Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Sunday, March 17, 2024

50 years of Dungeons and Dragons

No save... but lots of fun.
This is the year of golden anniversaries. On the heels of 50 years of Savage Sword of Conan comes a half century of a game that meant and still means a hell of a lot to me. It’s a game in my past, but I might play it again. Hell, I bought my first comic book/illustrated magazine in 33 years, Stranger Things could happen (<=intentional D&D reference inserted here).

I can’t begin to tell you how much fun I had with Dungeons and Dragons and other role playing games. But mostly, with D&D.

I still have all my old core materials. All/most of the AD&D 1E, 2E, and 3.5 hardbacks, plus Moldvay/Cook B/X and the Mentzer sets through Immortals. Approximately 60 modules, and at least 100 issues of Dragon and Dungeon. Once in a while I take them off the shelf, thumb through for the illustrations and the quirky and rich Gygaxian prose.

D&D was my gateway to the RPG hobby. I don’t know the precise year I began but it was definitely in elementary school in the early 80s. The Tom Moldvay basic set was the first RPG I ever owned. I still own those same battered, careworn books.

I remember playing Traveler in elementary school with the black books during lunch. I was fascinated by the crunchiness of the game and the fact that you could die(?) with a series of unfortunate rolls during character creation. I went on to play other RPGs as well, but always came back to Dungeons and Dragons.

This picture paints a thousand words.
We spent many years not playing “right,” misinterpreting rules and playing Monty Haul ultralevel characters that slew demons and devils and collected artifacts and relics like I collect battered S&S paperbacks. Murder-hoboing our way through The Keep on the Borderlands. But having a blast all the while. I remember the excitement when a magic-user would level up, unlock a new spell level, and spend hours agonizing over whether to memorize “Polymorph Self” or “Wall of Ice.”

Eventually our games got more refined as our grasp of the rules improved. Middle school was a step up. Some of my fondest memories of those awkward years were walking home from school with a few friends where an afternoon of adventure awaited: A ping-pong table with hundreds of painted lead miniatures. I was obsessed with the game at this time, carting off piles of books on family camping trips, vacations, and Boy Scout retreats. I created worlds on lined notebook and graph paper in three-ring binders. I painted miniatures, including a skeleton army. I vividly remember the blast I had running a group through A4, In the Dungeons of the Slave Lords, in which the party starts out as loinclothed prisoners deep in the caverns of the wicked slavers and must rely on their wits and pluck to escape to the surface. 

I even got to play D&D during school, during a Friday afternoon 7th period elective in eighth grade. How cool is that?

As an adult I returned to the game I loved, and played for more than 10 years with a new group of friends  made while rolling D20s together. And lost one of those friends, far too early.

I once wrote to Gary Gygax, and to my eternal amazement he wrote me back. I remain indebted to Gary’s work co-founding TSR and am inspired to pick up a good general history of the hobby, possibly Game Wizards or Slaying the Dragon. If you have any recommendations let me know.

For a while I thought computer RPGs would kill off this great old game. Back in the day I loved games like Wizard’s Crown and Ultima and Phantasie and The Bard’s Tale, but these were in the end fairly primitive graphics-wise, a little clunky in their execution, and most of all greatly limited compared to what you could do at the game table. Which was (and is) essentially, limitless, contained only by the imagination of the players and DM. CRPGs have gotten far better, richer, and freeform since, but that hasn’t seemed to hamper the growth of traditional tabletop RPGs. They seem as healthy or perhaps even healthier than ever, at least from my vantagepoint as a casual observer.

Today (and despite some recent missteps by Hasbro) I don’t believe D&D will ever die. It fulfills a need all humans have, for good company and shared storytelling around the table. 50 years ago D&D was created by enthusiasts who recognized this need and married it to their joint love of wargaming and fantasy fiction. The result was magic. I remain forever grateful.

Monday, September 26, 2022

Michael Moorcock and other Stranger Things

I was OOO (and frankly, only semi-coherent) this past Friday-Sunday, after a sorely needed guys weekend getaway. Me and four other dudes rented a house on Whaley Lake in Holmes, NY, consuming booze and retelling old college stories. Included in the trip was a stop at Darryl's House, a bar/restaurant owned by Darryl Hall, where we took in a wonderful Foreigner tribute band. If you ever come across Double Vision, check them out, they're highly recommended.

As a result I failed to mention my most recent blog post for Tales from the Magician's Skull/blog of Goodman Games is now up: Stranger Things in the Stories of Michael Moorcock.

I hope you like it. I enjoyed digging out the old AD&D Dungeon Master's Guide for this, and my treasured copy of S2: White Plume Mountain.

Saturday, March 26, 2022

Fueling the Fire of Fantasy Fiction: Gaming’s Influence on Today’s Writers

Another post of mine is up and can be found on the blog of Goodman Games/Tales from the Magician's Skull: Fueling the Fire of Fantasy Fiction: Gaming’s Influence on Today’s Writers.

This is sort of a part II/a self-rebuttal to Dungeons & Dragons: Friend or Foe of Sword-and-Sorcery

I haven't fully made up my mind on how gaming impacted S&S/fantasy fiction more broadly, but I sort of sum up my current thoughts as they stand today at the end of part II:

Fantasy fiction that relies on an ordered set of game rules as its foundation, or seeks to recapture free-flowing moments of social serendipity at the game table without applying the rules or discipline of good storytelling, is not likely to capture the imagination of readers, nor stand the test of time. The two mediums, gaming and writing, share some commonalities but are ultimately different disciplines. 

But, each can fuel the other.

Friday, March 18, 2022

Slinging sword-and-sorcery about the interwebs

A couple recent posts up at two of my favorite hangouts:


Dungeons & Dragons: Friend or Foe of Sword-and-Sorcery? at the blog of Goodman Games/Tales from the Magician's Skull.

The first is the result of a couple emails exchanged with my friend Tom Barber, who is looking to sell some of his artwork. He's not doing commissioned pieces at the moment, but has some work that will likely be of interest to fans of spec-fic. I am planning to see Tom in the next couple months.

As for the latter piece, hey, we all enjoy a little shit-stirring every once in a while. I love RPGs and have been an on-again/off-again player for large portions of my life, but I don't think they are an unalloyed good for budding S&S writers. YMMV. It is weird that their meteoric rise tracks very closely with S&S's precipitous fall. It may be a coincidence, but perhaps not.

Saturday, December 26, 2020

Tom Moldvay/Basic D&D "Inspirational Source Material" vs. Appendix N

Gary Gygax’s Appendix N has been the recipient of much analysis, praise, scrutiny, and exploration. With Appendix N Gygax provided a roadmap for the literary inspirations of Advanced Dungeons and Dragons in a now famous list located at the back of the first edition AD&D Dungeon Master’s Guide, one that has since served as the launching pad for aspiring D&D historians, fantasy readers, authors, and podcasters. For example, we now have a work of non-fiction based on the list, Appendix N: The Literary History of Dungeons & Dragons, as well as the Appendix N Book Club podcast.

This is all well-deserved attention and praise, in my opinion. D&D can certainly be played as-is, without knowledge of the literary influences that gave to the ruleset its unique flavor and a suggested style of game play, but knowing and reading the sources Gygax used when drafting the rules makes for a better game, in my opinion. D&D is both a dice-based strategy game with wargaming roots, and an immersive roleplaying and shared storytelling experience, and the latter aspect is enriched by classic fantasy and sword-and-sorcery literature. I have not sat at a table and played a game run by a DM raised on a strict diet of modern videogames, for example, but I would bet good money that the experience would be quite a bit different than a game run by a DM steeped in Tolkien and Moorcock and Howard and Vance.

With that as a preamble, I believe that a similar list provided by Tom Moldvay in the 1981 Basic D&D rulebook, “Inspirational Source Material,” provides a slightly superior roadmap than Gygax’s Appendix N, and probably deserves a bit more attention. Like its more famous cousin, Moldvay’s suggested reading list is a wonderful gateway to a rich lode of imaginative material, and for many (myself included) served as a roadmap for stories sought out in the days of youth.

There is significant overlap between the two lists. Appendix N includes a few authors not listed in Moldvay including Frederic Brown, August Derleth, Margaret St. Clair, and Stanley Weinbaum. I have read some Derleth, and St. Clair’s The Shadow People is on my TBR list, but am not familiar with Brown or Weinbaum. Brown appears to have written mainly in the science fiction genre, as did Weinbaum, with Brown also branching out into mystery. These seem to be idiosyncratic choices unique to Gygax; not being familiar with their work I can’t readily say if there are aspects of their work that Gygax borrowed for AD&D. I’ll leave that for someone else.

Where Moldvay’s list eclipses Appendix N is in its completeness and attention to detail. Gygax has a tendency in Appendix N to settle for the shorthand Latinate “et. al” (“and others”). Gygax states that in some cases he meant to cite specific works, but when no works were listed he simply recommends all of a given author’s writings. This has the benefit of allowing for more open-intended interpretation, but lacks precision. This may not so much a problem now, but in the pre-internet days of 1979 it makes an aspiring readers’ job a lot more difficult. It was for me, and I found Moldvay’s list a lot easier to access (the same could be said for the clarity of the Moldvay rules themselves, which I find superior in many ways to AD&D first edition, but that’s a post for another day). Moldvay appends “et. al” to at least as many authors as does Gygax, but always lists at least one, if not multiple, actual book titles for the reader.

Moldvay’s list is more comprehensive, while still managing to be confined to a single page in the basic rulebook. Some big names I’m very fond of jump out at me immediately: Moldvay lists Karl Edward Wagner (Bloodstone, Death Angel’s Shadow, and Dark Crusade), E.R. Eddison’s The Worm Ouroboros, Lloyd Alexander (The Book of Three, The Black Cauldon, the Castle of Llyr), Talbot Mundy’s Tros of Samothrace, Bram Stoker’s Dracula, Mary Stewart’s The Crystal Cave, The Hollow Hills, and The Last Enchantment, and T.H. White’s The Once and Future King. None of these appear on Appendix N. Perhaps most noteworthy, Moldvay also lists Clark Ashton Smith (Xiccarph, Lost Worlds, Genius Loci). Many have pondered why Gygax did not include the third of the Weird Tales holy trinity along with REH and Lovecraft, as Smith’s lush, ornate prose recalls something of Gygax’s writing style, and his dark necromancers and evil spellcasters seem like they could easily have stepped out of The Vault of the Drow.

Moldvay cheats a bit and gives us a quick list of “additional authors of fantasy fiction” which allows him to slide in authors like James Branch Cabell, H. Rider Haggard, John Jakes, C.L. Moore, Meryvn Peake, and others. Both Gygax and Moldvay list Lin Carter as recommended, though they target different titles (Gygax lists Carter’s “World’s End” series, while Moldvay cites Carter’s contributions as editor of The Year’s Best Fantasy Stories as well as Flashing Swords).

In general Appendix N seems to be far more idiosyncratic and indicative of Gygax’s particular tastes, while Moldvay’s is curated with a broader base and general fantasy reader in mind. Moldvay’s specific call-outs to adolescent fantasy appears indicative of an intended younger target audience for Basic D&D. B/X served as a gateway to the hobby (“Ages 10 and Up,” it noted on its cover), while AD&D and its dense, encyclopedic manuals were probably better suited for later teens and early 20-somethings. Moldvay also lists several recommended works of non-fiction.

I would say, you can’t go wrong using both lists as a basis for your own reading and filling in gaps in classic works of the imagination. Certainly any work that makes both lists is something you probably should read while you’re still making rounds around the sun. You can read Appendix N in its entirety here. I have included a screenshot of Moldvay’s Inspirational Source Material below.



Friday, July 24, 2020

Ideas are a dime a dozen. It's all about execution.

The title of the post should speak for itself, but a little context.

Heard on the intranets recently... "Gary Gygax ripped off Dave Arneson! Dave is D&D's true creator!"

My response: Horse shit.

Ideas are like a@#$holes. We've all got one, and most stink. I can sit here in the calm quiet of my living room and fire off a dozen. "Weight loss app." "Online mentoring program for pediatricians." "Telehealth scheduling interface." "Dying Earth role-playing game."

They mean (almost) nothing. What matters is the execution.

You've got an amazing idea for the next 7 volume epic fantasy series? Great. It means nothing ... unless you write it. And it's good.

That awesome weight loss app idea? Great. Now program it. Market it. Sell it. Until then, your idea is so much vapor.

Back to Gygax-Anderson. The idea of taking tabletop military wargames and altering the scale to make a tin soldier representing a unit of 1,000 men a single hero you control and imbue with personality, is a pretty cool one. Whoever conceived that idea, whether Gygax or Anderson (or some other unnamed wargamer), remains up for debate, though Arneson was definitely part of the conversation. His fictional game world of Blackmoor inspired Gygax, and together the two men went on to co-develop the original D&D game rules.

But Gygax took the idea and created TSR, turning an idea into an industry. Without Gygax, there would be no D&D.

That's the power of execution vs. ideas.

Tuesday, June 30, 2020

On the passing of classic D&D artist Jim Holloway

Will you dare his tomb? You will,
 because Jim Holloway pointed the way.

A big name in fantasy role-playing/Dungeons and Dragons art passed away yesterday—Jim Holloway.

Jim was not my favorite D&D artist of all time—I might have to go with Bill Willingham or Erol Otus—but he was one of the 5-6 most iconic and prolific of the silver or “commercial” age of TSR, circa 1981 and on.

It’s hard to pick my favorite Holloway illustration but I might have to go with the cover for I3, Pharaoh (1982). It’s not typical of Holloway’s work—there isn’t the glorious confusion of twisted faces and tangled bodies fighting on some underground battlefield or tavern floor, or any hint of the humor that defined so much of his illustration for the likes of Dragon magazine. But there is in it a deep call to adventure, a mystery and a majesty in the figure of Amun-Re that caused me to play this module over and over in my youth, along with the rest of the Desert of Desolation series.

It’s hard to overestimate the importance and impact of fantasy art in the 1970s-80s. In this pre-internet era, when computer games were fun and beginning to get immersive but limited by crude green-screen graphics, artists like Jim Holloway were gateways to wonder. They provided the visual representation of the words of Gary Gygax, Tom Moldvay, Frank Mentzer, David Cook, Tracy and Laura Hickman, and others. Holloway’s detailed style was such that you could look at one of his illustrations and conceive an entire adventure around it, or at least a pivotal boss-battle. His artwork was, as this nice post on Black Gate demonstrates, how D&D was actually played at the game table—with laughs, and fumbles, and great ideas like tripping stone giants with a 50 foot rope. The look of characters whose players used charisma as a “dump stat”—mighty of frame but with buck teeth and bad breath.

This old school era of weirdness and unbridled creativity is slipping into the past, day by day. Gary Gygax, Dave Arneson, Tom Moldvay, David Trampier, David Sutherland III, and others, have all passed away. Add Holloway to that roll call of heroes of the imagination. RIP.

Friday, May 22, 2020

Remembering my friend, and Dungeon Master, Rick Langtry


Three years ago I lost my friend Rick Langtry to cancer. Rick was a guy that readers of this blog would have liked—a fan of fantasy fiction, hard rock, role-playing games, history, beer. He had an enviable sword mounted on the wall of his living room, real Toledo steel purchased in Spain. In other words, he appreciated all the good things in life. He was a family man with a son and a daughter and a great wife, Charlene.

I met Rick in about the shadiest place imaginable, and under shady circumstances. I believe it was April 2001. Dungeons and Dragons third edition was newly on the scene, promising a “back to the dungeon” approach and a fresh update of a tired, bloated rule set. I was married but without kids at the time and suddenly found myself possessed by the urge to dust off my dice bag and get back in. The only problem was, I didn’t have anyone to play with. A web search turned up the EN World site, which had a “Gamers seeking Gamers” forum. Rick was living in Southern New Hampshire and at the time I was living in Northern Massachusetts, and through the online forum we brokered a meetup at The Tavern in Methuen. My wife was so paranoid that I was going to be murdered by some madman that she made me take her cell phone (I did not have one at the time), thinking that I could at least call from the trunk of a car.

Our meetup at The Tavern was very apropos for what was in store, since as any veteran gamer knows most of the D&D adventures ever played begin with the player characters meeting up awkwardly in a tavern, downing ale served from a comely tavern wench before embarking on adventure. Ready to serve together in arms in life or death circumstances, regardless of the fact that they just met, and barely know one another’s names. Which again, proved prescient.

At the time smoking in restaurants was still a thing, and when I walked into The Tavern it was like the streets of Victorian-era London, with dim lighting and (cigarette) smog straight out of the East End. I looked around and there was Rick, with a beard a beer. Fortunately not Jack the Ripper.
In hindsight it was a meeting solely to make sure we both had one head and a reasonably complete set of teeth. But I knew after a single beer with Rick that he was the kind of guy I’d enjoy hanging out with. I walked out of the Tavern absolutely stiff with smoke, but confident that I found a Dungeon Master, and possibly, a friend.

Friday, December 6, 2019

Michael Moorcock on the airwaves: New interview up on the Appendix N Book Club podcast


I was very pleasantly surprised to discover that one of the podcasts in my regular listening rotation, Appendix N Book Club, recently conducted an hour-plus long interview with Michael Moorcock.
Author of the Elric, Corum, and Hawkmoon stories, along with many other fantasy and science fiction titles including Gloriana and the non-fiction fantasy genre treatise Wizardry and Wild Romance, Moorcock is the only living author left on the famous Appendix N, a list of fantasy authors cited by Gary Gygax as principal influences upon the Dungeons and Dragons role playing game. Appendix N appears in the first edition Advanced Dungeons and Dragons Dungeon Master’s Guide, published in 1979.

Moorcock turns 80 years old on Dec. 18, and it was great to hear him sounding very hale and hearty. He was buoyant, ebullient, and enjoying the discussion.

I knew most of what was contained in the interview, but it made for a wonderful listen. It covered a wide range of topics, including Moorcock informally and casually allowing both Gygax/D&D and Chaosium to simultaneously use his settings and characters for their role playing games, with disastrous consequences (Chaosium threatened a lawsuit against D&D, and Moorcock was never fairly compensated for his work); his (very) early days as a writer and editor of an Edgar Rice Burroughs fanzine; a little about his exchanges with Fritz Leiber in the pages of Amra, and Leiber’s subsequent coining of the term “sword-and-sorcery”; his admiration of Robert E. Howard’s Conan stories and general antipathy for Lovecraft’s works; the general lack of a viable fantasy market until the publication of the unauthorized J.R.R. Tolkien Ace paperbacks by Donald A. Wollheim; his dislike of The Lord of the Rings, which he places in the category of children’s fantasy literature, differentiating his own works as pulp-inspired; and his eclectic Elric influences including the opium cigarette smoking Zenith the Albino (“Pretty much Elric in a top hat and tails, really”). Moorcock reveals that of all his characters, Elric remains the closest to his heart. He has returned to the character again and again over his career, with death of the character no obstacle to penning subsequent stories.

Thursday, November 28, 2019

Of White Dwarf magazine and ruminations on genre fiction

By the Sacred Jockstrap of Robert E. Howard!

Since writing Flame and Crimson I seem to have become hyper-aware of the term “sword-and-sorcery.” It’s everywhere man, sometimes in places where I would not expect it.

Recently I’ve felt a role-playing itch resurface and have been having some fun unboxing a bunch of my old games, supplements, and magazines, enjoying the ensuing waves of nostalgia and wonder. Thumbing through them I’m struck by how often the term “sword-and-sorcery” appears, or makes its presence felt.

For example, a glance at White Dwarf--the UK-based monthly role playing magazine that still holds a very special place in my heart, even though it has morphed into a miniatures magazine—uses the term in the very first Ian Livingstone editorial in issue no. 1 (June/July 1977):

D&D was the first (and still is the best) commercially produced game based on a Fantasy/Sword & Sorcery theme. This together with the ingenious concept of ‘role-playing,’ opened up new horizons in games playing.

So here we have the editor not only mentioning sword-and-sorcery fiction, but distinguishing it as something separate from “fantasy.”

Friday, June 22, 2012

Metal Friday Special Edition: Maiden Countdown, "The Clairvoyant"

Continuing my countdown to the Maiden England tour (holy shit--it's only four days away), today I pause to recognize and celebrate the greatness that is "The Clairvoyant," again off Seventh Son of a Seventh Son.


Here's a great live version from the Seventh Tour of a Seventh Tour, circa 1988 or 89, I imagine.




Whenever I hear Steve Harris' bassline something akin to an electric shock courses through my body, then my heart starts to race when Dave Murray plays that familiar riff. That's how much I freaking love this song. It exalts the spirit.

Four days away. I can "Feel the sweat break on my brow" in anticipation.

Tuesday, May 24, 2011

Celebrating ten years of slaying dragons


This past weekend we celebrated the tenth anniversary of our current D&D group. As anticipated we did something really crazy on our 10th anniversary and ... played a game of D&D!

The hostess prepared an awesome diorama: A green dragon cake on top of a hoard of golden (candy) treasure, surrounded by crumbling columns. You can't see them in this photo but a horde of treasure-hungry heroes advance on the monster. Other nasty creatures stand lurking on the perimeter. There's another dragon in the foreground whose mouth contains the party's halfling thief, Shem.

In the photo below, I strike the killing below, beheading the beast with one swipe of a +3 butter knife. That's me on the left, with Chris, our DM, at right.


Here's to 10 more years of slaying dragons.

Saturday, March 12, 2011

Ten years of Dungeons and Dragons, Mach II

This May will mark the 10th anniversary of my return to Dungeons and Dragons, all with the same group. I’m not sure how we’ll celebrate the occasion, though we were joking at our last session that we might do something crazy and … play a game of Dungeons and Dragons or something. Maybe we’ll show up in hooded cloaks or armor.

I haven’t posted about RPGs in a long time here on The Silver Key, mainly because I haven’t had a whole lot to say. I never got embroiled in the 4E controversy because our group never made the shift. These days I’m a player, not a DM, and I generally just go with the flow. But this recent article on Salon.com and our impending 10 year anniversary has prompted a few thoughts on why I continue to play and enjoy this uncommon pastime.

This is my second go-round with D&D and the longest unbroken stretch I’ve ever played. Like most folks of my age (37) I started with the Tom Moldvay Basic boxed set, which in 1982 I begged as a gift from my parents. I would have been nine or 10 years old at the time. While the cardboard box is long-gone I still have the tattered red rulebook and my original copy of B2 Keep on the Borderlands, from which I will not be parted even unto death.

Back in those grade school days I played a heavy rotation of games, peaking in middle school. I played mostly D&D with a group of friends but we also occasionally branched out into games like Car Wars, Runequest, Middle Earth Role Playing, Star Frontiers, and Top Secret. Our gaming wasn’t limited to after school sessions and late nights on the weekend, either. My middle school offered Dungeons and Dragons as a Friday afternoon seventh-period elective, for which I eagerly signed up. Yes, we got to play D&D in school! I was typically the DM, refereeing up to 10 rambunctious players at a time. We ran through modules like Pharaoh and In the Dungeons of the Slave Lords and White Plume Mountain with gusto. I remember another group next to us in which everyone was an assassin and they spent the whole game rolling on the assassination tables and killing each other off. It was glorious.

I continued playing into high school but my gaming soon tailed off. Sports, drinking beer, heavy metal concerts, etc. took priority, and I shelved my books. I can recall another aborted 2E session later in high school that didn’t last long.

I dabbled in D&D a little bit in college, playing a few sessions with a gaming club and attending my first con, Total Confusion in Worcester, MA. That would have been 1993 or so. But when I graduated college and got married I shelved my books, possibly for good.

But around 2000 or so my interest in the game was rekindled by the issuance of 3.0, which promised a “back to the dungeon” approach. Around that time I also discovered EnWorld and its “Gamers Seeking Gamers” webpage. Via messageboard and e-mail I arranged to meet with my future DM and another eventual co-player on neutral turf, an interview over beer to ensure we had compatible interests and were not complete lunatic freaks (aside from the fact that we played D&D, of course). When I told my wife I was going off to a smoky local bar to meet up with a strange man to talk D&D she thrust her cell phone into my coat pocket (at the time I didn’t own one) in the event I got abducted. I wasn’t.

With our mutual fears allayed we arranged and played our first game in May of 2001. We’ve been gaming ever since. We’re happily plugging away with 3.5 edition, three book core with a few house rules thrown in, in a long-term home-brew campaign in which our characters recently reached eighth level. We also have another 3.5 game going in the Forgotten Realms, though it’s been a couple years since our last session in the FR. In between we’ve had few one-shots of D20 modern, a couple boardgaming sessions, and even a romp through a 3.5 version of The Tomb of Horrors (which I had to miss, sadly). In general I prefer the older versions of the game because they have far more flavor and are better reads, as I spend more time reading rule books than actually playing. But 3.5 works fine.

I’ve had a lot of fun these past 10 years. Our original plan was to game every other Saturday, but commitments and life in general got in the way. Now we’re good for maybe one Sunday a month.

Like most other role players I’ve given a lot of consideration to the question: why play? If you can get the same experience reading, watching movies, or playing computer games, why play D&D and other tabletop RPGs? What’s the appeal? Why am I still interested in the hobby after all these years?

Here’s my take: What makes RPGs unique is the aspect of collaborative storytelling, entering into a shared space of the unscripted unknown. You’re not reading a novel, you’re creating a story as you play. The tale you spin can run the gamut from brilliant to low brow, from serious to the comically ridiculous. The vagaries of the DM, player decision, and random die-rolls make every game unpredictable.

D&D is rarely boring. I don’t take it too seriously—some prefer earnest, immersive characterization and shrewd tactical play. Me, I like laughing and poking a little fun at fantasy tropes. I enjoy rolling critical hits and also failing saving throws at the worst possible time.

Some of my favorite times are those in which we had to extricate ourselves from our own messes. Carelessly walking into ambushes. Getting swallowed by a purple worm and having to cut myself free. Getting shoved off a bridge by a hill giant and falling onto a rock outcropping surrounded by lava. And so on. At other times we’ve smashed the DM’s big bad evil guy in a round or two and laid waste to his plans, too. Again, you never know what will happen, only that it’s rare to have anything go according to plan.

The other appeal of playing D&D is the out of game camaraderie. Getting together for a session gets me out of the house and among the company of like-minded individuals. We drink a few cold ones, eat good food, talk about books or films, and laugh a lot.

So yeah, once a month I play an Elf. But it’s been a lot of fun.

Happy anniversary guys (and gals).

Friday, August 14, 2009

The ultimate D&D collector's item: Yours for $7,995.00

Check it out: Nobleknight.com is now selling an original first edition, first printing, woodgrain D&D box set, signed by both Gygax and Arneson. View the complete description at the Noble Knight Web site. Talk about the holy grail of D&D collectibles.

My question: How the heck would this be shipped? If I had 8G to spare, I'd spring for an armored car to pick that baby up. I don't think I'd want to leave it to the whims of the post office or UPS, no matter how well it was packed.

Friday, August 7, 2009

Of The Hobbit and level titles in D&D

I was listening to The Hobbit while driving to work the other day when this exchange between Thorin and Gandalf impressed itself on my D&D-addled mind:

"But we none of us liked the idea of the Front Gate. The river runs right out of it through the great cliff at the South of the Mountain, and out of it comes the dragon too--far too often, unless he has changed his habits."

"That would be no good," said the wizard, "not without a mighty Warrior, even a Hero. I tried to find one; but warriors are busy fighting one another in distant lands, and in this neighborhood heroes are scarce, or simply not to be found."

Gandalf's lament about the lack of qualified swordsmen in the area immediately got me thinking of level titles in D&D, and why I'm a fan of them. Some people think that level titles are a vestigial organ of an older game and rather silly. Others have remarked that they add color and "fluff," but can be safely dropped. But this exchange proves that level titles are not without a practical function: They allow the relative competency of a PC or NPC to be identified without breaking suspension of disbelief, or resorting to metagame language (e.g., walking into a tavern and inquiring about the services of a 9th level cleric).

To get back to Gandalf's comment, in first edition AD&D a Warrior is a second-level fighter and a Hero is a fourth-level fighter. In AD&D terms, therefore, his comment makes perfect sense, as he implies that an experienced sword-arm (i.e., more than a common, 0-level man-at-arms) is needed if the party has any hopes of entering the front gate of Lonely Mountain. A second-level Warrior would fit the bill. From his comment a reader can also safely deduce a Hero is stronger than a Warrior ("even a Hero," Gandalf says.)

In fact, I would submit that this dialogue may have provided Gary Gygax with the idea of level titles.

Of course, as any D&D player knows, a 2nd level or 4th level fighter is hopelessly overmatched against any dragon, even a younger white dragon, let alone an ancient red such as Smaug (who is presumably of the 11 hit dice, 88 HP variety). But given that Third-Age Middle-Earth is, by D&D standards, low-magic and low-powered, and that an infamous article in the March 1977 issue of The Dragon speculated that Gandalf was only a 5th level magic-user, a 4th level fighter--excuse me, Hero--would be quite a formidable swordsman in Middle-Earth, and a welcome addition to the troupe of dwarves and hobbit.

Thursday, March 12, 2009

Cimmerian sighting: How Dungeons and Dragons and Appendix N helped inspire a generation of readers

From such sources, as well as just about any other imaginative writing or screenplay, you will be able to pluck kernels from which to grow the fruits of exciting campaigns. Good reading!

--Gary Gygax,
Dungeon Master’s Guide, Appendix N

A little more than a year has passed since we lost Gary Gygax, creator of the Dungeons and Dragons fantasy roleplaying game and an imaginative giant, “one of the seminal influences in fantasy in the twentieth century,” according to Leo Grin, publisher of The Cimmerian.

Gygax’s death was and is still keenly felt for a number of reasons. First and foremost, he created a game of unbridled imagination that is still going strong more than three decades after its inception, surviving the rise of computer “roleplaying” games, misguided attacks by the media, and even misplaced religious fervor. D&D continues to be played by youths as well as adults who never lost their love for the game nor suffered the unfortunate calcification of their imagination.

But Gygax’s other legacy is his role as a champion of fantasy fiction. He helped to introduce a generation of gamers to the pleasures of fantasy fiction (I count myself in this group). Even those who have since moved on from D&D paused to honor and remember Lake Geneva’s most famous resident for fostering in them a lifelong love of reading following his death on March 4, 2008.

To read the rest of this post, visit The Cimmerian Web site.

Sunday, March 8, 2009

My top 10 Dungeons and Dragons monsters


All right, so I'm a bit late to the party on this one, but in joining with the semi-recent spate of bloggers around the Web listing their top 10 favorite D&D monsters, I thought I'd write up mine. Note that this list pertains to monsters published for 1e AD&D.

10. Owlbear. These ferocious beasts are one of those species of monster that, along with beholders and gelantinous cubes, just scream D&D to me. I've always been horrified at the thought of running into a hungry grizzly bear in the wild; imagine encountering of these creatures, 8' or more feet tall and 1,500 pounds of owl-headed malice: "The horrible owlbear is probably the result of genetic experimentation by some insane wizard ... they are ravenous eaters, aggressive hunters, and evil tempered at all times," according to the Monster Manual. Owlbears can be PC killers due to their deadly "hug" (2-16 points of damage that round and every melee round thereafter until the owlbear is killed for the unfortunate character drawn in to its embrace).

9. Ogre. As a player, I always considered ogres a "coming of age" challenge for PCs: These brutes were killers of low-level characters due to their high strength and damage potential, but once able to defeat an ogre your character had accomplished a great feat and had graduated from mere dungeon-fodder. Ogres are also every DMs' friend due to their inherent flexibility, as they are able to serve as lone cave-dwellers, or as hired muscle and encountered with groups of orcs and the like. My current DM uses breast-plated, warhammer-wielding ogres called the Black Hammer as shock troops to supplement orc regulars.

8. Orcus. My favorite demon-lord and probably the most recognizable D&D arch-villain. I never ran or played in a game in which the PCs encountered the Prince of the Undead, but I always liked the thought of him as being at the ultimate end of nefarious plots by evil cults and the like. Goat-headed and grossly fat with hooved feet, he looks like every demon should. And the Wand of Orcus is a great illustration.

7. Frost giant. As a fan of vikings, I always felt a strong attraction to these bearded, horn-helmeted, axe-wielding species of giant. I have a special fondness for G2: The Glacial Rift of the Frost Giant Jarl as a result, which also featured a white dragon and his mate, a white pudding (cool, who knew puddings came in different colors?) as well as the only (as far as I know) published appearance of the dreaded remorhaz (see no. 4 below).

6. Death knight. Fiend Folio gets a lot of flak from D&D fans, and I'll admit it does contain more than its fair share of ridiculous, essentially unusable creatures. But Fiend Folio also had some soaring heights of creativity, including one of my favorite monsters, the death knight. I always liked the fact that only 12 were known to exist, which, like the rare Type VI series of demon, forces the DM to get creative with their use. I used to have a list (long since gone) of names, personalities, and reasons why each of these former lawful-good paladins fell into evil. Armored in black plate-mail and riding on fire-hooved Nightmare steeds, death knights also make for a great visual image. And man, were they powerful--75% magic resistance (and if 11 or lower is rolled on percentage dice a magic spell is reflected back at the caster), plus once per day were able to use a power word of any type and generate a (20 dice!) fireball.

5. Dragon. Although dragons are the archetypal D&D monster, back when I was DMing I never used them much, probably because I was influenced by Tolkien and considered them to be exceedingly rare. I never saw the point in good dragons and prefer the standard chromatic evil dragons, including blue and black. But if I had to choose a favorite I'd go with the classic fire-breathing red, again, probably due to my love of Tolkien's portrayal of Smaug. I still love the mechanics of 1E breath weapon attacks, which did damage equal to the dragon's initial HP. You don't want to fail a save against an 88 HP ancient red dragon.

4. Remorhaz. Man, these things are nasty. A large remorhaz can swallow a PC whole on a roll of 20, and "any victim swallowed in this manner is instantly killed due to the intense heat in the monster's digestive system," according to the Monster Manual. If you touch a remorhaz's back, you take 10-100 damage (sadly I never had a PC do this, but as a DM I always wanted to break out the percentile dice to roll for damage).

3. Hobgoblin. I like orcs but they have too much of a Tolkien connection; Hobgoblins will always be more D&D to me. I fell in love with these creatures in part due to the illustration on the cover of The Keep on the Borderlands and they became my go-to monster for mass attacks. In my campaigns hobgoblins could whip up on orcs because they were more organized and took better care of their arms and armor.

2. Troll. I'm simultaneously repulsed and fascinated by the awful appearance of D&D-style/Poul Anderson-inspired trolls, with their mottled green skin, twisted, muscled limbs, wiry hair, broken teeth, and (worst of all) empty, black, shark-like eyes. Trolls' regenerative properties made for great fights, especially if the PCs fought more than one (it was always fun to have characters scrambling to apply torches to a downed but not destroyed troll as other characters desperately fought a second or third). There was also something chilling in these creatures' capacity to fight up to three opponents at once--I can picture very clearly a clawed arm independently moving to claw a PC at its flank or rear as the troll bites a PC standing at its front.

1. Lich. Outside of the gods or perhaps a handful of unique creatures like the tarrasque, was anything tougher in AD&D than a high level magic user, and, by extension, the lich? Access to a arsenal of powerful high-level spells is what makes this monster such a fearsome opponent. Combine the spell-casting power of an arch mage (18th-plus level MU) with an undead, magic-resistant body, and a supra-genius mind which has centuries or millennia to plan its schemes, and you've got a receipe for toughest creature in the game. I always thought that the lich encounter in Descent to the Depths of the Earth, if played correctly, could/should probably serve as a TPK. I mean, the thing had access to limited wish and time stop--enough said.

Wednesday, March 4, 2009

In memoriam


Welcome to the land of imagination. You are about to begin a journey into worlds where magic and monsters are the order of the day, where law and chaos are forever at odds, where adventure and heroism are the meat and drink of all who would seek their fortunes in uncommon pursuits. This is the realm of DUNGEONS & DRAGONS Adventure Game.

--Gary Gygax, The Keep on the Borderlands

Thanks again Gary, for introducing me and so many others to this "uncommon pursuit." You are not forgotten.

Sunday, January 11, 2009

More on Tolkien and RPGs

I’d like to take a moment to comment on a great post over at Grognardia which celebrates the birthday of J.R.R. Tolkien and explains some of the reasons why his works are generally avoided, save for their surface trappings, by those playing older editions of D&D. I largely agree with what author James Maliszewski has written there.

In this vein I’d also like to comment upon another related topic that I have personally encountered, either in person or on various RPG message boards. This being that LOTR is too “high fantasy” and not bleak or bloodthirsty enough for the kind of D&D they enjoy. These folks’ campaigns are “serious,” avoid nonsense like “hobbits and elves” and “epic quests,” and don’t have “happy endings” like The Lord of the Rings—or so I’ve been told.

I’m going to climb on a soapbox for a moment here and state that these arguments betray a deep ignorance of Tolkien’s source material. Now, some of these people have read The Hobbit and/or The Lord of the Rings (though I’m frequently surprised by the number of gamers whom I’ve encountered that have not). In some cases they’ve only watched Peter Jackson’s films. Very few of these critics, apparently, have read any deeper.

Now, I’m not being a Tolkien snob here, and I will readily acknowledge that you can enjoy The Hobbit and The Lord of the Rings as standalone works. Millions of readers have and continue to do so. I did it for years myself. But there’s something to be said for digging deeper and getting at the "why."

James at Grognardia deserves praise for his continued exploration of “the history and traditions of the hobby of roleplaying” (as he describes the purpose of Grognardia). He continually reminds his readers that we cannot claim to understand why OD&D and 1E AD&D are the games they are without understanding their source material, which includes pulp fantasy and authors like Howard and Leiber, Vance and De Camp. These were the authors that informed and inspired Gary Gygax, author of D&D, as he wrote the game.

Now, you can play and enjoy OD&D and 1E AD&D without having read the pulps, and millions have. But before you attempt to “fix” their mechanics or declare them “unfun,” you should make an effort to understand why these games are written and function as they do. The authors of fourth edition D&D, for example, apparently have either not read these works, or have but decided to base their mechanics on other sources.

Likewise, you cannot dismiss Tolkien out of hand without at least making an effort to understand the roots and foundations of The Hobbit and The Lord of the Rings. These sources include The Silmarillion and its associated tales and myths (i.e., The Children of Hurin, Unfinished Tales, and The History of Middle Earth), which in turn were inspired by northern mythology.

The history of Middle Earth (its legendarium, as Tolkien called it) was Tolkien’s true love and the work of his life; Tolkien began laying down its origins in 1914, decades before The Hobbit and LOTR. He frequently returned to this legendarium as he wrote those two books and spent the latter portion of his life revisiting his broader creation. It was Tolkien’s great regret that these foundational stories of Middle Earth never saw publication (during his lifetime, of course); Tolkien’s letters and biography reveal his disappointment when publisher Allen and Unwin rejected much of what we know now as The Silmarillion, which Tolkien sent in for consideration following the success of The Hobbit. Stanley Unwin had asked Tolkien for a traditional sequel to The Hobbit, but what he received was very, very different.

These and other sources prove that Tolkien’s greatest love was his legendarium and the northern myths from which he derived inspiration; I would argue that “old school” RPGers who deride Tolkien for being too high fantasy/high medieval/a feel good escapist may feel differently if they spent some time on the origins, tales, and the deeper “whys” behind Middle Earth. Tragic and bleak are a few of the words I’d use to describe these sources. But they’re also a great read and loaded with cool ideas and campaign hooks. In fact, some of Tolkien’s gaming critics who choose to do take a closer look may feel inspired to create a gritty AD&D/Warhammer/Basic Role Playing campaign based on the First Age of Middle Earth.

Who knows—it might make for a heck of a fun game.

Wednesday, August 6, 2008

Three reasons I'm staying out of the 4E fray

So for all the hype, wailing, gnashing of teeth, criticism, and praise I've seen heaped upon the newest version of Dungeons and Dragons, I've yet to join the fray. Why? I haven't so much as glanced at a single page of the 4E rules, let alone purchased a copy.

Until now I've kept up with each new iteration of D&D: Starting with Moldvay basic back in 1981-82 or so, I played that for a short while and then switched to AD&D 1E, dabbled briefly in 2E, went on a prolonged roleplaying break, then resumed playing again in 2001 after picking up 3E. Currently I play in two 3.5E campaigns with the same group. So basically, I have purchased at least the core books of every edition of D&D that TSR and WOTC have published since 1981. It stands to reason that I should own a copy of fourth edition, at least for the curiousity factor. But I don't.

Why? I'm not sure myself. A touch of apathy, perhaps. But more likely its due to the following three reasons:

1. 3E is far from played out in our group. Our group has alternated two campaigns for seven years or so, but with our busy schedules we probably average one game every three weeks. In this time I've managed to advance one character (an elven ranger) up to level six, and another character (a human figher/rogue) up to ninth level. That's it. Not only have we not played a truly high level campaign, but we haven't even tried out all the character classes. Heck, I've never cast a spell in anger in 3E.

2. From what I've read, 4E seems like a pretty radical departure from the D&D I know. It still sounds like fun, just a different kind of fun: A lot more like a tactical miniatures exercise than past editions. Since I like miniatures games--and enjoy breaking out the battlemat in our 3.5 game--I'd probably like playing 4E. But whether or not it would scratch my D&D/roleplaying itch remains to be seen.

3. Wizards of the Coast's business strategy to release a regular stream of "core" rulebooks. This is the one that really irks me. Our group has gotten 7+ years of enjoyment out of 3E playing nothing but straight three book core, with all classes taken right from the Player's Handbook. I'm a bit uneasy about having to buy a stream of "core" player's handbooks to keep up with the rules. This may not bother hard-core D&Ders, or folks who want maximum character options, but for casual/occasional gamers like me it's a major turn-off. For example, I enjoy purchasing modules, but if they can't be used unless you own multi-volume core rules I won't be bothered.