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Remembering Dave

Remembering Dave

davearneson
David L. Arneson (1947-2009)

Had he not died of cancer in 2009, today would have been the 66th birthday of David L. “Dave” Arneson, co-creator of Dungeons & Dragons and one of the most under-appreciated creators of the past century.That may sound like an exaggeration, but I mean it most sincerely. Through the medium of tabletop roleplaying games, a concept that owes as much to his imagination and ingenuity as anyone’s, Arneson has profoundly affected millions of lives, including my own. If you’ve ever played in any kind of game that featured a “dungeon” or had a character with “hit points” or who earned “experience points,” you can thank Dave Arneson, who pioneered all these game mechanics in his Blackmoor campaign in Minneapolis during the early 1970s. It was Arneson who made the conceptual leap from fighting battles on a sand table with miniature metal figures to playing individual characters who explored monster-filled labyrinths in search of “more and bigger loot,” as Volume 3 of the 1974 edition of Dungeons & Dragons memorably puts it.

Sadly, Arneson is far from a household name. When Gary Gygax, D&D‘s other co-creator, died in 2008, it was big news. Newspapers, magazines, and websites across the world, including such prestigious ones as The New York Times, The Economist, and the BBC (to cite but a few) all included high-profile obituaries of the man whom they called “the Father of Roleplaying Games.” More than that, these obituaries often served as springboards for wide-ranging reflections about RPGs and their place in shaping contemporary popular culture. The video game industry in particular hailed Gygax as its intellectual forefather, citing the seminal role Dungeons & Dragons played in shaping it – and rightly so, I should add. There’s no question that Gary Gygax played an incalculably huge role in the popularization of the roleplaying game, a new form of entertainment whose ideas took the world by storm.

Arneson’s death, just a little over a year later, didn’t receive quite the same kind of coverage. There were still obituaries in The New York Times and on the BBC, of course, but they were shorter, more muted affairs, perhaps in part because Gygax’s death was still fresh in people’s minds and there didn’t seem to be much more to say about Arneson that hadn’t already been said about Gygax.

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Adventure in a Place of Unholy Shadows: A Review of Crypts and Things

Adventure in a Place of Unholy Shadows: A Review of Crypts and Things

Screen Shot 2013-09-25 at 10.39.17 Back in the 70s, when I first started playing Dungeons and Dragons (D&D), I spent a long time wanting a ruleset that would let me recreate the sort of sword and sorcery that I was reading back then.

I wanted to play a game that caught the atmosphere of Robert E Howard’s Conan, Karl Edward Wagner’s Kane, or Fritz Leiber’s Fafhrd and Grey Mouser stories. I wanted to adventure in a place of unholy shadows, where magic was scary and thrilling and men with swords sought lost treasures in glittering towers where old gods and dark secrets waited.

Clearly, D&D was not quite what I was looking for. The white box contained an unholy mishmash of Tolkien, bits of medieval history, and a weird variation of Vancian magic from the Dying Earth which, while awesomely powerful, was not very scary or, well, magical. Magic items were as common as if they came in cereal boxes. And what was with it with those cleric guys and the undead?

The setting of D&D did not look like any fantasy world I had read about, but it was clearly influenced by a number of them. There were thieves that might have been Fafhrd and the Grey Mouser. There was a barbarian character class in an issue of White Dwarf that might, if you squinted, have resembled something like Conan.

But D&D did not quite hit the mark. There were also elves and halflings and dwarves and all manner of other things that did not exist in the S&S universes of my particular dreams. There were echoes of Howard and Leiber and Clark Ashton Smith, but they were smudged over with bits of Tolkien and a kind of high fantasy.

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Get The Temple of Elemental Evil for Free at DriveThruRPG

Get The Temple of Elemental Evil for Free at DriveThruRPG

The Temple of Elemental EvilThis week, through Saturday 9/28, the classic The Temple of Elemental Evil supermodule is free at DriveThruRPG.

The Temple of Elemental Evil may be Gary Gygax’s crowning achievement as a dungeon designer. It was the last major adventure he designed for TSR and — at 128 pages — was by far the largest and most ambitious. It was written by Gygax and Frank Metzner, and originally published in 1985. It has been out of print for over a quarter century, and is one of the most collectible of all TSR adventure modules.

Interest in The Temple of Elemental Evil remains very high, even after all these years. Matthew David Surridge wrote a fascinating analysis for us in his article The Art of Storytelling and The Temple of Elemental Evil. The module has been converted to a popular computer game and the opening chapter, The Village of Hommlet, was recently revised for 4th Edition Dungeons and Dragons.

In fact, the major impediment to playing the Temple today is that it’s very difficult to find. Used copies start at $40 – $50 at Amazon and eBay.

DriveThruRPG, through their DnDClassics.com site, has eliminated that problem. They’re selling a high-quality PDF of the original module for $9.99 — complete with all the original art and maps. And if you download it before the end of the day Saturday, it’s completely free. Get it here.

DnDClassics also has a huge assortment of early TSR adventures and rulebooks — including Castle Greyhawk, Deities & Demigods, Descent into the Depths of the Earth, and numerous Planescape, Ravenloft, and Forgotten Realms titles — in PDF, at excellent prices. Check out their store for more details.

Monster Island

Monster Island

Monster Island Runequest-smallI’ve been spending a lot of time on Monster Island for the last few weeks, wandering its haunted beaches, exploring its lovely hidden grottoes, and fleeing from its carnivorous apes.

This is hands down one of the finest sandbox gaming products I’ve ever had the pleasure to read. From what writer Pete Nash tells me, there may be other sandbox products coming from Design Mechanism and I will definitely be at the front of the line when they’re released.

But what, you ask, is a sandbox gaming product? Well, a lot of adventures are site-based. Take the most famous (and one of my least favorite) dungeons of all time, Tomb of Horrors. It doesn’t matter where you put Tomb of Horrors, really, because the entire product is about the dungeon and its contents.

Monster Island is a very different animal. First, it isn’t out to arbitrarily kill the players. Second, it isn’t just one adventure, it’s a campaign book – but not one that’s a linked set of adventures or dungeons. Instead, it describes an entire setting. It provides a host of adventure sites, setting specific monsters, random encounter charts, thumbnail adventures, background details, and the like.

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Jack Williamson, Lin Carter and Appendix N: Advanced Readings in D&D

Jack Williamson, Lin Carter and Appendix N: Advanced Readings in D&D

The Humanoids-smallMordicai Knode and Tim Callahan are making me look bad.

I know, what else is new. But seriously, these two have taken on the project of a lifetime — reading every author in Gary Gygax’s famous Appendix N (all 29) and reporting back in great detail every week at Tor.com.

I took on the project of a lazy Saturday afternoon: read their posts whenever I got around to it and report back here every two weeks or so. Sounded easy at the time. But Knode and Callahan still somehow managed to get way ahead of me. They’re relentless — since I last checked, they’ve covered Jack Williamson, Lin Carter, and John Bellairs, and meanwhile I’m still trying to figure out where the hell I left my copy of The Face in the Frost.

Okay, time to play a little catch-up. Let’s start with post 14 in the ongoing series, in which they tackle Jack Williamson’s classic SF novel, The Humanoids:

Mordicai: I’m just unclear on how it relates to Dungeons and Dragons. I mean, you could have a whole campaign about golems or Inevitables or Modrons and co-opt the plot from this book, but I think that is a stretch. Maybe the lesson you could learn from this book is that making hugely flawed characters is more interesting than making banal superhuman heroes who laugh in the face of danger and never give into the temptation to pry the ruby eyes out of the idol of Fraz-Urb’luu?

Tim: Yeah, I don’t see the Dungeons and Dragons link at all, and I am pretty darn sure Gary Gygax didn’t have any Modrons in mind when he generated his list of fave books. The Modrons are wonderful and all — who doesn’t like Rubik the Amazing Cube mashed up with Mr. Spock — but they aren’t central to early D&D. Or any D&D. Ever.

But, to be fair, Appendix N doesn’t specifically name The Humanoids as an influence, but mentions Jack Williamson in general. Probably his pulpier early stuff was what Gygax had had in mind. In retrospect, we should have read the Legion of Musketeers in Space with Falstaff and Friends book. But something called The Humanoids sounds like D&D from a distance. If you squint. And don’t read the back of the book.

Yeah, The Humanoids has nothing to do with D&D. Could have told you that. Guys, guys. You should have read our Jack Williamson feature last month. This is why we do this stuff.

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Sea-Change

Sea-Change

moldvay-basic1Fantasy literature and Dungeons & Dragons have a long history together. In his foreword to the original edition of the game (dated November 1, 1973), Gary Gygax specifically references several authors’ works, such as “Burroughs’ Martian adventures where John Carter is groping through black pits,” “Howard’s Conan saga,” “the de Camp & Pratt fantasies,” and “Fritz Leiber’s Fafhrd and the Gray Mouser pitting their swords against evil sorceries.” There are also – or, rather, were – references to Tolkien as well, but these were excised after the Professor’s estate objected (the excisions were not very thorough; even in later printings, one can still find occasional references to ents and balrogs, among other things). My own beloved “Blue Book” edition of D&D (edited by J. Eric Holmes) includes references not only to Tolkien, Howard, and Leiber, but also to Gardner F. Fox, creator of Alan Morgan, Kothar, and Kyrik, as well as to H.P. Lovecraft’s Great Old One, Cthulhu.

By now, Appendix N of the Dungeon Masters Guide is well known, both on this site and elsewhere. What many people do not know is that Gygax produced a “rough draft” of that appendix in issue number 4 of Dragon magazine (December 1976). Entitled “Fantasy/Swords & Sorcery: Recommended Reading,” its content is roughly the same as that in Appendix N. It’s primarily noteworthy for including Algernon Blackwood, though Gygax makes no reference to any titles he recommends from this great British writer of ghost tales. Another interesting aspect, at least from my perspective, is that, unlike Appendix N, which is quite clearly presented as a list of the books Gygax himself found “of particular inspiration” (to borrow his own phrase once more), this early version is presented as one of “recommended reading,” as if he were an instructor drawing up a list for an Introduction to Fantasy Literature course.

Fascinatingly enough, the 1981 edition of Dungeons & Dragons, edited by Tom Moldvay, includes an extensive “Inspirational Source Material” section that was drawn up, not by a university professor, but by a children’s librarian at the Lake Geneva Public Library. This librarian, Barbara Davis, is given a “special thanks” citation in the rulebook’s credits for “compiling part of our bibliography.”

Though it’s quite possible, even likely, that many of the titles included in the 1981 list were inspirational to Moldvay or to other members of the editorial team at TSR Hobbies, its presentation is much different than that of Appendix N. Whereas Gygax simply lists his favorite authors in alphabetical order, the later list is divided into several categories in an almost scholarly fashion. The three largest sections are “Fiction: Young Adult Fantasy,” “Non-Fiction: Young Adult,” and “Fiction: Adult Fantasy.” There are also sections for “Short Story Collections” and “Non-Fiction,” as well as a list of “some additional authors of fantasy fiction.”

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GenCon 2013 Post-Convention Recap – Part 3: The Pathfinder Booth

GenCon 2013 Post-Convention Recap – Part 3: The Pathfinder Booth

One of the most fun booths at GenCon (a land of many fun booths) is the Paizo booth. They have their own table with nearly round-the-clock author signings and great promotional giveaways, plus they produce fantastic gaming products … this year, having topped previous years in all categories. Their goblin masks were ubiquitous throughout the convention hall, though I did miss the Goblin flash mob on Wednesday evening. But I did have an opportunity to spend time at the booth and talk with CCO Erik Mona about the new developments with their line of games.

Pathfinder Adventure Card Game

PathfinderRotRLDefinitely the biggest hit at the Paizo booth was the release of the first boxed set in the Pathfinder Adventure Card Game (Amazon, Paizo), a massive box containing nearly 500 cards. The demo area where they were running through the game was packed and I never actually made it into a demo slot, though I did watch a few of them.  When I arrived on Thursday morning, there was a line nearly halfway down the wall of the Exhibit Hall, consisting mostly of people who were buying this game.

This isn’t a simple card game, but instead a roleplaying campaign in a box. It can be played by 1 to 4 players – that’s right, it can be played solo – who create a character, and then build a deck of equipment, allies, and magic to help progress through the events of Paizo’s classic Rise of the Runelords adventure path.

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Andre Norton, Michael Moorcock and Appendix N: Advanced Readings in D&D

Andre Norton, Michael Moorcock and Appendix N: Advanced Readings in D&D

stormbringerAnd so we come to two of the most influential and prolific fantasy writers of the 20th Century, Andre Norton and Michael Moorcock, as we follow intrepid literary explorers Mordicai and Tim Callahan on their voyage of discovery through Appendix N at Tor.com.

Tim and Mordicai have been none too gentle to some of the writers in Appendix N, including L. Sprague de Camp, Gardner Fox, and even Roger Zelazny. But in Norton and Moorcock, they find authors they can appreciate.

Here’s Tim on Michael Moorcock:

I read The Swords Trilogy and The Chronicles of Corum early, and they made an impact. They exploded inside my mind in a way I have never forgotten, even if I can’t remember many of the story details from any particular chapter… but I didn’t really feel like I tuned into Elric until halfway through the first reprint volume, when we get the four novellas of Stormbringer

It’s classic Moorcock, in that imaginative and terrifyingly evocative way that I loved all those years ago when I first picked up The Swords Trilogy off a spinner rack in my hometown general store. Stormbringer begins with agents of chaos abducting Elric’s wife, and it takes off into the realm of mass warfare and conflicts with not-quite-dead-gods soon enough.

Moorcock aims for the mythic.

Read the complete article here.

Good to see a little love for classic sword & sorcery, but personally I don’t see a lot of direct influence from Elric on D&D — unless you count the section on powerful artifacts in the Dungeon Masters Guide, which clearly was conceived with weapons like Stormbringer in mind.

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An Introduction to King of Chaos

An Introduction to King of Chaos

Pathfinder Tales King of Chaos-smallWhen I began writing Queen of Thorns, my favorite secondary characters were the bleachling gnome Fimbulthicket and the elven Calistrian inquisitor Kemeili. Before long, however, the elven paladin Oparal grew closest to my heart.

That proved problematic because I was revealing her character through the eyes of my flawed protagonists, Radovan and Varian, each of whom has his own tilted worldview when it comes to elves, paladins, women, or all three. Thus, by the end of the novel I feared Oparal had earned less sympathy from the readers, who had seen her only from the outside, than she had from me, who knew the secrets of her heart.

Thus, as I was finishing revisions on the novel and editor James Sutter and I discussed where the boys might travel next, I added a scene showing that Oparal would leave Kyonin to join the Silver Crusade against the demons of the Worldwound, knowing full well the boys would soon join her. It was time, I decided, to tell part of the story from her point of view.

Elsewhere, you can read about how hard it was to find Varian’s voice after establishing Radovan’s first, in the novella “Hell’s Pawns.” It was slightly less difficult to come up with the “voice” of Arnisant the Ustalavic wolf hound in “Master of Devils.” Finding Oparal’s voice took me several tries, and I probably rewrote this first chapter four or five times before feeling I’d found it and having the courage to move on to the rest of her chapters.

I hope you will find it a voice equal to those of “the boys,” and by the end of the novel, I like to think we’ve seen Oparal from the inside as well as from the outside.

Read the first chapter of King of Chaos right here at Black Gate, and try an exclusive excerpt of Queen of Thorns here.

To order the novels, visit paizo.com.

Vintage Treasures: The Lords of Underearth

Vintage Treasures: The Lords of Underearth

Lords of Underearth-smallI’ve written before about the marvelously compact games from Metagaming that first introduced me to role playing, both in my editorial in Black Gate 12 and here on the blog.

It was the ubiquitous Metagaming ads on the inside cover of Analog and Isaac Asimov’s Science Fiction Magazine in the late 70s that first caught my eye. I carefully clipped out the order form (I bet you kids have never clipped an order form out of a magazine in your life. Bah! You don’t know what you’re missing. A gaping hole in the cover of your magazine, that’s what you’re missing) and mailed off my $2.95 for copy of Melee and $3.95 for the fabulously deluxe Wizard.

Both games were written by Steve Jackson — yes, the same genius designer behind Ogre, GURPS, Car Wars, Munchkin, and numerous others. For my money (all $6.90), those two early games still rank as perhaps his finest creations.

Steve Jackson left Metagaming in the 1980 to found Steve Jackson Games and his loss was keenly felt. But the rights to Melee and Wizard remained with Metagaming and its owner, Howard M. Thompson. Thompson supported the system with a series of excellent releases, including some of the best solitaire products this industry has ever seen, including Death Test, Death Test 2, Orb Quest, and Grail Quest.

I’ve been playing Grail Quest since 1980 — the last few years with my son Drew at my side — fruitlessly searching the treacherous woods and castles outside Camelot for the Holy Grail. It’s got to be in that damn game somewhere. I’m going to find it some day, I swear.

Anyway, Metagaming produced a total of 22 microgames before the company folded in 1983. Virtually all of them were science fiction and fantasy in theme, and they exhibited an imaginative range of settings and themes, from Rivets — the game of two dueling robot colonies — to Sticks & Stones, the first (and only) stone age RPG. I’ve gradually collected all of them over the years, and it was with some satisfaction that I finally completed my collection this year with the one that was the most difficult to track down: the fantasy game of subterranean warfare in an ancient Dwarven Stronghold, The Lords of Underearth.

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