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Thoughts on Designers & Dragons: Origins

Thoughts on Designers & Dragons: Origins

Designers & Dragons: Origins, by Shannon Appelcline. Covers by Lorne Colt

This is emphatically not a review of Shannon Appelcline’s Designers & Dragons: Origins, although if you have an interest in 1970s and 1980s OD&D, D&D, or AD&D, you should grab a copy. Rather it is a collection of personal reflections having read the first two volumes and part of the third for reasons that will be made clear later.

I started playing D&D in 1980 with the Holmes box and the included module In Search of the Unknown. Someone else in the group wound up with a copy of The Keep on the Borderlands. My group quickly moved on to Advanced Dungeons and Dragons, leaving the box set behind. When we began, one of us bought the Monster Manual, one bought the Player’s Handbook, and I bought the Dungeon Master’s Guide (I remember riding my bike home from Klipper’s hobby shop with the book in my backpack). Eventually we all filled out our collections. We made our way through our own worlds, but also through Greyhawk, once it was released and I had the folio version of Darlene’s map attached to a wooden board.

Reading these books made me understand why we were never going to see details of Greyhawk the way we eventually did of the Forgotten Realms, and why it would be impossible for Gary Gygax’s “real” Castle Greyhawk to be published.

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Ad Review: The Dragon Magazine 41, Part II

Ad Review: The Dragon Magazine 41, Part II

The Dragon, Issue 41, cover by James Holloway

Last week, I began looking at the ads from issue 41 of The Dragon magazine.  This week I take a look at the ads I didn’t get to last week.

After looking at the in house ads places by TSR, ads for local gaming stories, miniatures, and a variety of accessories, it seems like a good time to turn my attention to some of the games being offered in the issue.  I’ll start, not with table top or board games, but rather play-by-mail games, which I attempted to play once, but could never really figure out how to interact with them.  For me, they were more an intriguing concept than a recreational outlet. I may not have been alone in that.  I only see four other articles on Black Gate that even mention play-by-mail games.

Two play-by-mail games were advertised in the issue.  The first, World Campaigns IV was a military campaign set following World War III as the players attempt to rebuild civilization. Rather than a massive player game, players set up in groups of 35 (and if you sent in your application with friends would be grouped together). The rules and first move cost $8, with subsequent moves costing $5 and a maximum of 8 moves per year. World Campaigns IV was based out of Dover, New Hampshire. Playtesting for the game began in 1977 with the game launching in 1980. In 1988 the game relaunched as World Campaigns V, which allowed for longer games. A computer moderated version was also launched in 1988.

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Ad Review: The Dragon Magazine 41, Part I

Ad Review: The Dragon Magazine 41, Part I

The Dragon, Issue 41, cover by James Holloway

In  August of 1980, I wandered into Klipper’s, my local toy shop that had a counter devoted to Dungeons and Dragons and other role playing games, and picked up a copy of The Dragon, issue 41. It was the first issue I purchased. On the cover, by James Holloway, a man in a wizard’s robe carrying a staff was walking a lizard child carrying a lunchbox to school, while the human students were starting wide-eyed.

At the time, I was most interested in the parts of the magazine that could most directly be added to my game. Dragon’s Bestiary, introducing the silkie and tomb tapper, the Giants of the Earth, which not only gave me heroes I could use, but introduced me to fantasy novels to track down, the Bazaar of the Bizarre. I remember incorporating the idea of dragon’s blood advanced by Robert Plamondon into my campaign. I ran my players through The Halls of Beoll-Dur, and enjoyed the exploits of Finieous Fingers.

Other parts were of lesser interest. I was not playing Metagaming’s Melee, which seven pages and four articles were devoted to. Similarly, the Avalon Hill articles by John Prados and Tom Wham were not things I was looking for at that time. Since I didn’t have a TRS-80, the computer program offered by Mark Herro didn’t offer me anything. The article on Napoleonic guerilla warfare was targeted at wargamers, not RPGers.

Revisiting this issue 46 years later, I’m looking at a different aspect entirely.  I found myself wondering “What was advertised in that issue of The Dragon and did any of the advertisers make enough of a splash to still be around after all this time?”

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Dark Muse News: Mordschlag Sword and Sorcery Magazine

Dark Muse News: Mordschlag Sword and Sorcery Magazine

One of the most fun, unique aspects of Goodman Games’ Tales from the Magician’s Skull was the blending of Sword & Sorcery with Dungeon Crawl Classics statistics for the stories.  That’s a wonderful recipe that has not been reproduced, despite many super-cool S&S periodicals being available (Dark Moon Quarterly, Battleborn, New Edge S&S, Heroic Fantasy Quarterly, Swords and Sorcery Magazine, Savage Realms, Swords & Sorceries: Tales of Heroic Fantasy, etc. plus loads of anthologies).

Well, this Dark Muse News post has a Press Release for The Arcanist: Fantasy Publishing’s Backerkit campaign showcasing Mordschlag Magazine! Once again, S&S adventure and RPG gaming are combined. Every pocket-sized issue of Mordschlag promises new short fiction, an article analyzing the genre, and monster stat-blocks pulled straight from the tales and ready-to-play in ShadowDark RPG.

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Late to the Game – My First Ever D&D Campaign

Late to the Game – My First Ever D&D Campaign

Good afterevenmorn, Readers!

So… I’m a nerd. I know, surprising, right? What might actually be surprising, though, is that I’ve never actually played a game of Dungeons & Dragons. I mean, I’ve had a couple of home-brewed one-shots many years ago, but I’m never actually played a proper campaign, with a regular crew. That changed this year. I started with a friend, who was part of another group, who then created a splinter group for a different game. I am part of that splinter group, starting a new campaign at ground zero.

Can I just say, I am loving it. It’s a very excellent way to explore character and motivation, as well as world-building and story-telling. If you struggle with any of these, consider starting a D&D campaign. Let’s explore what’s going on in my game, because I’m too enamoured with it currently not to share.

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Sumptuous visuals and brilliant writing in an Indie RPG? Clair Obscur: Expedition 33 Has it All

Sumptuous visuals and brilliant writing in an Indie RPG? Clair Obscur: Expedition 33 Has it All

Clair Obscur Expedition 33, developed Sandfall Interactive and published by Kepler Interactive April 24, 2025

So… if you are an enthusiast of single player RPGs and have not spent any time thoroughly engrossed in this modern masterpiece, you’re either buried under a pile of rubble or not allowing yourself enough time for brilliant escapism.

In either case, you’re missing out on what was unequivocally the 2025 GOTY.

I’ll work up a proper review at some point but am simply too busy playing this stunning piece of interactive art with all of my spare time to do so now.

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Five Things I Think I Think (February, 2026)

Five Things I Think I Think (February, 2026)

What? It’s been TWO WHOLE WEEKS since I told you what I’ve been thinking about?

Well, we certainly can’t have that now, can we? I start with a bit of snark, and finish with a mini-rant. But hey, Ohio thinks a foot+ of snow, and consistently negative wind chills, is perfectly acceptable. So, I’m doing some grumpy old man this Winter.

1 – READING IS FUNDAMENTAL

We are not nearly the reading culture we were in the past. Online has massively increased ‘watching’ bite-sized content. Which is rarely as intellectually as fulfilling as reading. Or even watching en entire movie.

And I happen to believe the messed-up state of the world is in part attributable to the decrease in intelligence (ignorance runs rampant) resulting from video being as filling as cotton candy and replacing reading (somebody scrolling tik-tok for three hours a day is not learning the way someone reading a half hour a day is).

You don’t have to read Shakespeare, or bios of physicists, or Wuthering Heights. There’s plenty of ‘more accessible’ non-fiction. And while there’s a lot of garbage fiction out there, the choices are endless.

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Killing Dragons to Fund Your Hobby: Becoming a Book Collector in Skyrim

Killing Dragons to Fund Your Hobby: Becoming a Book Collector in Skyrim

Exploring the frozen north for rare first editions in Skyrim

There are many fantasy role playing games (RPGs) available but I’ve hardly played any. Dungeons & Dragons is the best known. I had a couple High School friends who read fantasy and probably would have played D&D with me. If we’d known it existed. It came out in 1974, when I was the perfect age of 16, but I didn’t hear about it until my mid-twenties, when I was in graduate school and had no time for socializing. In college, friends and I played marathon Risk games so we probably would have played D&D if we’d known of it. I would have loved being a Dungeon Master. I know quite a few people now who play and I’ve been invited, but I’m just too busy. I can also be obsessive when I get caught up in something; if I started I might never quit.

However, I have an XBOX Series X and a fantasy RPG called Skyrim. I play some most weeks and during summer might go on a marathon session. I don’t have to wait for other folks to be ready and don’t have to travel farther than my living room. Skyrim is part of the Elder Scrolls series by Bethesda. There are earlier Elder Scroll games and I’ve played those, but mostly I play Skyrim.

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Doom Pilgrim! – War Claw’s Solo Card-Game-Book

Doom Pilgrim! – War Claw’s Solo Card-Game-Book

Narrative game books steered my interest into dark fantasy reading and playing. The 1980s phenomenon of Fighting Fantasy gamebooks championed blending RPG elements into the choose-your-own-adventure genre. Although these persist in 2025 (in releases, digital versions, several tabletop games… all susceptible to reviews here soon), the last decade has enabled new forms of narrative, choose-your-own-adventure solo games.

This post highlights DOOM PILGRIM, a narrative-card-game-book by War Claw Games. The company is based in the Czech Republic. Most of their lineup has Print-to-Play options in addition to physical copies (produced by US-based manufacturer, The Game Crafter).

Released in 2022 as a physical and print-and-play game, Doom Pilgrim was awarded “Best Small Game of the Year” from the solo-dungeon-crawler guru Daniel from  Dungeon Dive (see also his his Doom Pilgrim tutorial).  In short, it is a superbly elegant, beautiful game. Doom Pilgrim has several expansions available now, with more on the way. Also, these proven game mechanics have evolved into Arthurian Legend,  Sci-Fi, and weird horror games.

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George Barr: A Fantasy Master

George Barr: A Fantasy Master

Barr illo for the D&D Module IM2: The Wrath of Olympus, by Robert J Blake (TSR, 1987)

When DAW Books launched in early 1972, one of their hallmarks was great cover art. Right from the start, their books featured covers by many of the top SF artists such as Frank Kelly Freas, John Schoenherr, Josh Kirby and Jack Gaughan – and eventually, Michael Whelan, who broke into the field with his cover for DAW’s edition of The Enchantress of World’s End by Lin Carter in 1975.

One of their mainstays was George Barr, whose first DAW cover came in their second month of publication, with The Day Star by Mark S. Geston. For my money, Barr was one of the great fantasy and science fiction artists of the past few decades. Having been introduced to science fiction paperbacks in the mid-1970’s, I have many fond memories of finding his artwork gracing many of the DAW books that I picked up at that time.

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