be complete.  As such, your humble host has elected to focus on Dave Hargrave's The Arduin Adventure rather than his Arduin Trilogy since said trilogy was presented as supplementary material. Having 64 pages, The Arduin Adventure book was sold individually and as part of a boxed set that included character sheets, two sheets of “magikal” item cards, and a die with “a total of twenty (20) sides numbered zero through nine twice each number.”

In the detail of the cover image shown above, we see the subtitle An Introduction to Fantasy Role-Playing/Adventure Gaming and it is in this context that The Arduin Adventure stands out.  The Arduin Adventure (hereinafter ArdAdv) was published in 1980, one year before the release of the Moldvay edition of D&D.  So, the contemporaneous, equivalent product from TSR was the Holmes 'Blue Book'.  According to its preface, the Holmes edition was “aimed solely at introducing the reader to the concepts of fantasy role playing...”  In this regard, ArdAdv compares favorably and could arguably be considered superior.  Essentially, the Holmes edition is a 'starter' set:  “Players who desire to go beyond the basic game are directed to the ADVANCED DUNGEONS & DRAGONS books.”  Hargrave references other Arduin products as options but only as options; he emphasizes that players and Game Masters can rely upon imagination.  While the Holmes edition rules “allow only for the first three levels,” no experience level limits are presented in ArdAdv.

In fact, the experience system in ArdAdv does not involve charts or large numbers.
Each character will gain one experience level (EL) for each five adventures completed (through fourth level). Thereafter it takes 20 adventures to gain each additional EL.
It's certainly not detailed, but it's satisfactory for an introductory system.

For many role-playing games, the rules begin with character generation.  This is not so with The Arduin Adventure ; the first topic after the introduction is an explanation of the Game Master's responsibilities.  Hargrave makes three points:
1.  Know all of the rules you have all agreed upon (and have the rule book(s) handy to settle disputes).
2.  Have not only the desire, but also the time to give the creation of each game’s “script” the attention it needs. It will take a good GM at least one hour to ready a game for play properly (usually the night before).
3.  Have the trust and confidence of all of the players so that they will not argue with his decisions. This confidence can only be earned as the GM demonstrates his integrity and honesty during the games. If the players feel that they are being short-changed by a GM, the play will soon become bogged down in arguments and hurt feelings. So, a GM must always maintain a detached and impartial attitude towards every player and every player’s character no matter what the GM’s personal feelings are. A good GM sees only the game, not those who play within it.
On the following page Hargrave states, “A GM never tries to run the players' game, but only operates as a referee, acting out the parts of the monsters or other things or people the characters meet.”

Later in the rules, Hargrave announces that the Game Master is really “a STORY TELLER!”  Some 'old school' aficionados prefer to distance themselves from the notion of game-as-story.  Here's a quote from Gary Gygax:
The adventure is the thing, not "a story." If you want stories, go read a book, If you want derring-do, play a real RPG and then tell the story of the adventure you barely survived afterwards. The tale is one determined by the players' characters' actions, surely!
Evidently, Mr. Gygax felt that stories are not the focus of “a real RPG.”  My philosophy is that the play of any game is a story – chess, poker, hopscotch – any game.  Gygax uses the terms “the story of the adventure” and “The tale.”  So, obviously, there's a story involved even in “real” role-playing games.  If the adventure is distinct from the story, then the adventure is the medium in which the story forms.  It is probable that Gygax meant two things in his quote:  (1) that the adventure should shape the story and not vice versa and (2) players should not influence the outcome of the adventure except through the actions of their characters.  I am not adverse to either point but, ultimately, a role-playing game generates a story.  How the story manifests is a matter of play style.  In any event, the Game Master is the impetus of the story.  (Hence the Game Master is really “a STORY TELLER!”)  In short, if you're pretending to be an elf in a make-believe world of magic and dragons, you're a participant in a story making process.

Sunday, June 28, 2015

Angels & Allegory


Luca Giordano     The Fall of the Rebel Angels (detail)     1660 - 1665

On page 76 of the DragonRaid Adventure Master Manual, there is an advice section named “When Players Try to Leave the Written Narrative.”  It explains that other role-playing games permit (or even encourage) players to deviate from a scripted adventure.  For DragonRaid, however, departing from structured adventure material is less than optimal.  One must remember that, first and foremost, DragonRaid is supposed to be used for “imparting Christian truth.”  Thus, “a departure from the text may cause players to miss out on valuable spiritual lessons.”  Should this happen, “DragonRaid may become just another game – fun, but without educational value” (or rather the intended educational value).

So, how should an Adventure Master 'shepherd' the players when they start to stray from the course of the adventure?  What would Gary do?  According to The Keep on the Borderlands :  “If a party attempts to move off the map, have a sign, a wandering stranger, a friendly talking magpie, or some other 'helper' tell them they are moving in the wrong direction.”  Dick Wulf (designer of DragonRaid) encourages Adventure Masters to be “innovative” with regard to bringing the party back in-line with the adventure.  As an example, “Tell the players that a talking magpie flies down in front of them and advises them that what they are about to do isn't in the OverLord's will!”  I don't know about you, but a magpie is not going to deter me from my intended course of action.  (O.K., a magpie might influence me, but it won't deter my character.)  I am generally suspicious of the motives of magpies.  In fact, if a magpie didn't want me to do something, I would be more inclined to do it.  What would discourage me?  A unicorn.

The “Celestial Guardians” section of the LightRaider Handbook (p. 56) states, “Both unicorns and pegasi are embodiments of angels in the world of EdenAgain.”  Sometimes they take other forms.  About a page is taken up with the “What we know about angels” section.  Twenty 'facts' about angels are listed, such as, “They can eat food. (Genesis 18:8)”  Each fact has a biblical citation except for one:  “They are personal spirits possessing intelligence, wisdom, patience, meekness, modesty, holiness, obedience, knowledge, will power, and the ability to speak languages.”  Anyway, why not just call an angel an angel?  Why equate them with unicorns and pegasi?  For that matter, why not just refer to the OverLord as Jesus?

Wulf employs allegory for a reason.  On page 50 of the Adventure Master Manual, he explains that allegory is necessary...
          ...because sometimes people have heard things about Jesus Christ (or about Christianity) to which they have developed very definite responses, both positive and negative.  These learned responses may block any further input.  By using an allegory to retell those spiritual truths, the game provides a comfortable and non-threatening learning experience.
          It is important that the Adventure Master maintain the integrity of the allegory by rarely allowing players to say Jesus Christ or Lord instead of OverLord.  It is too easy to be inconsistent and have the game lose its impact.  The wonderful world of EdenAgain and all of its marvelous creatures may give way to “churchy” words like salvation, which repel or bore some people.  Creativity and imagination are stifled, and as the game falters, God-given opportunities for teaching are lost.
Still, 'OverLord' sounds somewhat forbidding.  I am reminded of the main antagonist in Blackstar (which aired prior to the publication of DragonRaid).  Instead of OverLord, I would have gone with WorldLight.


Monday, March 24, 2014

The Second Pandora

Art by Liz Danforth

Contemporaneous with the publication of Empire of the Petal ThroneTunnels & Trolls was “...perpetrated on an unsuspecting world.”  Which game is the “second” role-playing game is a matter of debate.  Regardless, both games are important in the history of the hobby and each has a distinct reason for being.  It is my belief that EotPT is more of an adaptation of D&D while T&T is more of a response to D&D.

Professor Barker saw D&D as a way he could express his invention, Tékumel.  The most important part of EotPT is, of course, the setting.  However, Barker did not use Tékumel as a backdrop for D&D ; he crafted his own rules.  Admittedly, they were “inspired” by D&D, yet he chose to implement certain changes not as a consequence of the setting, but because he felt the changes resulted in a better game.  I mean changes such as (to name a few) percentile characteristics, the workings of magic, and the introduction of skills.  Just as Tékumel was an artistic endeavor, so was the game.  Barker had a career; he didn't expect to make a living off of Empire of the Petal Throne.  The changes he implemented represented an intellectual exercise equivalent to artistry.  Esthetics applied to game design?  Gygax thought so.  He wrote in the foreword for EotPT, “I simply state that it is the most beautifully done fantasy game ever created.”  Sure, Gygax had an interest in promoting the game; his company published it.  Still, there are many things Gygax could have written, yet he chose to describe the game as he did – as a thing that (in terms of beauty) surpassed his own creation.

One of the earliest versions of Tunnels & Trolls is currently available as a PDF.  In the introduction (technically it's a section called “Troll Talk”) Ken St. Andre states:
The people who created the game that T&T reacts against did the whole gaming world a tremendous favor in their pioneering of certain original concepts that all of role-playing gaming is based on.
It has been my impression that many gamers disdain Tunnels & Trolls.  I think they consider T&T to be a “rip-off” of D&D ; that T&T is an affront to the original role-playing game.  This is an unfair notion.  Quality and innovation are the products of diversity and competition.  Besides, in terms of actual “rip-off,” TSR did not have clean hands given their improper use of the intellectual properties of Tolkien and Burroughs.

As St. Andre indicates, Tunnels & Trolls is a reaction to D&D.  He recognized the wonderful potential of RPGs and tried to make a game that was more accessible than D&D.  While Barker focused on artistry, St. Andre focused on practicality.  To this end, he created a game (1) with a lower price, (2) that required only 'normal' six-sided dice as opposed to exotic polyhedrons, and (3) eschewed the complexities with which D&D was fraught.  While less complex, the rules were not altogether intuitive, even for people with D&D or wargaming experience.  Yet T&T continued to be developed and refined and, even now, “Deluxe” Tunnels & Trolls is in the works.  Regardless of it's longevity, Tunnels & Trolls let the genie out of the bottle or – perhaps more accurately – opened Pandora's box a second time.  D&D no longer had the field to itself; yes, Gygax and Arneson were the 'pioneers', but now the frontier was open to other creative efforts.  Among those efforts was RuneQuest, a game that diverged further still from the D&D paradigm.


RuneQuest dedication

Thursday, May 30, 2013

Jack Vance, R.I.P.


A reader is not supposed to be aware that someone's written the story.
He's supposed to be completely immersed, submerged in the environment.
                                                                                  -- Jack Vance


Map of Lyonesse obtained from somewhere on the Internet.
Probably protected by copyright.
Last Sunday, Jack Vance passed away.  In terms of gaming, he is perhaps best known as the person who inspired the concept of “Vancian Magic,” upon which the D&D magic system is based.  However, Vance's notions of magic went well beyond the limited paradigm that bears his name.  For instance, sandestin magic (which I touched upon previously) is far more intriguing.  Even if we remove the magic system from consideration, Vance's influence on D&D was still considerable.  Gygax was quite a fan and Vance even named a (minor) character after him in one of his books – Trullion: Alastor 2262 if I recall correctly.

Vance's fantasy works are well represented in role-playing games.  Other than D&D, there is The Dying Earth RPG and in 1999, a French role-playing game was published based on Vance's Lyonesse Trilogy.  Also, Talislanta was inspired by Vance's works (so much so that The Chronicles of Talislanta was dedicated to Vance).

Strangely, Vance's science fiction isn't represented in role-playing games.  His science fiction settings are just as colorful as his fantasy settings.  Any of his worlds offer abundant inspiration.  Vance was a man of many interests and he was able to call upon them all to describe vivid and entertaining worlds for his readers.

Wednesday, February 6, 2013

The Rangeress and the Remorhaz

Hobgoblins have baboon faces...just so you know

Observant readers have doubtless noticed a new tab among the row of pages.  This new page features the entire rules to Adventures in the Dungeon, a game by Gary Gygax.  In 2011, Zenopus Archives posted about the game and even provided comprehensive charts and summaries.  Yet there are some observations your humble host would care to make and – in this regard – Thoul's Paradise presents Gary's rules the way Gary wanted you to see them.  The only difference is that certain terms claimed as intellectual property by Wizards of the Coast have been replaced with 'Ocular Terror,' 'Cadaver Creeper,' and 'Brownish Brute.'

Adventures in the Dungeon was published as part of The Official Advanced Dungeons & Dragons Coloring Album from Troubador Press in 1979.  The album consists of alternating pages of (uncolored) art by Greg Irons with the facing pages providing a narrative that describes and connects the images.  The story is about a stalwart band of adventurers exploring a dungeon; many 'colorful' details are mentioned to aid anyone using the album for it's intended purpose.  The rules for Adventures in the Dungeon are presented at the bottom of the narrative pages, one or two paragraphs per page.

Troubador Press claimed copyright to the album, but TSR claimed copyright to the “illustrations of AD&D monsters and text.”  Supposedly, Gygax wrote that text but he held the copyright to Adventures in the Dungeon separately.  I find this interesting.  Was this a way for Gary to get some income separate from TSR's slice of the pie?  The second sentence of the rules begins, “Normally a Dungeons game...”  Note that Gygax doesn't say “an AD&D game” or “a Dungeons & Dragons game” or even “a role-playing game” – he says “a Dungeons game.”  Was this done to avoid using the D&D trademark in a work copyrighted by Gygax and not TSR?

In full, that second sentence reads, “Normally a Dungeons game has very few actual rules and the play is controlled by a Dungeon Master.”  So, in the same year that the Dungeon Masters Guide was released, Gygax made the claim that the “Dungeons game has very few actual rules.”  I wonder if the irony was intentional.

The 'dungeon map game board' was clearly derived from the 'sample floor plan' in the Holmes basic game book.  Was Gary's copyright supposed to include this derivative work?  What about the “illustrations of AD&D monsters” on the game board?

In the game, players control characters that fight monsters in a dungeon and – if successful – recover the Holy Talisman of St. Cuthbert.  In less than 2,400 words, Gygax presents a game that capably conveys the essence of (1979) D&D play.  There are four characters, each with its own abilities:  Paladin, (Dwarven) Fighter, Wizard, and...Rangeress.  Adventures in the Dungeon and discussions thereof are likely the only places where the word “Rangeress” occurs (or will ever occur).  I can understand why Gygax would want to avoid using a thief or a cleric in this introductory game.  For commercial purposes, I can understand why Gygax would want to include an obviously female character.  A sorceress rather than wizard may not be ideal because it could be seen as the 'weakest' character.  A female Dwarf is out of the question, of course.  What's left?  Paladina?  Paladinette?  Given these considerations, 'Rangeress' sort of makes sense.

After a monster is defeated, the dice are rolled.  (The game requires two normal dice.)  If the result is 12, then the characters find the Holy Talisman.  I would change it so that if doubles are rolled (other than boxcars), the characters find a healing potion that allows a character to recover one hit.

The movement rate is nine squares per turn, but if a monster is not encountered, the characters move an additional nine squares.  Why nine squares?  Why not point-to-point movement?  I would change it so that if the characters travel nine squares and do not reach a 'monster area,' a check is made for wandering monsters.  If an exact score of seven is rolled on the dice, the characters would encounter a party of goblins.  Otherwise, there would be no wandering monster encounter that turn.  The number of goblins in the party would equal the number of characters; they would have one hit each and perhaps a -1 to their attack.  There would be no possibility of treasure.  This 'wandering monster' nuisance would cause players to plan movement.  It also introduces the possibility that the characters may die after finding the Holy Talisman but before exiting the dungeon.

Gygax offers a scoring method with only four possibilities; essentially, the number of surviving characters after the Holy Talisman is found.  Gygax encourages players to keep track of their scores because with repeated “runs through the dungeon,” players should find it easier to accomplish the goal.  Instead of a four-option scoring system, I would have players total the characters' remaining hits.

'Area 10' features a remorhaz.  Why a remorhaz?  Why?  It's a very rare monster that inhabits “only the chill wastes” (according to the Monster Manual).  Gygax uses a remorhaz, but there are no dragons in the dungeon.  Why use a remorhaz when you could have used a dragon?

Thursday, January 19, 2012

What Happened to the Co-Creator?

Today’s big news is that Wizards of the Coast is reprinting the three core 1st edition Advanced Dungeons & Dragons volumes.  They are “premium versions” with new cover art.  “Available in limited quantities for a short time only, these are sure to be collectible.”

Any person likely to visit this blog will almost certainly be aware of this information before seeing this post.  As such, your humble host did not intend on writing about the announcement of this reprint, but something caught his thoulish eye…


The image above comes from Wizards’ solicitation document.  Please note the phrase “Gary Gygax, creator of Dungeons & Dragons®.”  Readers of this blog may have heard of Dave Arneson, who has consistently been identified as a co-creator of D&D (at least since the settlement of certain litigation, the exact terms of which have not been disclosed).

Arneson did not have the charisma bonuses Gygax had and any ‘cult of personality’ associated with Dave was extremely minor in comparison to that of Gary.  Truly, D&D would not have been a phenomenon were it not for Gygax, but D&D would not exist were it not for Arneson.  Yes, there are Arneson detractors who insist his contributions were overstated or even marginal.  The fact is, Arneson was the first Dungeon Master; he was the visionary, he was the pioneer.  He deserves (and usually receives) recognition and credit.  I’m not suggesting that WotC is in violation of any settlement agreement by making the ‘creator’ reference; this is just a solicitation document and not the rules themselves (and, anyway, I don’t know the terms of the settlement).  However, I am interested in seeing whether Gygax will be listed as the sole author of these books as he was when they were originally published.

If the document said “co-creator of Dungeons & Dragons®” or even “creator of Advanced Dungeons & Dragons®” I wouldn’t have written this rant.  I even accept that Gygax is “the father of roleplaying games.”  However, Arneson is the midwife at the very least.