Showing posts with label greyhawk. Show all posts
Showing posts with label greyhawk. Show all posts

Tuesday, November 18, 2025

REPOST: The Articles of Dragon: "Clerics Live by Other Rules"

Over the years, I've given the thief a lot of flak, but it's actually the cleric who fits in least well with the literary origins of D&D. The cleric looks not to pulp fantasies for its inspiration but to medieval Catholicism by way of Hammer horror films and, while I have a great fondness for the class, there's no question that it isn't a perfect fit for the world D&D implicitly describes. I'm not alone in thinking this, which is why the cleric is probably the class that gets reinvented the most (though the thief might be a close second).

Every edition of D&D has put its own stamp on the cleric, in the process rendering the class more incoherent than it was to start. Gary Gygax contributed further to this mess in his article "Clerics Live by Other Rules," which appeared in issue #92 (December 1984) of Dragon. To be fair, Gary's article is actually pretty good, but it laid the seeds for much mischief later. His intention was to suggest that individual referees, for the purposes of fleshing out their campaign settings, could change the rules under which clerics (and, by extension, druids) operate, either restricting their opportunities or expanding them (or, preferably, both).

In the article, Gygax gives an example of a sect worshiping the woodland deity Ehlonna, from his Greyhawk campaign setting. Owing to tragic events in the past, this sect operates differently than others of its kind, having a unique selection of spells, armor, and weapons, in addition to having certain ritual taboos placed upon them. Thus, for example, they're not allowed to use fire-based spells of any kind, but clerics, after proving themselves – gaining levels – can wield broadswords and druids can wear elfin chain.

Normally, I loathe this kind of stuff, in large part because I think it contributes further to the dilution of what the cleric class is – and it's already pretty diluted as it is. What makes Gygax's approach work, though, is that a) it's solidly grounded in the setting and b) he's limiting these changes to a particular sect, not establishing it as a baseline. That's how I think things like this ought to be done. Unfortunately, players (and later designers) didn't care for these nuances, instead using them as a template for "fixing" the cleric class. This led, in my opinion, to a variety of changes over the years that have rendered the cleric one of the least coherent classes, both mechanically and as an archetype. But I'm pretty sure I'm in the minority in feeling this way.

Interestingly, Gygax himself warns against taking what he wrote in this article as an official, universal change. In his concluding paragraph, he says some very sensible things:
Now when you hear someone, DM or player, mentioning something about "unknown" cleric spells or similar difficulties, don't panic. It could well be a cleverly planned campaign where difference and the unexpected are desirable -- and who can fault that?! Perhaps you might wish to try it in your own campaign, too. A cautionary word is necessary, however, for there is a problem with such variations. Unless the full and complete details of the differences are known to other DMs, they might well not wish to have clerics or druids of such nature participating in their games. This is their right, and skepticism on their part is justified. Players of these clerics and druids must be forewarned that such characters might be "one-campaign-only" adventurers who are not welcome elsewhere
It's good advice, but it's also, I think, advice rooted in an older style of play that was already on its way to dying out by the time this article was published. Campaign hopping of the sort Gary envisions was already rare in the early '80s when I was most deeply immersed in the hobby and I have a hard time imagining that it was any more widespread on the cusp of 1985. Ironically, the advent of the Net and online play make well lead to a resurgence of the Old Ways in this regard, in which case Gary's advice might well prove useful again.

Tuesday, July 22, 2025

The Articles of Dragon: "Presenting the Suel Pantheon"

No one should mistake my many misgivings about Deities & Demigods for a disdain for its subject matter. On the contrary, I've long been fascinated by the treatment of gods and religion in roleplaying games. In fact, it's precisely because of that deep interest that I find Deities & Demigods so lacking. It simply isn't a very compelling or thoughtful exploration of these topics, especially when compared to works like Cults of Prax or Cults of Terror.

That said, I was nonetheless an avid reader of Gary Gygax’s “Deities & Demigods of the World of Greyhawk” series in the pages of Dragon magazine. My appreciation for it was twofold. First, I enjoyed learning more about Gygax’s setting than was revealed in the original folio edition. Second and more importantly, the series made a greater effort than Deities & Demigods to describe the beliefs and practices of the worshipers of these divine beings. It wasn’t perfect, of course; these weren’t theological treatises. Still, they went farther than most in offering a sense of the gods’ societal roles within the Flanaess, rather than simply listing their hit points and powers.

Gygax's "Deities & Demigods of the World of Greyhawk" ran for only five installments, the last appearing in issue #71 (March 1983). At the time, I had the impression that there were many more gods yet to be detailed, but that Gygax was simply too busy with other projects to continue the series himself. That’s why, when issue #86 (June 1984) introduced a new series of Greyhawk-related deities, I was pleased. This time, the articles were penned not by Gygax but by Lenard "Len" Lakofka, and they focused exclusively on the gods of a single human ethnic group in the setting: the Suel (or Suloise). The first installment covered just two gods, Lendor and Norebo.

There was much to admire in this second series. Lakofka had a distinct voice, quite different from Gygax’s, and that difference came through clearly in his descriptions of the Suel deities. One of the things I appreciated most was his greater inclusion of snippets of mythology, like hints at familial and other relationships among the gods. That gave the pantheon a sense of internal coherence and realism often missing from Gygax’s portrayals (a few notable exceptions notwithstanding). Instead of presenting the gods as a collection of isolated and artificially constructed figures, Lakofka tied them together, both to each other and to the world they inhabited. They felt more like a genuine pantheon than anything in the original Gygaxian series.

Another strength of the series was the way it framed these deities as being venerated by a particular culture and ethnic group. That felt more authentic to me. Historically, religions are usually deeply rooted in specific peoples and regions rather than being universally applicable or interchangeable, a tendency too often seen in fantasy settings. Of course, there are many historical examples of syncretism and interpretatio graeca – phenomena I both admire and have incorporated into my Secrets of sha-Arthan setting – but these are rarely explored in RPGs, where religion is typically presented in a dull, mechanical fashion. Lakofka’s articles didn’t completely avoid those pitfalls, but they were a marked improvement over most of their contemporaries. That’s why I still hold them in high regard today.

Wednesday, July 16, 2025

Retrospective: The Sentinel

Published in 1983, module UK2, The Sentinel, is the first part of a two-module series written by Graeme Morris for Advanced Dungeons & Dragons. Along with its sequel, which I’ll discuss in this space next week, it stands out as a distinctive offering in TSR’s early ’80s catalog. That’s due in large part to its origin in TSR UK, the British branch of the company, which operated with a surprising degree of independence and a sensibility very much its own.

TSR UK’s adventures have always provoked strong reactions. In my view, they’re a mixed bag, but a fascinating one. Where American modules of the time tended to emphasize dungeon-crawling and large-scale combat, the UK efforts often followed a more eccentric path. They leaned toward investigation over exploration, diplomacy over combat, and mood over spectacle. Instead of clearing rooms of monsters, players were expected to unravel plots, decipher motives, and navigate social situations. This approach didn’t always succeed, but even when it faltered, it offered something offbeat and refreshingly different from the norm.

The Sentinel is a low-level adventure for characters of levels 2–5, centered around the recovery of a magical artifact, the titular Sentinel, a sentient glove created to oppose its darker counterpart, the Gauntlet. The action unfolds around the village of Kusnir, nominally part of the World of Greyhawk, though it feels pretty generic to me. What begins as an investigation into a series of disturbances blamed on a skulk gradually reveals a more complex situation involving half-orcs, xvarts, and a ruined villa that hides a long-buried secret. Eventually, the player characters track down the skulk, who unexpectedly hands over the Sentinel and sets the stage for the events of the module's sequel, The Gauntlet (which I'll discuss in this space next week).

The inclusion of monsters from the Fiend Folio, like the aforementioned skulk and xvarts, deserves comment. TSR UK often seemed eager to showcase that volume’s more obscure entries, and The Sentinel is no exception. Whether these monsters enhance or detract from the module depends on taste, I suppose. For my part, I find many of the Fiend Folio humanoids underwhelming and nothing about the way they're used here really changes my mind. They serve their purpose, but they could easily have been swapped for more familiar creatures without much loss. Of course, your mileage may vary.

Even so, the module has its charms. Chief among them is the Sentinel itself, the magical glove that gives the module its title. Far from a simple item, it acts as a character in its own right, one with an agenda and a role to play in guiding the player characters. This combination of grounded, even mundane rural fantasy with sudden flashes of the mythic or uncanny was a hallmark of TSR UK’s best work. It’s a tricky balance, but when it works, as it sometimes does here, it gives the adventure a distinctive tone that distinguishes it from its contemporary American counterparts.

The larger, underlying plot of the module only emerges through observation, deduction, and careful play. There's a sense that the players are uncovering something hidden rather than being dragged from one set-piece to the next, even though there are several times when UK2 verges on becoming a railroad. Many of the module's encounters hint at something older, deeper, and just a little uncanny. The overall effect borders on folk horror of the kind where the land remembers and the past never quite stays buried. I like that.

Of course, The Sentinel is only half the story. Its sequel, The Gauntlet, continues and ultimately resolves the conflict introduced here. That’s perhaps The Sentinel’s biggest shortcoming as a standalone module: it presents an intriguing premise but offers little in the way of resolution. Earlier AD&D module series, like Against the Giants or the Slavelords series, generally made more of an effort to make each installment satisfying on its own. The Sentinel, by contrast, feels deliberately unfinished, a prolog more than a full scenario. I'll have more to say about this in next week's Retrospective post.

Worthy of mention is the module's presentation. The artwork, by Peter Young, is not particularly strong. The cover and interior art are weirdly stylized and, in my opinion, amateurish. It may not be literally he worst art to ever appear in a Dungeons & Dragons product, but it's a strong contender. By contrast, the cartography by Paul Ruiz is clean, readable, and highly functional. I’ve praised Ruiz’s maps before and those in The Sentinel are up to his usually standard. His maps are among my favorite things in the TSR UK modules.

Looking back on The Sentinel now, I find myself appreciating it more for what it tries to be than for what it actually is. It’s a thoughtful module that respects the intelligence of its players and the subtlety of its world. Compared to more "traditional" approaches to adventure design at the time, The Sentinel hinted at something different – not quite "story"-driven but certainly more consciously aware of a narrative or plot. That has its advantages and disadvantages, of course, which is why I don't like it unreservedly. Instead, I look on it as an experiment with mixed results, especially when taken on its own rather than as the first part of a two-part scenario.

Tuesday, December 31, 2024

The Articles of Dragon: "Greyhawk's World"

In my younger days, I was a big fan of The World of Greyhawk setting, for reasons I've discussed in other posts on this blog. Sometime during 1982, probably starting with the appearance of "The Deities & Demigods of the World of Greyhawk" series, there was a significant uptick in the amount of Greyhawk material in the pages of Dragon. I loved this, of course, as I was eager to learn more not just about Greyhawk but also perhaps the direction Gary Gygax was planning to take AD&D, as rumors of an expansion first began to circulate. Just as each new character class or collection of spells provided hints about where AD&D might be headed, so too did his elaborations on the Greyhawk setting (or so I thought anyway).

Consequently, when issue #71 (March 1983) came out, I was pleased to see that it included multiple articles penned by Gygax, two of which specifically dealt with Greyhawk. While one was simply another installment of deities and demigods, another presented something adjacent but nevertheless slightly different. Entitled "Greyhawk's World," the article presented three "quasi-deities" and one "hero-deity" – entirely new concepts for AD&D, as Gygax himself explains at the start of the article.

Gygax defines a "quasi-deity" as "above the status of important characters, by and large, but not quite demigods." Included in this class are "personages" such as Daern, Heward, Johydee, Keoghtom, Murlynd, Nolzur, and Quaal, all of whose names should be familiar to anyone who's read the Dungeon Masters Guide, because they're associated with various magic items and artifacts (Heward mystical organ, Keoghtom's ointment, etc.). Some of these characters were once player characters and are now retired from adventuring in the usual sense. For the most part, "their exalted status moves them in other realms," but they may occasionally become involved in more mundane matters, hence Gygax's description of three of them in this issue: Heward, Keoghtom, and Murlynd.

Heward is a high-level bard named for Hugh Burdick, Gygax's cousin. Whether Burdick ever actually played Heward or D&D, I don't know, but I am sure my better informed readers can provide that information. Keoghtom possesses high levels in multiple classes – cleric, magic-user, illusionist, monk, bard – and is an homage to Gygax's deceased childhood friend, Tom Keogh. Murlynd is the former character of another deceased of Gygax, Don Kaye, who was also one of the original founders of Tactical Studies Rules. Of the three, Murlynd was the one who most interested me, because, in addition to having levels as a paladin, magic-user, and illusionist, he was also "typically clad in garments of another time and world, that of 'the Old West'." Murlynd also carried a pair of six-shooters that nevertheless worked in the Greyhawk setting, despite their otherworldly technological nature.

In addition to the three aforementioned characters, Gygax presents a fourth, Kelanen "the Prince of Swords," whom he calls a "hero-deity." A hero-deity would seem to be a step closer to true demigod-hood, given that "some who live by the sword pay him homage." Like the quasi-deities, Kelanen possesses high levels in multiple classes, in addition to having a number of unique magic items and special abilities that set him apart from mere mortals. Unlike the three quasi-deities, Kelanen is more reclusive and singularly devoted to his narrow interests. He's also neutral in alignment – the others are all good – and dedicated to "balance."

When I first read this article, I was instantly taken with it, primarily because it provided some additional details about the high-level NPCs of the World of Greyhawk. I, of course, recognized the names of Heward and Keoghtom right away, while Murlynd and Kelanen were unknown to me. Of the two, Murlynd caught my attention, because of his cowboy-like appearance and his use of firearms, something that, up to that point, was quite uncommon in AD&D, outside of oddities like Expedition to the Barrier Peaks. I found Murlynd simultaneously appealing and repellant – appealing because who doesn't find the idea of a magic-using cowboy cool and repellant because I was a terrible stick in the mud generally opposed to genre bending. I preferred to color within the lines, even in my fantasy.

The other aspect of the article that I found compelling was one that Gygax didn't much develop. He mentions offhandedly that 

Using these three as guidelines, it should not prove too difficult for the DM to act to bring very special "retired" player characters, and possibly some of your most successful NPCs too, into the realm of the quasi-deity. By means of dual-class work, special situations, successful quests, and the completion of defined tasks, the former PCs can be elevated to the new status. 

Gygax provides no details of precisely how to handle this, leaving up to each Dungeon Master to adjudicate, which strikes me as wise and probably a better approach then what we got in the Immortals Rules. Though I never took this up in any of my own campaigns, I was intrigued by the idea, as well as by the implication that perhaps, in the future, AD&D might carve out more space for high-level characters. High-level play is one of those things that's always existed in theory, but it's never, in my experience anyway, been all that satisfying – just more levels, more hit points, more spells, etc. without any real purpose beyond it. Maybe that's an inherent flaw in the structure of D&D itself, I don't know. From time to time, though, I caught glimmers of something more than that in Gygax's Dragon columns. I'll be sure to point out what I'm talking about in future "The Articles of Dragon" posts.

Tuesday, November 26, 2024

REPOST: The Articles of Dragon: "Weather in the World of Greyhawk"

Issue #68 (December 1982) of Dragon was the first issue I ever received as part of my subscription to the magazine, though I'd read it nigh-religiously for some time beforehand. Due to an error on the TSR periodicals department, I received two copies of every issue for the next twelve months, one addressed to me at my actual address in Baltimore, Maryland and the other addressed to me in Baltimore, Mississippi, though the zip codes were the same for each (which is why they both arrived in my mailbox). Having two copies was quite useful to me, since it gave me the freedom to chop up and otherwise disassemble one copy while keeping the other pristine for my collection.

In any event, issue #68 included an article by a writer called David Axler entitled "Weather in the World of Greyhawk." Though presented as an unofficial supplement to The World of Greyhawk, the article was eventually canonized by being included in the 1983 boxed set version of the setting. Axler's article was a well-done early example of what would become a staple of Silver Age Dragon articles: a system for introducing "realism" into one's campaign. In this case, it was weather that got the "realistic" treatment, with tables for determining temperature, precipitation, and cloudiness, in addition to discussions of lunar phases, high winds, and "special weather phenomena," such as wind storms and tsunamis.

In truth, Axler's rules are pretty simple to use and presented intelligibly so that even my 13 year-old self could use them with relative ease. And use them I did. Back in 1982, I was all about adding doses of "realism" into my AD&D campaign where I could and, since this article had done all the hard work for me, why wouldn't I use it? Eventually, though, I stopped doing so, because, easy though it might have been to use, I rarely found that knowing just how much rain had fallen or the effects of high humidity added much to my adventures. The extra "realism" serve no purpose other than satisfying my adolescent sense that a good DM should know these sorts of things about his campaign setting. I abandoned that way of thinking a long time ago and I don't think my campaigns have suffered for it.

Tuesday, November 12, 2024

The Articles of Dragon: "The Deities & Demigods of the World of Greyhawk"

Issue #67 of Dragon (November 1982) is another one featuring more than one article that made a lasting impression on me. The first of these is Gary Gygax's "The Deities & Demigods of the World of Greyhawk." Now, given my rather mixed to negative feelings about Deities & Demigods itself, you'd think I'd feel similarly about this article (and its follow-ups in subsequent issues) as well. However, you'd be mistaken in that assumption and the reason why is, I think, worth discussing.

I have a lot of criticisms of Deities & Demigods, but one I haven't talked about as often as I should is how dull it is. The book presents more than a dozen pantheons for use with Advanced Dungeons & Dragons, but the bulk of that presentation is given over to game statistics of the gods rather than information about the beliefs, practices, and role of those gods' worship. That's the kind of thing I wanted out of the book, not Monster Manual-style write-ups of Zeus or Odin. Making the Greek and Norse gods boring is quite the feat, especially for someone like myself, who adored their myths and legends and yet, somehow, Deities & Demigods managed to do it.

"The Deities & Demigods of the World of Greyhawk," unfortunately, still devotes too much space to game statistics. On the other hand, Gygax provides more than that, peppering his descriptions of the four featured gods – Heironeous, Hextor, Iuz, and St. Cuthbert – with information on their worshipers, temples, and place in society, not to mention tidbits of Greyhawk-specific mythology in which they appear. In these descriptions, he's fleshing out the World of Greyhawk setting in a way he never did in its original folio release. That was a big part of the appeal of this article for me: learning more about the details of what had previously been a very bare bones setting, including its myths and folklore. 

It didn't hurt that the gods Gygax chose to highlight in this first article were genuinely interesting ones. In the case of St. Cuthbert, he had finally answered questions I'd had ever since I first opened my copy of the Dungeon Masters Guide and read the artifacts section where he discusses the Mace of St. Cuthbert. Likewise, Iuz was one of the few divine (or demonic) beings mentioned by name in The World of Greyhawk, where he is simply called "Lord of Evil." Nothing else is said about him, so I was largely left to imagine who Iuz might be until this article appeared. Heironeous and Hextor, on the other hand, were completely new to me, having never come across any references to them beforehand. These quarreling half-brothers, one good and one evil, made quite the pair and the divine rivalry had consequences for Greyhawk and its inhabitants.

As I said, Gygax still wastes far too much verbiage on game statistics – statistics that, in my experience, are almost never used in actual play. I don't really understand why AD&D went to the trouble of codifying the armor class, hit points, attacks, etc. of the gods. I can only assume that, by the time this article appeared, doing so was already well enough established that Gygax didn't consider another approach, one that focuses less on game stats and more on the role the gods played within the imaginary setting of Greyhawk. That's a shame, because I think it's a more fruitful approach – or at least one I would have enjoyed more.

Even so, "The Deities & Demigods of the World of Greyhawk" manages to pack a fair bit of setting-specific information in its entries, which I enjoyed. This article and the ones that followed were among my favorites in the pages of Dragon during the early 1980s. They gave the World of Greyhawk some much needed details about its gods and religions, a topic I've long enjoyed. But it was this first article that I remember most vividly, hence its inclusion in this series.

Monday, September 9, 2024

Boot Hill Introduction (Part I)

One of the (many) fascinating things about Boot Hill is that its presentation is quite different from TSR's other RPGs of similar vintage, like Dungeons & Dragons or Gamma World. Consider what the introduction to the 1979 second edition has to say on the matter:

BOOT HILL is designed to function as a game in two ways – as a set of rules for man-to-man gunfighting action, and as an outline guide for setting up quasi-historical or fictional role-playing campaigns for an ongoing series of events. Although in the first context alone BOOT HILL will provide many hours of exciting action, it is in the latter way that the game fully reveals all its enjoyable possibilities – as player characters pursue their individual goals and interact with each other in a continuing game situation. With a good mix of interesting players and a competent gamemaster/referee there will certainly be no lack of action – as sheep ranchers and cattlemen pursue outlaws and rustlers, unscrupulous businessmen expand their holdings, hostile Indians threaten and much more.

This is an important paragraph. The most immediate statement of note here is that Boot Hill is intended to be used in two ways, first as a traditional RPG focused on a small group of characters and second as a vehicle for campaign play in which characters and groups of characters contend with one another. Equally notable, in my opinion, is the statement that Boot Hill "fully reveals" itself through campaign play, which is a statement I fully endorse

The introduction continues:

Players will find that, once learned, the mechanics of play for BOOT HILL will be easily handled. This means that tabletop games can be played with a minimum of trouble and preparation, either with a referee or without.

Pay close attention to that last prepositional clause: either with a referee or without. If one is only familiar with the way RPGs are typically played today, that's got to be something of a shock.

The larger campaign games will require a gamemaster. This individual is not a player himself, but rather functions as a moderator of all the game activity – from devising the details of the setting and campaign situation and the player characters' part within it, to moderating and overseeing all game action (not only that which is to occur on the tabletop, but also the considerable pursuits and intrigues which go on "behind the scenes"). No more than an average knowledge of the "Old West" is needed, since the game is designed to be flexible and can be set up as desired with the information and suggestions given in this booklet. If the game is set up and conducted in a way which will be challenging and enjoyable to the players (as well as interesting to the referee), then it will be a success.

Reading this, I find myself reminded of Diplomacy, a game that was very popular with many early roleplayers, including Gary Gygax. An aspect of what makes Diplomacy unique is that there is a "roleplaying" element to it, in that each player acts as a diplomat for a European nation in the early 20th century and engages in public and secret negotiations with the other player diplomats with the goal of advancing his nation's interests and the expense of the others. Diplomacy is, to use contemporary parlance, a PVP game in which a player can only succeed at the expense of others. 

I won't go so far as to claim that Diplomacy is the hidden key to understanding how many campaigns were played in the early days of the hobby, but I nevertheless do believe that it's an oft-forgotten part of the context out of which roleplaying games evolved. As near as I can tell, early campaigns were freewheeling, chaotic affairs in which players often pitted themselves against one another and campaign events were just as likely to be the results of this player-versus-player struggle as referee-created situations. The early history of Gygax's Greyhawk campaign is instructive here, in which Rob Kuntz's fighter, Robilar, frequently acted in his own self-interest and against those of other player characters in the campaign. 

This seems to be the kind of play that the introduction to Boot Hill is advocating and that the game was designed to facilitate. In my next post, I'll take a closer look at a later section of the introduction, which provides additional detail about how campaign play of this sort was envisaged.

Saturday, August 3, 2024

The Quest

As promised, here's a closer look at one of the pieces of art found in The Official Advanced Dungeons & Dragons Coloring Album

This piece is accompanied by the following text:

Welcome to a world of bold adventurers, strange races, magic and monsters! Here at the Green Dragon Inn, a busy inn in a town on the shores of the Lake of Unknown Depths, a group of adventurers have met to plan a daring expedition in search of fabulous treasure. They sit at an outside table, quaffing amber ale and charting their course to wealth beyond belief. 
The Lake of Unknown Depths is a body of water within Gary Gygax's World of Greyhawk setting. The Green Dragon Inn is another locale from that setting, found in the River Quarter of the Free City of Greyhawk itself. However, the text doesn't explicit connect it to the Free City, asserting instead that it's found a nameless "town" on the shores of the lake. I can't help but wonder if this omission/obfuscation was deliberate.

In any case, the text continues:
In the left foreground, a pair of halflings, thieves by trade, ponder their part in the expedition. Ruddy-complexioned, their sandy hair and hazel eyes match their dusty gray and brown garments. 

I wish I'd remembered this illustration last month when I was looking at the depiction of halflings during the TSR era of D&D. The two halflings shown here look more like some sort of fairytale creature, such as a leprechaun or brownie, than Tolkien's hobbits.

 Across the table, the dwarven fighter's bright green eyes glow excitedly from his tanned face. Gold adornments glitter against the somber background of his dark brown beard and even darker waistcoat. Next to the dwarf, observing the party's map, is Sertern [sic] the cleric who, like his deity St. Cuthbert, favors blue for garb and silver for decoration.

Serten – spelled with only one "r" – was a player character in Gary Gygax's Greyhawk campaign, played by Gary's son, Ernie. His name, like that of the magic-user Tenser, is an anagram of "Ernest." Like the one described here, he was a cleric of St. Cuthbert. If it weren't for the fact that the name is consistently spelled as "Sertern," not "Serten," I'd have assumed the difference was due to a typographical error. However, it would seem to have been deliberate.

Behind and to the left of Sertern is a golden haired and russet garbed ranger, famed as a valiant fighting man. The elf to the right, indicating the goal on the chart, is both fighter and thief. His drab clothes suggest no particular identity, but his pale skin and auburn hair mark him as a wood elf. At his side stands another dwarven fighter, sporting a scarlet cap and gray beard. 

I assume that the references to colors throughout the text is intended as an aid to anyone who might choose to use the Coloring Album for its intended purpose. Even so, I must admit that it lends a certain vibrancy to the text it might otherwise lack. It's also a nice antidote to the notion that fantasy worlds come only in various shades of brown and black.

Gesturing with his tankard, the renowned fighter opposite wears his armorial colors: deep yellow for shirt and cap, green for trousers and vest. Two lesser warriors, lower right, are honing the sword blades to razor-like keenness. The swords themselves are works of art with gilded hilts and precious gems. The innkeeper, his wife and the stableboy are all busy caring for the wants of the adventurers, for they know the party will soon set forth on their quest – possibly to return loaded with bright gold!

Gygax won't win any awards for his prose, but he nevertheless paints a decent picture, especially when paired with the artwork of Greg Irons. Taken together, they present a somewhat grounded, even grubbier fantasy world of the sort one might find in the works of, say, Robert E. Howard or Fritz Leiber. I found myself thinking of Dave Trampier's treasure hunters from the back of the Monster Manual. The characters depicted here are all rough, hardened men on the make rather than conventional heroes. That's pretty cool in my opinion – and certainly in keeping with the literary roots of the game. 

Wednesday, July 31, 2024

Retrospective: The Official Advanced Dungeons & Dragons Coloring Album

Over the years, I've made occasional posts in which I've shared an image from The Official Advanced Dungeons & Dragons Coloring Album, but I've never written a full Retrospective post about this curious – and amazing – product. Today, I intend to correct that oversight.

Released in 1979 just a few months prior to the disappearance of James Dallas Egbert III, the Coloring Album is a remarkable relic of the time just before Dungeons & Dragons ascended to the heights of name recognition that it's continued to enjoy ever since. Consequently, this 32-page, oversized book is something of a rarity nowadays. I knew nothing of its existence until I started writing this blog, despite the fact that it appeared shortly before I began playing D&D. I've likewise never seen a physical copy of thing, though one can easily find electronic versions online with only a little effort.

One might well imagine that, aside from the simple oddity of an AD&D coloring book, there's not much to say about this product, but that would be mistaken. Let's start with the obvious – the illustrations. In addition to the beholder battle I included earlier this week, there's this one, featuring a bulette:

And this one in which the adventurers discover a vault filled with treasure:
These only scratch the surface of the universally intricate and evocative art found throughout the Coloring Album. I may share some additional pages from the book in subsequent posts, because they're very much worthy of further comment. 

Equally of note is the artist responsible for all these illustrations: Greg Irons. Irons, who died in 1984 at the age of only 37, was well known in the underground comics scene of the 1970s. Prior to that, he worked as a painter of animation cels for the 1968 Beatles movie, Yellow Submarine. He'd also work in the burgeoning field of original poster art and tattooing. In short, Irons was deeply connected to the artistic counterculture of the period – a counterculture that was at the forefront of promoting fantasy images and themes from The Lord of the Rings to metal and prog rock albums to airbrushed "wizard vans."

The involvement of Irons shouldn't really be a surprise, given that the Coloring Album was published by Troubador Press of San Francisco. Though most of Troubador's titles were activity or coloring books, their audience wasn't just children. They frequently highlighted weird and offbeat interests, especially science fiction, fantasy, and the occult, which attracted many adults to them as well. Troubador treated these subjects seriously. Just as importantly, the company hired some of the best outsider artists to illustrate them with strange, compelling, and often psychedelic artwork that stood out from other similar books of the same time. The Official Advanced Dungeons & Dragons Coloring Album was, therefore, very much a product of the same counterculture that made the 1970s such a chaotic cauldron of creativity. 

The Album is also notable for being more than just a coloring book: it's also a game, albeit a very primitive one. The book presents itself as illustrating the various rooms and encounters found within "the depths of the vile dungeon" that holds a mystic talisman to be used "against the hordes of Evil threatening to overwhelm the Kingdom of Good." Included within is a map of the dungeon with simple rules using two six-sided dice to adjudicate battles, as the reader tries to guide his party of adventurers through the dungeon. The scenario and its accompanying text were apparently designed by Gary Gygax himself (who held copyright over the text). 

Though not one of Gygax's better adventure scenarios, the text accompanying the illustrations is surprisingly good, filled with lots of details and allusions to elements of D&D, as well as some from his World of Greyhawk setting. References are made to the Lake of Unknown Depths, the Green Dragon Inn, and St. Cuthbert, among a couple of others. It's quite fascinating to look at it now with an eye toward finding things you might have overlooked when you first saw it.

The Official Advanced Dungeons & Dragons Coloring Album is one of those early gaming products that might well qualify as a genuine "treasure." It's certainly one I wish were still readily available, because I think it's not only a fun book in its own right, but also an amazing reminder that D&D and, by extension, all roleplaying games grew up with and were influenced by the underground art scene of the '60s and '70s. It's a reminder of what D&D was like – and perhaps could have become – had it not eventually been seized by a corporatized desire to become a safe consumer product for the masses. 

Tuesday, July 23, 2024

The Articles of Dragon: "Protection Circles and the Like ..."

One of the ways that this new version of The Articles of Dragon differs from its predecessor is that I'll linger on a single issue of the magazine if there's more than one article I consider worthy of comment. Perhaps because issue #56 (December 1981) is the first one I remember reading, I can also recall multiple articles from its pages. In addition to "Singing a New Tune," which I discussed last week, another that left a lasting impression on me was Gary Gygax's "From the Sorcerer's Scroll" column, entitled "Protection Circles and the Like, plus News of the North Central Flanaess" – quite a mouthful!

The article begins, as its title suggests, by briefly touching on the six types of protective circles available to AD&D spellcasters. These circles consist of the pentacle, magic (protection) circle, magic circle, thaumaturgic triangle, thaumaturgic circle, and the pentagram. Each one is accompanied by an illustration and a very brief description of its purpose (e.g. "This inscription is effective against lesser devils and lesser hostile sendings."). There are, however, no game mechanics associated with any of these circles. Gygax indicates such information will appear in the forthcoming The Lost Caverns of Tsojcanth module (which would appear sometime the following year, 1982).

Though this section of the column was very small and devoid of much in the way of specifics, it nevertheless left a strong impression on me, probably because of the accompanying artwork, which expanded upon what can be found on page 42 on the Dungeon Masters Guide.

Over the years, Gygax was inconsistent on the matter of just how much (A)D&D drew on real world occultism for inspiration (depending, no doubt, on who was inquiring about it). My friends and I, however, had no doubt that the game frequently took pages from such things – that was part of its appeal! So, even though there's not much meat to this part of "From the Sorcerer's Scroll," it's stuck with me even after all these years.

That said, the next part, which is quite substantial, stuck with me even more. In it, Gygax presents news and updated information about The World of Greyhawk, specifically about events following the return of the half-demon demigod Iuz to the domain that bears his name in the aftermath of his long imprisonment within Castle Greyhawk. Now, at the time I read this, I didn't yet own a copy of The World of Greyhawk, though I was vaguely familiar with some of the names and places associated with it through other AD&D products, like the DMG and The Village of Hommlet. Despite this, I found this section strangely compelling.

A big part of it, I think, was that it implied that Greyhawk was a dynamic setting in which Things Happened and had an impact on the setting. In addition, Gygax rattled off the names of important NPCs within the setting, along with their races, classes, and levels. He tallied up military units and their strengths and locations. He mentioned battles and geographic features. In short, he made Greyhawk come alive, as if it had a real (and deep) history. I loved it and wanted to learn more.

Of course, that's not what's included in The World of Greyhawk at all. The original folio – and even the later boxed set – were short on these kinds of nitty-gritty details, focusing instead on Big Picture stuff. I learned to appreciate that as one of Greyhawk's greatest virtues as a setting, but what initially drew me to it was this article and all the stuff Gygax implied was happening in his own campaign. In retrospect, I suspect that's exactly what Gygax was doing: recounting how his campaign was unfolding, but I had no real understanding of such a distinction in 1981 and wouldn't for many more years. Regardless, I loved this article.

Wednesday, May 29, 2024

Retrospective: From the Ashes

At the end of last week's Retrospective on Greyhawk Wars, I promised I'd devote my next post in this series to taking a closer look at TSR's early 1990s attempt to reinvent Gary Gygax's World of Greyhawk setting for AD&D Second Edition. While Greyhawk Wars kicked off that reinvention by plunging the Flanaess into a fantastical "world war," the heavy lifting of teasing out just what that war actually meant for the venerable campaign milieu fell to another product, From the Ashes, released in 1992 and written by Carl Sargent. 

Like the 1983 revision of the original World of Greyhawk folio, From the Ashes comes in the form of a boxed set containing a pair of softcover books (both 96 pages in length this time) and an updated version of Darlene's incomparable maps. However, it also contains an additional map (depicting the regions around the City of Greyhawk), as well as new Monstrous Compendium sheets, and twenty cardstock reference sheets. All in all, it's impressively jam-packed in the way that TSR boxed sets almost always were during the late '80s and early '90s. Depending on one's preference, that's either a good thing or a bad thing – but we'll tackle that question soon enough.

The first of the two 96-page books is the Atlas of the Flanaess. This is largely a rewrite of material found in the 1983 boxed set, updated to take into account the consequences of the Greyhawk Wars on the setting. There's an overview of the setting's history, with an emphasis on recent events. Then, we're given looks at the peoples of the Flanaess, their lands, important geographical features, and the gods (or "powers," according to 2e's bowdlerized terminology) and their priesthoods. The Atlas also includes sections on "Places of Mystery" and "Tales of the Year of Peace." The first are unusual, often magical, locales that hold special interest to adventures, similar to those presented in the earlier Greyhawk Adventures. Meanwhile, the latter are adventure seeds for the Dungeon Master to flesh out.

The second 96-page book is the Campaign Book. This volume consists of entirely new information, focused primarily on the City of Greyhawk, its surrounding lands, and its important NPCs. During the Greyhawk Wars, the City suffered much damage. Now, it is being rebuilt and serves as neutral ground between all the previously warring kingdoms and factions. This turns the City into a Casablanca-esque den of espionage and intrigue, as well as a convenient home base for adventurers trying to make their way in this changed Flanaess. There is a ton of information here, providing the DM with lots of fodder for an ongoing campaign. I'd wager that the Campaign Book alone probably contains more new details about the World of Greyhawk setting than had been revealed in many years, perhaps ever.

And that is one of the aspects of From the Ashes that makes it controversial in some quarters – the detail. For many, the appeal of the World of Greyhawk has always been its sketchy, open-ended nature. The original folio was, at best, an outline of a setting, one each referee could use as a foundation on which to build his own version of Greyhawk. While the later boxed set included more details, most notably about the gods, it was still quite vague in its descriptions about many aspects of the setting. This aspect of the World of Greyhawk made it a good choice for DMs who weren't quite ready to create their own settings from whole cloth but who also still wanted lots of freedom to introduce his own ideas.

From the Ashes changed this aspect of the setting, bringing more in line with TSR's growing library of AD&D campaign settings, many of which came to be exhaustively detailed. This is precisely what started to happen with Greyhawk, too. Over the course of the next few years, From the Ashes was followed up by a number of lengthy expansion modules that filled in other parts of the Flanaess. In addition, some of these modules further advanced the unfolding "story" of From the Ashes in a way that was very much in keeping with the growing interest in "metaplot" that suffused RPGs during the 1990s, most famously in White Wolf's World of Darkness games, but by no means limited to them.

The second aspect of From Ashes that makes it controversial is its perceived changes to the tone of the Greyhawk setting. As originally presented, the World of Greyhawk had a tone that I can only describe as wargaming-meets-sword-and-sorcery. On the macro-level, it seems apparent to me that Gary Gygax liked the idea of a crazy quilt of rival nations, each jockeying for land, influence, and power – the perfect backdrop for a medieval wargames campaign of the sort that gave birth to Dungeons & Dragons in the first place. However, on the personal level, Greyhawk seems very much indebted to pulp fantasy of the Robert E. Howard and Fritz Leiber variety, as evidenced by his own forays into fiction writing.

The tone of From the Ashes and its expansions focused too much, I think, on the former at the expense of the latter. The battles of kingdoms and machinations of powerful NPCs overshadowed everything else. The Flanaess became their world; your player characters were just living in it. This is a problem that came to afflict the Forgotten Realms as well, much to the chagrin of its own creator. It was certainly a poor choice for Greyhawk, which, as I said, had long been more of a blank canvas on which the Dungeon Master could paint whatever he wanted while taking inspiration from the loose ideas Gygax provided. From the Ashes transformed the setting into a much more detailed place, driven by NPCs and Big Events dictated by TSR's desire to sell more product.

My own feelings about From the Ashes are decidedly mixed. I recognize and largely agree with many of the criticisms of the boxed set, especially regarding its introduction of a metaplot into Greyhawk, At the same time, Carl Sargent put a lot of solid work into this and many of the details he provided are eminently gameable, from small dungeons and adventure locales to interesting factions and conflicts. It's true that the Big Picture of the post-Wars setting takes precedence, but there's still some room for smaller, more personal scenarios and Sargent put effort into highlighting some of them. From the Ashes isn't, therefore, a complete disaster, but neither is it an unqualified success. Instead, it's a well-presented muddle and I think both positive and negative feelings toward are justified, depending on one's preferences. 

Thursday, May 23, 2024

Retrospective: Greyhawk Wars

I've never been much of a wargamer (take a drink). Despite that, I've always been interested in wargaming, particularly the hex-and-chit variety epitomized by Avalon Hill. Over the years, I've dabbled in wargames, such as my recent flirtation with the COIN series published by GMT, but I've never really committed to them in the way that many of my friends have done. I thus have a minor inferiority complex about this, feeling that my gaming "education" is somehow deficient because I haven't played wargames as often or as widely as my peers.

So, when TSR released a board wargame set in Gary Gygax's World of Greyhawk setting in 1991, I took immediate notice of it. This was my chance to get in some much needed wargaming experience. Alas, things didn't quite go as planned on this score, but I'll get to that soon enough. For the moment, let's focus on the matter of the game's title. According to the box cover, one could be forgiven for thinking it's called Greyhawk Adventures: Wars. However, the text of the rulebook repeatedly calls it simply Greyhawk Wars, which is how I've always referred to it, though some online spaces (like BoardGameGeek) favors the longer, more ponderous title.

In addition to the possible confusion over the title, it's also worth noting that, despite being a wargame, Greyhawk Wars was released under the Advanced Dungeons & Dragons 2nd Edition banner. This is in spite of the fact that it contains no roleplaying content whatsoever, not even the thin gruel provided by Dragons of Glory, another TSR strategic-level wargame set within a D&D campaign world. Of course, TSR had long been notorious about slapping the (A)D&D logo on just about everything, in an effort to build and expand its "brand." Compared to, say, wind-up toys or sunglasses, this particular bit of brand building was pretty innocuous and indeed could be justified in that it was intended to be the lead-in to a relaunch of the World of Greyhawk setting.

Though Gygax departed TSR for good by 1986, the company retained control of Greyhawk. Throughout the late 1980s, there were a handful of Greyhawk products released, most notably Greyhawk Adventures, but none of them, in my opinion, did a good job of carrying on the flavor and tone set by Gygax's original. If anything, they blandified the setting, reducing it to the worst kind of vanilla fantasy. Unsurprisingly, the setting's popularity – and, therefore, sales – declined, especially when compared to TSR's other two AD&D settings: Krynn and the Forgotten Realms

TSR probably recognized this fact, which is why, starting in the early '90s, the company attempted to better differentiate the World of Greyhawk in the hopes that it'd be more appealing to AD&D players. The first step in doing so was Greyhawk Wars. The wargame, designed by David "Zeb" Cook, concerns a massive war that engulfs the peoples and kingdoms of the Flanaess, one whose results upend the status quo presented in previous World of Greyhawk products. Whatever my personal feelings about the end result, it's hard not to admire the boldness of this approach. For years beforehand, Gary Gygax, in periodic Greyhawk updates published in Dragon, had been hinting at the possibility of such a large-scale "world war," but he never pulled the trigger on the idea, probably because he intended Oerth to be an open-ended "steady state" setting each Dungeon Master could customize according to his own desires.

Greyhawk Wars takes a very different approach. Instead of leaving the World of Greyhawk perpetually teetering on the edge of grand events, Cook opts to topple the whole structure, throwing long established peoples, places, and situations into chaos. At the end of the battles depicted in the wargame, a new order is established across the Flanaess, one where the forces of Good are battered, beaten, and on the defensive, while Evil, as represented by the Empire of Iuz, the Scarlet Brotherhood, and the successor states of the Great Kingdom is on the rise. The result is something that's definitely different from the original World of Greyhawk. Whether it's better is another matter.

As tabletop wargames go, Greyhawk Wars occupies a middle ground between being simple enough a newcomer can easily pick it up and so complex that only a hardened veteran of Third Reich could ever play it. The game rules are relatively short – only 8 pages – and straightforward. While there are lots of counters (representing military units), there are no hexes. Instead, the map of the Flanaess into movement "areas" of varying size, based to some extent on terrain. Also included in the game are a number of cards, some of which represent random events and treasures that can be used to augment the abilities of military units. Named NPCs (called "Heroes") play a role in the game, too, which lends it a slight roleplaying flair, though, for the most part, this is still very much a standard wargame. 

Greyhawk Wars is intended for 2 to 6 players, depending on the scenario, each with its own victory conditions. These conditions, though, are solely for gaming purposes and have no bearing on the canonical versions of these events, much in the way that a Confederate player in a wargame about the American Civil War can emerge victorious, contrary to history. The 32-page Adventurer's Book lays out the "true" conclusion of the Greyhawk Wars, the one I described above, with Evil ascendant and Good on the defensive. This is in contrast to the earlier Red Arrow, Black Shield module, which, while assuming a particular outcome for its world war, nevertheless considers the possibility of other outcomes and how they might affect ongoing campaigns. Greyhawk Wars allows for no such possibility and all subsequent Greyhawk products would follow the canonical version of history detailed in the Adventurer's Book.

As I alluded to at the start of this post, my own experiences with Greyhawk Wars weren't great. That's not a fault of the game, which is fine, if unexceptional. Rather, I had difficulty in finding others interested in taking the time to play any of its scenarios. Between setting up and playing, most took 3 hours or more – a short time compared to many wargames, I know – and that limited my pool of potential players. As a result, I don't think I ever played Greyhawk Wars more than a half-dozen times and rarely to conclusion. My perpetual quest for more wargaming knowledge and experience was thwarted once again.

All that said, I can't help but find Greyhawk Wars a fascinating window into the last decade of TSR's existence. The mere fact that the company published something approximating a classic hex-and-chit wargame set in Greyhawk is remarkable in its own right. That it was also the first part of a larger plan to reboot Gary Gygax's campaign setting into something they hoped would be more attractive to fantasy roleplayers in the 1990s is just as remarkable. I can't speak much about the success of the former, since, as I said, I didn't get the chance to play it much. As to the latter, that's the subject of next week's Retrospective post, so stay tuned.

Monday, November 27, 2023

In Defense of Evil Characters

Having last week come to the defense of the murderhobo, I thought I'd go one step further this week by doing something similar for outright evil characters. That's because, for as long as I've played Dungeons & Dragons, I've never considered the possibility of playing such characters illegitimate. None of the editions of the game I encountered in the first few years after I entered the hobby – in order: Holmes Basic, AD&D, or Moldvay Basic – forbids characters from being evil (though the matter is a little complicated in the latter case, since there is no explicitly "evil" alignment). Indeed, all three versions of the game are quite clear that a player character can be of any alignment, including evil ones. 

Likewise, Holmes states that at least one class – thieves – are "not truly good," while AD&D goes further, claiming that "most thieves tend toward evil." Assassins engage in an activity that Gary Gygax memorably described as "the antithesis of weal," hence their outright restriction to evil alignment. Monks have a very limited range of alignments, but Lawful Evil is among them. Bards are almost as restricted in their alignment options, yet they too can be evil. Only druids, paladins, and rangers are forbidden from being evil by the rules, suggesting that the possibility of a player choosing to play an evil cleric or fighter is in no way beyond the pale. 

Of course, it's one thing to see the possibility of evil characters as legitimate and another to see it as desirable. In the early days, I tended to transfer Moldvay's perspective about Chaotic characters to evil ones more broadly: they don't play well with others. For the most part, my friends shared this perspective. I cannot recall anyone of my neighborhood buddies wanting to play an evil character, let alone actually doing so. Like me, they'd come to D&D as relatively innocent boys who looked to the heroes of mythology and literature for inspiration in generating our earliest characters.  Few, if any, of these characters were evil either in thought or deed and our own characters reflected this.

However, as I mentioned in my post about murderhobos, a number of the protagonists of the pulp fantasy stories that served as the inspiration of Gary Gygax in his personal conception of the game were, at best, morally ambiguous and, in a few cases, evil by the standards of D&D's alignment system. That this is the case is made unmistakable in, for example, the write-up of Elric in Deities & Demigods, which judges him Chaotic Evil in alignment. One can certainly argue the fine details of that or similar judgments, but there's no denying that there's a strong tradition of pulp fantasy characters whose exploits include a lot of morally dubious actions.

Beyond that, one need only take a look at the play of the earliest Dungeons & Dragons campaigns. Blackmoor, the birthplace of D&D, featured at least one significant evil player character – Sir Fang, a fighter-turned-vampire whose depredations proved so frightful to the other characters in that campaign that the cleric class was created to stand against him. Meanwhile, one of the most successful characters in Gygax's Greyhawk campaign was Robilar, played by Rob Kuntz. Robilar was not unique in this regard. A quick look at The Rogues Gallery reveals a number of evil-aligned player characters among TSR's writers and designers. If you look at the pregenerated characters for use with modules like Expedition to the Barrier Peaks and Dwellers of the Forbidden City, you'll find several also have evil alignments.

The weight of all this evidence was still insufficient to turn me into a defender of evil characters, except in the narrowest sense. Yes, the rules allow for evil characters, but that didn't mean I had to like it. What ultimately changed my mind was when, many years after I first played D&D, I participated in several sessions that featured an evil character. He was a Neutral Evil psionicist/thief – this was in the days of 2e – and he made himself very useful to his companions by both his skills and his knowledge. I never completely trusted him, but there was no denying that he filled a niche in the party and that his presence helped us succeed when we might otherwise have not. It helped, too, that he was well roleplayed as a charming, if not at all trustworthy, rascal. 

Ultimately, that's what convinced me that an evil character could be fun: good roleplaying. Here was a completely disreputable character, a liar and a cheat, whose actions were always self-interested – but he was played so well and so enjoyably that I almost forgot he was evil. Eventually, the character had the opportunity to betray his comrades to his benefit and he took it. The betrayal left us in a bit of a bind and, while my character was certainly angry, I was not. The character acted as he ought to have, given his alignment. If anyone is to be blamed, it's the rest of us for taking on such a character, knowing as we did that he was evil. But, as I said, he was charming, so fun, that we let our guard down and paid the price for it.

That may seem an odd defense of evil characters. From my perspective, though, it's the strongest one I can offer: sometimes it's fun. Roleplaying games are a form of escapism, something I consider very important, especially nowadays. Having a creative outlet for our baser instincts is, in my opinion, just as vital as having one where we can behave heroically. Sometimes we want to be Galahad and sometimes we want to be Cugel the Clever. I don't see either one as inherently better than the other. While my preference remains for less morally compromised characters, I can easily see the fun in evil characters. Arguably, many of the characters in my House of Worms campaign would be considered evil in D&D terms, so it's not as if the playstyle is completely outside my taste. I've also long harbored a desire to a referee a D&D campaign in which all the characters are members of a Thieves' Guild. In such a campaign, I suspect the vast majority of the characters would be evil, or at least non-good.

I'd love to know of your experiences playing or playing with evil characters. Is it enjoyable? Is it something you'd recommend? What are the advantages and drawbacks of this kind of game? It's a topic that I think deserves greater examination.

Wednesday, September 20, 2023

Retrospective: World of Greyhawk

Longtime readers may object that I've already done a Retrospective post on The World of Greyhawk. Pedantic as ever, I must reply that, while it's true that I have indeed written a post about The World of Greyhawk, I have never written one about World of Greyhawk. If that last sentence makes any sense, congratulations, you are every bit the quibbler I am. Less fussy readers will probably require an explanation.

In 1980, TSR published The World of Greyhawk, a 32-page "fantasy world setting" by Gary Gygax for use with AD&D. Commonly referred to as the Greyhawk "folio," this is the version of the product that first introduced me to the Greyhawk setting and to which I devoted a previous Retrospective post. However, in 1983, TSR published a product called World of Greyhawk (without the definite article). This version of the setting came in a box and is greatly expanded in scope, consisting of a 48-page booklet and an 80-page one. I have never devoted a post to this version of the setting until now.

There are a couple of reasons why this is the case. The first and most obvious one is that I originally didn't see much point in doing so. Having already written about the folio version, I thought I'd said all I needed about the topic. The second is that, while I owned the boxed set, I didn't make much use of it in play. By the time of its release in 1983, I was making my earliest forays into the creation of my own setting, Emaindor, which I'd use almost exclusively for the remaining years of the 1980s. Consequently, my thoughts about the World of Greyhawk boxed set are almost entirely theoretical, rather than based on its use in play. All that said, as a good TSR fanboy, I did buy the boxed set and I spent a lot of time poring over its pages, so I do have some thoughts to share on it. 

The most obvious difference between the 1983 and 1980 editions is, of course, their relative sizes. The folio version was only 32 pages long – a quarter the length of the boxed set's two books combined. That's partly due to the fact that the boxed set includes a lot more information about the setting than did its predecessor (including a reprint of David Axler's magisterial 1982 Dragon article, "Weather in the World of Greyhawk"), but it's also due to changes in TSR's layouts and graphic design. The folio version's 32 pages are dense, with small fonts and narrow margins. By contrast, the boxed version has larger print and much larger margins. These changes are responsible for a great deal of the increase page count between the two editions.

What's interesting is that, despite appearing three years later, when TSR had significantly more resources to draw upon, the boxed set does not feature significantly more artwork than the folio version. Every fan of the 1983 version naturally remembers Jeff Easley's cover illustration, which is indeed striking (and features the knight bearing a banner on which can be seen the same escutcheon that appears on the cover of the 1979 Dungeon Masters Guide). However, there's very little interior art in either of the two enclosed books aside from historiated initial letters (rendered by Darlene, I believe). There is some – all by Easley – and it's not bad for what it is, though it's all fairly generic in the way that all TSR artwork was starting to become during its Electrum Age.

None of this is intended as a serious criticism of the boxed set, which is quite an attractive product overall. Rather, I say all of this primarily to highlight how much TSR – and, by extension, Dungeons & Dragons – had changed over the course of just three years. The company that produced the folio in 1980 was still small and energetic, as well understaffed and amateurish. It could still, I think, be called a hobbyist enterprise. By contrast, TSR in 1983 was both bigger and more "professional," but its growth in these areas had domesticated it somewhat. The World of Greyhawk was always rather vanilla, but its 1983 presentation takes that to another level.

Nevertheless, there is much to praise in the boxed set. TSR wisely collected many of Gygax's best Greyhawk-related articles from the pages of Dragon and included them here. I was a big fan of the coverage of Greyhawk's deities, for example, so seeing them in one of the constituent books was a thrill. The same is true (though less thrillingly) of the Greyhawk regional encounter tables, which are precisely the kind of low-key naturalism that is a hallmark of Gygaxian D&D. Combined with everything else, from kingdom and population information to geography and social hierarchies, the result is a solid, if also stolid, "fantasy game setting" for use with AD&D. 

In that respect, the 1983 boxed set is still very much in line with the 1980 folio, even if it's now longer and with higher production values. Despite my personal preference for the original, born out of both philosophical and nostalgic reasons, I think well of the World of Greyhawk boxed set and think it'd make a fine model for other fantasy RPG settings to emulate. It provides just enough details to inspire without becoming intrusive, which is how it should be, in my opinion.

Monday, May 8, 2023

Live or Die: The Choice is Yours!

The Sagard the Barbarian gamebooks are interesting artifacts from the mid-1980s. Co-authored by Gary Gygax and Flint Dille, the series consisted of four books published between 1985 and 1986 by Pocket Books in the USA and Corgi in the UK.

There are two aspects of these books that continue to intrigue me. The first is that they were released not by TSR by "mainstream" publisher(s). The '85 to '86 period coincides with Gygax's Cent-Jours, when he briefly seized control of TSR once again before his departure in October 1986. At the time, TSR was a mess on every level, so I can't help but wonder if the decision to publish these books outside of TSR is reflective of the chaos at the company. On the other hand, I also find myself wondering whether Gygax did this as an insurance policy against the demise of TSR, which was a very real possibility at the time. By publishing them elsewhere, he could safeguard his remuneration in a way he might not have been able to had TSR published them.

The other aspect of the Sagard books that's notable is that, in the first two, they're explicitly set within the World of Greyhawk. The later books, however, shift away from having any clear Greyhawk connections. This is somewhat similar to what happened to Gygax's Gord the Rogue series, whose final volumes were published after he left TSR through his new company, New Infinities. Those later volumes take place in a palimpsest version Greyhawk, with many names changed for legal reasons having to do with the terms of his departure. For this reason, I have a strange fascination with these late Gygax works, if only to ponder how they might have fit into his overall oeuvre had events not gone as they did in 1986.

Thursday, February 23, 2023

Gygax vs Gygax

Earlier this year, I commented on the fact that most of Gary Gygax's published D&D modules were aimed at the higher levels of play. Yet, he also wrote two adventures geared toward beginning-level characters that are widely recognized as absolute classics, The Village of Hommlet and The Keep on the Borderlands. Indeed, they're among the most well known Dungeons & Dragons adventures ever published and, even now, exercise considerable influence over how both game designers and game players conceive of a beginner's adventure.

As one might imagine, there are a number of similarities between the two adventures, starting with the fact that they both first appeared in 1979. In addition, each proclaims itself to be an "introductory" module. Further, their basic scenarios are very much alike: the titular isolated community is menaced by the lurking threats of Chaos and Evil and it is up to the newly arrived player characters to investigate and, if possible, stem their growing tide. In prose to rival his description of the Drow city of Erelhei-Cinlu, Gygax explains the broad situation thusly in The Keep on the Borderlands:
The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional members of humanity, as well as similar individuals among its allies – dwarves, elves, and halflings – who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. 
Truly evocative stuff in my opinion, providing some insight into how Gygax conceived of the "world" of Dungeons & Dragons and the role of adventurers within it.

Nevertheless, there are quite a few differences between the two modules and it's these that most interest me. The most immediately apparent one is the game line for which each was published. The Keep on the Borderlands bears a banner in its upper lefthand corner, "For Dungeons & Dragons Basic Set," while The Village of Hommlet prominently displays the Advanced Dungeons & Dragons logo – a logo so large, in fact, that it dwarfs the actual title of the module itself. Though I cannot be certain, I suspect that it's this difference – Basic D&D versus AD&D that might explain many of the other differences.

Take, for example, the quote from The Keep on the Borderlands above. The equivalent bit of background in The Village of Hommlet is much longer and not nearly so evocative, reading more like a history – and a dry one at that – of Hommlet and the battle against the forces of the Temple of Elemental Evil: "Hommlet grew from a farm or two, a rest house, and a smithy. The road brought a sufficient number of travellers and merchant wagons to attract tradesmen ..." and so on. There's nothing wrong with this, of course, but it's not particularly inspiring. It comes across like a lecture by a sage rather than a call to adventure.

On the other hand, Hommlet's background is so much more specific than that presented in The Keep on the Borderlands. Whereas module T1's background section gives us lots of names – Oerik, Verbobonc, Nyr Dyv, Dyvers, Nulb, and more – B2 instead offers us "the Realm of mankind," "the Keep," "the Borderlands," and "the Caves of Chaos." Certainly these have a mythic quality to them, like something out of a fairytale or legend, but their purposeful lack of specificity works against the kind of groundedness I feel is necessary to prevent a fantasy setting from "floating away," if you get my meaning. 

This lack of specificity applies to the entirety of The Keep on the Borderlands. There are, for instance, no named NPCs in the entire module. Gygax only gives us "the smith," "the barkeep," "the scribe," "the castellan." Even "the Mad Hermit" lacks a name, as does "the evil priest" who oversees "the temple of evil chaos" within the Caves of Chaos. In Hommlet, though, we meet many named individuals, like the brothers Elmo and Otis, Ostler Gundigoot, proprietor of the Inn of the Welcome Wench, Black Jay the herdsman, Canon Terjon, Burne and Rufus, and many more. Hommlet feels very much like a real place, one whose inhabitants are more than just cardboard cut-outs..

Mind you, these differences might simply reflect different intentions. The Keep on the Borderlands is much more clearly intended to be a teaching module, as the extensive Notes for the Dungeon Master make clear. The lack of specificity may have been intended so that individual referees could more easily alter the module and its contents to suit his own tastes and the nature of his own campaign. Meanwhile, The Village of Hommlet, while still introductory in nature, is intended, at least in part, to The World of Greyhawk setting and its conflicts. 

Also, as I mentioned earlier in this post, I suspect the fact that B2 is a Basic module while T1 is an Advanced one likewise plays a role. While both The Village of Hommlet and The Keep on the Borderlands are intended for beginning characters, only module B2 is also intended for beginning players. Module T1 is an adventure for the 1st-level characters of already experienced players overseen by an already experienced referee. The Keep on the Borderlands, contrariwise, truly was written as "Baby's First D&D Module" for everyone involved, hence its lack of specificity. Neither approach is inherently superior to the other. Rather, they are written according to the needs of very different audiences, as they should be.