Saturday, January 3, 2026
A Very Real Debt
Thursday, December 25, 2025
Tuesday, December 16, 2025
The Articles of Dragon: "The Influence of J.R.R. Tolkien on the D&D and AD&D Games"
Monday, October 20, 2025
There and Back Again
I am now safely back in my northern lair after spending the last five days at Gamehole Con in lovely Madison, Wisconsin. I have a lot to say about it and other topics, but that will have to wait until after I have dug myself out from under all the emails, comments, and other correspondence that has piled up in my absence. In the meantime, enjoy another amusing Tolkien-related comic:
Monday, August 25, 2025
Lovecraft the Fantasist
However, it’s only one side of him.
Alongside "The Call of Cthulhu" and At the Mountains of Madness, Lovecraft also wrote tales that are not horror at all but fantasy adventures after the fashion of Lord Dunsany or The Arabian Nights. These are the stories of the so-called "Dream Cycle" – "The White Ship," "The Doom That Came to Sarnath," "The Cats of Ulthar," and, of course, The Dream-Quest of Unknown Kadath, as well as many more.
These stories are not about terror and despair but about journeys, quests, and the exploration of strange lands. Lovecraft's recurring literary alter ego, Randolph Carter, sails with merchants from far ports, climbs mountains to speak with gods, and braves enchanted cities. He is, in every sense, a pulp fantasy protagonist, however much his adventures unfold in dream. Likewise, Basil Elton, the protagonist of "The White Ship," travels to exotic islands “where dwell all the dreams and thoughts of beauty that come to men once and then are forgotten.” It is less a tale of horror than a fantastical voyage into the unknown, reminiscent of the voyages of Sinbad or Jason and the Argonauts.
Viewed in this light, The Dream-Quest of Unknown Kadath looks very much like a full-fledged fantasy quest. Carter’s journey is replete with allies and adversaries, strange locales, and even battles. At one point, he sails “past the basalt pillars of the West,” at another he becomes entangled in the politics of Ulthar and the ghouls beneath the earth. His is a perilous but wondrous quest:
“Carter resolved to go with bold entreaty whither no man had gone before, and dare the icy deserts through the dark to the Cold Waste where Unknown Kadath veiled in cloud and crowned with unimagined stars holds secret and nocturnal the onyx castle of the Great Ones.”
It is difficult to read such passages and not see the outlines of a RPG adventure. Here are dangers, quests, treasures, and mysteries aplenty – all the standard ingredients of fantasy roleplaying, simply flavored with Lovecraft’s dreamlike melancholy.
Even Lovecraft’s shorter dream tales carry the same sense of fantasy adventure. In "The Doom That Came to Sarnath," we hear of an ancient city destroyed for its hubris, a lost civilization waiting to be explored by bold wanderers. In "The Cats of Ulthar," a law is established through the agency of uncanny allies, reminding us of the strange but binding rules that often govern a mythic setting. These are not horror stories in the usual sense at all but fragments of a larger imagined world, glimpses into a fantasy setting that could be as rich as Howard's Hyborian Age or Tolkien's Middle-earth.
Despite having certain similar trappings, like swords, sorcery, and epic struggles, Lovecraft’s Dreamlands tales have a somewhat softer focus. There are more quests and voyages than outright battles, more enchantment and peril rather than the struggle between good and evil. Where Howard’s Hyborian Age shows readers a world of raw survival and Tolkien’s Middle-earth a world of moral conflict, the Dreamlands are realms of longing, beauty, and half-remembered wonder. HPL's heroes rarely slay monsters to claim kingdoms. More often, they seek hidden truths, forbidden cities, or the distant gods of Earth.
Even so, there are similarities, too. Like Howard, Lovecraft peopled the Dreamlands with decadent civilizations, perilous sorceries, and monstrous foes. Like Tolkien, he gives us a secondary world with its own geography, history, and laws. The difference is perhaps one of emphasis. Howard’s heroes carve their fates with the sword, Tolkien’s with the burden of virtue, and Lovecraft’s with the dreamer’s restless desire to glimpse what lies just beyond the horizon.
It’s easy to imagine a roleplaying campaign shaped by these differences. A Dreamlands campaign would not be about conquering kingdoms like Conan, or saving the world like Frodo, but about exploration, discovery, and the pursuit of strange and beautiful mysteries. Characters would bargain with cats, ally with ghouls, cross seas to forgotten isles, and climb into the heavens in search of Kadath. Victory would mean glimpsing the ineffable, not necessarily surviving with treasure in hand.
Friday, January 3, 2025
Speechless (Again)
Once more, J.R.R. Tolkien's birthday is upon us and I am ill prepared to say anything to mark the occasion. Much like Dungeons & Dragons, I'm not certain I have anything left to say that I haven't already said on numerous occasions beforehand – or that others more eloquent than I haven't said better. Therefore, I will simply remind everyone of the date and bid you all to commemorate this auspicious date in whatever way seems appropriate to you. I'll be re-reading some of my favorite sections of The Hobbit, like riddles in the dark or the meeting with Elrond. Those scenes (and many others besides) remind of why Tolkien is still remembered and celebrated to this day.
Happy Birthday, Professor Tolkien!
Wednesday, December 25, 2024
Monday, July 15, 2024
A (Very) Brief Pictorial History of Halflings
For today's look at the art of TSR era Dungeons & Dragons, I've decided to step away from monsters and instead focus on something a little different: halflings. Halflings, as everyone knows, originate in the works of J.R.R. Tolkien and have little or no antecedents in real world myth or legend. Despite Gary Gygax's well-known dislike of The Lord of the Rings, he was, however, a fan of The Hobbit, which introduced halflings – or, rather, hobbits – to the world. Both books were very popular among fantasy aficionados during the early 1970s, when D&D was born, so it's not at all surprising that Tolkien's diminutive creations should find their way into the game (along with several of his monsters). Of course, this usage was completely unauthorized and legally dubious. Saul Zaentz's Middle-earth Enterprises threatened legal actions against TSR for its usage of "hobbit" (and "ent" and "Nazgûl," I believe) in OD&D. Subsequent printings of the game, such as the one I own, changed "hobbit" to "halfling" and that term then became the common one in Dungeons & Dragons.
There are no clearly identified illustrations of halflings in OD&D. However, there is this piece of Greg Bell artwork that I think is supposed to be a halfling:
Thursday, June 6, 2024
Criticism and Commentary
I think it's fair to say that Gary Gygax had a very thin skin when it came to criticisms of the Advanced Dungeons & Dragons game line, even when the criticisms weren't aimed at a book or module in which he had a hand. A good example of what I'm talking about can found in the "From the Sorceror's [sic] Scroll" column he penned for issue #66 of Dragon (October 1982). There, Gygax responds to criticism of Deities & Demigods.
Monday, April 8, 2024
Curse the Baggins!
I've long been a defender of amateurish old school art, but even I have limits.
While re-reading some old Dragon magazine issues from the mid-1980s, I came across an advertisement Riddle of the Ring, a Middle-earth boardgame originally released in 1977. The ad mentions that a new edition of the game, from Iron Crown Enterprises, which, at the time, held the Middle-earth license, was in the works. However, a limited number of the original edition was still available from its original publisher, Fellowship Games of Columbia, South Carolina.
The only reason I even paid any attention to this full-page advertisement is that it included examples of the artwork found in the original edition, like this:
Wednesday, January 3, 2024
132
Monday, December 25, 2023
Tuesday, December 19, 2023
Gygax on a D&D Movie
In issue #13 of Polyhedron talks briefly about the status of a supposed Dungeons & Dragons movie. Three years earlier, the topic comes up in an interview with Gary Gygax in the September 1980 issue of Fantastic Films. What he has to say is actually quite interesting, especially in light of my own feelings about a D&D movie.
Wednesday, September 13, 2023
Retrospective: Southern Mirkwood
Monday, August 28, 2023
A Means to Freedom
“I think the real reason so many youngsters are clamoring for freedom of some vague sort, is because of unrest and dissatisfaction with present conditions; I don't believe this machine age gives full satisfaction in a spiritual way, if the term may be allowed.”
As one might expect from the creator of the legendary wanderer, Conan the Cimmerian, Howard devoted much thought to the question of freedom and its importance to the well-being of the individual in an increasingly, as he called it, "machine age," by which he meant the ever more regulated, narrow, and "safe" world that was already being birthed during his lifetime. That's why he "yearn[ed] for the days of the early frontier, where men were more truly free than at any other time or place in the history of the world."
Whether one agrees with him or not is immaterial. What's important to remember is that Howard very much believed this and nearly all of his fiction was an attempt to transport readers – and I daresay himself – to times and places that were, in his judgment, freer and, therefore, uplifting to the human spirit. Again, one can quibble as to how well REH achieved this emancipatory goal, but there can be no question in my mind that he saw literature as a possible means of escape from the soul-crushing drudgery of the modern world.
Tuesday, June 27, 2023
White Dwarf: Issue #79
This issue marks the first one featuring Paul Cockburn as editor. His inaugural editorial mentions that there will be still more changes in store for the magazine, though these will "come in bit by bit." Cockburn also notes that Citadel Miniatures would, from this point on, include "a small warning, intended to prevent figures being sold to that part of the public who might actually be harmed by lead content." He elaborates that there had recently been a Citadel ad in a magazine "aimed at a very young audience," which necessitated this warning. Maybe I'm just old and contrarian, but I felt a slight pang of sadness upon reading this. By 1986, the Old Days (and Old Ways) were already fading ...
"Open Box" takes a look at two related Palladium products, Teenage Mutant Ninja Turtles and Other Strangeness and its post-apocalyptic supplement, After the Bomb. Both products are positively reviewed, but the reviewer, Marcus L. Rowland, expresses a preference for the "present day setting of the original game," which he feels offers "more opportunities for plot development and diversity." Also reviewed is Secret Wars II for Marvel Super Heroes, which is judged "an awful lot better than Secret Wars I." Never having seen the original, it's not clear to me whether this is faint praise or not. Two Chaosium releases, Black Sword (for Stormbringer) and Terror from the Stars (for Call of Cthulhu) get positive reviews, as does West End's Ghostbusters. Acute Paranoia, a supplement for (naturally) Paranoia earns a more middling appraisal, largely due to its "disappointing" mini-scenarios.
"Where and Back Again" by Graham Staplehurst is one of the aforementioned bright spots of this issue. Dedicated to "Starting a Middle-earth Campaign," the article lays out all the decisions a referee looking to run a RPG campaign set in Tolkien's world must make. Staplehurst covers subjects like "style" (i.e. campaign frame), rules, and even source material. He also raises the question of how closely one might wish to hew to Middle-earth as described by the good professor and the consequences for choosing to deviate from that particular vision. It's a solid, thoughtful article on a topic that has long interested – and vexed – me.
Dave Langford's "Critical Mass" has only rarely been something I've enjoyed and this issue's installment does little to change my mind. More enjoyable (to me anyway) is his second contribution to the issue, an odd little article entitled "Play It Again, Frodo." Ostensibly, Langford's assignment is to demonstrate "how closely role-playing and literature are entwined" in order to help readers convince their "serious" friends that gaming isn't a silly hobby. He attempts to do this through a series of vignettes based around famous books or movies – Star Wars, Indiana Jones, Conan, The Lord of the Rings, etc. – where he postulates that events go other (and humorously) than how they do in the originals. The idea here is that roleplaying allows to do things "your way" rather than being bound by the dictates of an omnipotent author.
"20-20 Vision" by Alex Stewart reviews science fiction and fantasy movies. The bulk of this issue's column is devoted to the film, Highlander, in which "a medieval Scottish warrior with a French accent" is befriended by "Sean Connery's Glaswegian conquistador." Stewart calls the movie "a stylish, raucous and utterly preposterous D&D scenario transplanted bodily into contemporary New York." That's probably the most succinct (and amusing) way I've heard Highlander described and it does a good job, I think, of capturing the essence of its cheesy glory.
"All in the Mind" by Steven Palmer offers an alternate psionics system for use for AD&D. Palmer's system interests me for its relative simplicity – the article is only four pages long, as well as for its more flavorful elements. For example, there's a discussion of the heritability of psionic powers, as well as the inherent connection between twins. Neither of these elements plays a major role in his system, but the fact that they're mentioned at all is in stark contrast to the dreary, tedious treatment of psionics in the Players Handbook.
"Ghost Jackal Kill" by Graeme Davis is a Call of Cthulhu scenario that's presented as a prequel to The Statue of the Sorcerer, a Games Workshop CoC adventure. The scenario is set in San Francisco and involves not only the Hounds of Tindalos, one my favorite type of Mythos entities. It also features real-world historical figures, specifically the actress Theda Bara and writer Dashiell Hammett. Normally, I tend to be leery of the inclusion of such people in RPG adventures, but, in this case, I think it works, particularly Hammett, who did actually work as a detective for the Pinkertons and drew on those experiences for his fiction. In any case, it's a good, short scenario and another of the issue's stand-outs in my opinion.
"Think About It" by Phil Masters examines the purpose and use of the Intelligence score (or its equivalent) in roleplaying games. Because it's an overview of a large topic, it's necessarily brief in its examination, but it does a good job, I think, of presenting different options and approaches to handling Intelligence in RPGs. "'Eavy Metal" provides tips on converting miniature figures, along with some nice color photographs.
"Psi-Judges" by Carl Sargent – a name that would feature prominently on the covers of many RPG products throughout the late '80s and into the 1990s – is an expansion of Judge Dredd: The Roleplaying Game focused on, of course, psi-judges. Interestingly, it's equal parts a rules expansion and a roleplaying expansion. There's information on how to play a psi-judge in the game, alongside discussions of game balance and other matters. "Gobbledigook" and "Thrud the Barbarian" are still here, but I can't deny that I miss the presence of "The Travellers." The comic's absence really hits home to me just how much White Dwarf has changed from the days when I read (and enjoyed) it regularly.
One more week!
Tuesday, February 21, 2023
White Dwarf: Issue #66
Speaking of miniatures wargaming, this issue's "Open Box" kicks off with a positive (7 out of 10) review of FASA's Battledroids, the earliest iteration of the Battletech line of games. Slightly more glowing (8 out of 10) is its review of the second edition of Warhammer Fantasy Battle Rules. There's also a review of the 48K Spectrum version of Talisman (7 out of 10). Rounding out the reviews are The Halls of the Dwarven Kings (8 out of 10) and not one but two Fighting Fantasy gamebooks: House of Hell and talisman of Death (both 9 out of 10). I owned and enjoyed House of Hell, which has a modern day haunted house setting. It also included a Fear score that increases as the reader's character deals with more frights within the titular locale. Once the score reaches a high enough number, the character is "scared to death." The mechanic introduces an interesting dynamic, as the reader tries to avoid encounters, since each one contributes to the Fear score and its inevitable consequences.
Dave Langford's "Critical Mass" laments the "fantasy explosion" in publishing with words I could almost have written: "SF is my true love ... Fie on fantasy: for me the highest literary values consist of megalmaniac computers, hyperspatial leaps and colliding black holes." He then goes on to review multiple fantasy books he considers "consistently better than the SF." Interestingly – or perhaps simply indicative of my own cramped tastes – the only one of these great fantasies he mentions that I recognize is Piers Anthony's On a Pale Horse, the first of his "Incarnations of Immortality" series – and I don't count myself a fan. Langford nevertheless does review a few SF books, including E.C. Tubb's twenty-second Dumarest of Terra novel, The Terra Data. In his review, he notes that "beyond rotten sentences [it] has a plot resembling the previous ones: hero Dumarest tepidly pursued by omniscient yet inept Cybers, fights through unconquerable barriers of padding to obtain secret whereabouts of lost Earth, only to suffer his 22nd failure. Soporific." Cruel but accurate (and I say this as a fan of Tubb).
"The Road Goes Ever On" by Graham Staplehurst is a very nice overview/review of Iron Crown Enterprise's Middle-earth Role Playing and some of its supplements. Reading it again almost made me want to dust off my copy of MERP and give it a whirl again. Part Four of the "Thrud the Destroyer" saga continues, as the evil necromancer To-Me Ku-Pa employs dark sorcery to summon "the essence of evil throughout time." Behold!




































