Showing posts with label DandD. Show all posts
Showing posts with label DandD. Show all posts

Sunday, October 20, 2013

Gary Gygax and the Chili Festival

So, one of the odder things to turn up in the preliminary sorting of old TSR stuff was a clipping from a local news paper of TSR founder and DandD co-creator Gary Gygax judging a local chili contest. I've attached a scan below, but being low-res newsprint the image doesn't reproduce all that well. Gygax is the second from the left.

I have no memory of this clipping at all, or any idea how it found its way into those papers. The date was sometime between February 5th (the date of the contest) and 14th (since, as Jeff Grubb pointed out, there's an add for Valentine's Day on the back), but I don't know the year; probably '95, '96, or '97. Nor do I know where it appeared, other than some local area paper (the classified ads on the back include return addresses for Delavan, where we were living at the time, as well as Elkhorn, where Jim Ward lived, and Whitewater, a little further off). The event was probably held at the Grand Geneva resort (since the contest's name is given as the "Grand Geneva Winter Carnival"), right there in Lake Geneva. I don't know what year this first such event was, but according to their website they're still having it as recently as this past February.*

It's kind of nice, though, to see Gygax in a non-gaming context, and to know he achieved some status as a local figure in his own hometown.

Here's the link:






--John R.
current audiobook: CATCHING FIRE (resumed)
current book: THE PRYDAIN COMPANION (MIchael O' Tunnell), tales of the Tuatha de Danaan (Lady Gregory)






*http://blog.grandgeneva.com/2012/01/grand-geneva-hosts-annual-winter-carnival/

Colin McComb of the Clan McComb

So, I've finally started to tackle the huge job of sorting through all the old boxes of TSR stuff -- not games but all sorts of paper: memos, meeting notes, schedules, galleys, and the like. One of the first things I found were color print-outs of prototype covers for the RAVENLOFT line, which help me more or less date this box to 1995/96, the five products being SERVANTS OF DARKNESS, CHAMPIONS OF THE MIST, the DOMAINS OF DREAD hardcover, THE SHADOW RIFT (which I wound up contributing to), and THE FORGOTTEN TERROR. Also here was a newspaper clipping of Gary Gygax helping to judge a cooking contest, a bunch of old business cards, a departmental survey (more on this in a separate post), two memos from our department's boss chiding the designers and editors for not meeting deadlines, and a sign-up sheet for Colin McComb's going away party. I took this last item and showed it to several fellow ex-TSR/ex-WotC folks, who thought it probably dates from August 1996 (though August 1995 is also a possibility).  Since it records a moment in time like a sort of time capsule, I thought I'd post an image and a transcription here, for those who might be curious about the group of people who produced so much good material back in what is now nearly twenty years ago.

First, here's a picture of me holding up the page in question. This was taken Wednesday night by JD Wiker at Steve Brown's birthday dinner -- just to show that we're still doing the same kind of thing all these years later (three of us on that sheet were actually at this week's dinner).






Next, here's the actual sign up sheet






Finally, here's my transcription of the name, since not all of them come through on the image. I've added some descriptors, but these may not be entirely accurate, since people moved around between jobs (such as Bill Connors and Steve Miller, hired as editors but then moved over to design, or Skip Williams, long a stalwart of the RPGA later moved over to RandD as a designer) and I don't know for certain the exact date of this event (probably 1996, but possibly 1995).  

First column:
Tony Szczudlo [artist]
Skip Williams [RPGA/designer]
Carrie Bebris [editor]
Thomas Reid [editor/creative director]
Monte Cook [designer]
Dori Watry [editor/creative director]
Dan Wenger [marketing, some (freelance?) design]
Lester Smith [designer]
Michelle Vuckovich [editor, periodicals]
David Eckelberry [editor]
Ray Valese [editor]
Val Valese [editor]
Jon Pickens [longtime editor]
Sean (Reynolds, I assume) [computer guy]
John D. Rateliff [editor]

Second column:
Mary Fleming [?]
Miranda Horner [editor]
Steven Schend [editor]
Sue Cook [editor]
Stan! (i.e., Steve Brown) [editor, designer]
Cindi Rice [editor]
William W. Connors [designer]
Shawn Costa [?]
Anne Brown [editor]
Duane Maxwell [designer/editor]
Bruce Heard [scheduling director and freelance coordinator]
Steve Winter [creative director]
Phil Athans [book department[
Doug Stewart [editor]

Third column:
Steve Miller [editor > designer]
Diezel [artist and mapper]
Rich Baker [designer]
David Wise [editor > creative director > department head]
Jeff Easley [artist]
Alan Pollack [artist]


Colin himself, of course, was a designer, and a very good one: one of those overlooked figures like Rich Baker or Bruce Nesmith (or, as editors, Andria Martin and Miranda Horner) who never got nearly enough recognition for just how good they were.  


So, best wishes to Colin here and now, with good memories of there and then.

--John R.

P.S.: By the way, this isn't by any means a complete list of everyone who was in the department at the time -- I can think of a dozen or so more designers and editors whose names aren't on the sign-up sheet -- probably because they had some other commitment that day: Slade and Bill S. and Michele C and Bill O. and Dale and Julia and Bruce C. and Keith and Andria and Karen and Harold and Ed and Roger. And I'm probably still forgetting a name or two even then. It was a big department. --JDR




Monday, September 2, 2013

Relics of GenCon II -- ADandD FIFTH EDITION preview

So, as mentioned in my previous post, the other spectacular bit of loot I got from this year's GenCon was the huge ADandD FIFTH EDITION preview, thanks to friend Luis (thanks Luis!). Called GHOSTS OF DRAGONSPHERE CASTLE, this is actually a 140-page adventure*  (which formed the basis of this year's DandD Open at GenCon), followed by 140-odd pages of rules for the new edition.

I've been in a playtest for 5th edition for quite a while now (actually, a sequence of several playtests over two years covering varying adventures with three different DMs), but not written about it here because of the NDA signed by all playtesters. But since WotC has now published a large fraction of said rules, there doesn't seem to be any harm in weighing in on some of the new rules thus made public: expect more posts from time to time on gaming topics arising out of this iteration of the rules-in-progress.

So, what's in this ruleset? Obviously, the rules needed to play the accompanying adventure. This explains the ability scores and bonuses derived therefrom, combat, equipment, healing, and the like. The two largest sections are spells (24 pages) and monsters (almost 50). Of these, the spells given are those for Clerics and Mages from 1st thr 5th level. Probably not the full spell lists even for those levels, but plenty to run all the adventures you want, and enough to see that this initial list, at least, is heavily dominated by the traditional ADandD spells: most of these appeared in the 1st edition PLAYER'S HANDBOOK (though with rather different effects), and even at the same levels.

The largest section of the playtest rules covers some ninety monsters , including such cult classics as carrion crawlers, the behir, giant frogs, stirges, trapper, lurker above, shrieker, and the one I'm most impressed with, green slime -- this last being a kind of touchstone between those who embrace Old School and those who disdain it. No piercer, rust monster, or roper, but then you can't have everything in a limited set like this one, which presumably features only those monsters encountered in the accompanying adventure.  The monster entries are on the long side, in keeping with the tradition of 2nd and subsequent editions rather than the admirable laconity of the old MONSTER MANUAL, but to their credit they don't devote a full page to each monster (2nd edition's worst mistake).

So, what's not here? Obviously, the biggest omission is character creation -- arguably the most important part of any roleplaying game. The pregenerated characters are (1) human cleric, (2) dwarf fighter, (3) human fighter, (4) elf mage, (5) human mage, and (6) halfling rogue. So just from this you can see that the four most popular character races (human, dwarf, elf, halfling) and four traditional core classes (fighter, cleric, rogue, mage) are in place. Too bad they didn't revert from the abomination that is "rogue" back to the simpler and more straightforward Thief, but at least 2nd edition's faux pas shift from cleric to "priest", undone by 3e, has stayed undone. As for the mage, I'm neutral whether character class (a favorite of mine) is called Magic-User (1st ed), Wizard (2nd, 3rd), or Mage (5th): it's all good. Wish I cd say the absence of gnomes here means they'll be dropped like the fifth wheel they are (one of the things the much-maligned 4th edition got right. sort of.), but it's probably only due to streamlining in the specific context of this adventure.

I'm a bit surprised they're planning to keep THE FORGOTTEN REALMS as the default setting; I'd have thought it'd have run its course. Apparently not: like a comic book company's continuity (DC, Marvel) apparently it can reset and carry on; its fans are that invested in their favorite game world.**


THE THING I LIKE MOST ABOUT THIS PRODUCT: old art. They've reproduced a wonderful mix of art from all different eras of the game, including a lot from the three classic 1st edition rulebooks. This is particularly satisfying to me because in my time at TSR, then WotC, and finally Hasbro I from time to time would put into an art order as pick-up to reproduce one of these old pieces, only to invariably have the art director veto it. She felt that the game had come too far and that the work of Trampier, Diesel, and Sutherland wasn't up to her own high standards. I thought the best of the old art matched anything the then-current lot of black-and-white illustrators were turning out. Some of the new ones were very, very good, but then some of the old art had also been very good, as well as evocative of a classic era.  Having lost those fights, it's good to see that old art making a reappearance here and now.

THE THING I DON'T LIKE: it's not a biggie, but I question the inclusion of snarky post-it notes. Some of them are funny, but they have a tendency to Mystery-Science-Theatre the proceedings.  Call it a personal quirk, but it's my belief that MST treatment shd be reserved for dreck -- and GHOSTS OF DRAGONSPEAR CASTLE is anything but.

Now, if only I cd find time to read the adventure itself.

--John R.
current reading: this and that
current audiobook: THE CANON, continued
today's song: "Surfin' Frog" from A TOWN CALLED PANIC
yesterday's game: MYTHOS (thanks Luis, Anne, Sig, and Steve M. for indulging me)
tonight's game: DandD 5th edition.





 *written by the amazing Chris Perkins, long the mainstay of that department and averter of many a disaster, being not only fast but good.

**I've always preferred homebrew when it came to campaign worlds, despite having worked at one time or another on most of TSR/WotC's ADandD worlds: the Known World (Mystara), the Realms, Eberron, Ravenloft, al-Qadim, SpellJammer, bits of Greyhawk, even a brief Planescape adventure. I think DarkSun and BirthRight might be the only ones I never worked on. Of all these, the ones I like best are the ones that offer a really different play experience from the default ADandD world: Bruce Nesmith's Ravenloft, Jeff Grubb's al-Qadim, and Keith Baker's Eberron. ***

***note that both Ravenloft and al-Qadim were edited by Andria Hayday, TSR's editor extraordinaire.




Wednesday, April 24, 2013

The New Arrival: GYGAX Magazine

So, the finger's healed up again well enough that I can resume ten-fingered typing. Time to start posting again:


I'd heard to the new 'TSR' and their launch of 'Gygax Magazine' a while back from folks in my gamer group better informed on the latest in the industry than myself. Curiosity got the better of me, so a few weeks ago I ordered a copy. It was a long time in coming, making me wonder if the print run on the first issue had run out or, just possibly, if the stock might have burned up in the recent fire in the Lake Geneva apartment of one of the Gygax brothers who are key players in the 'new TSR'.

Turns out not so; all was well, and the week before last (Th. the 11th, to be specific), it arrived in all its glory.

When I opened the mailer and saw the front cover, it was like a flashback to Lake Geneva days. I knew that 'Gygax Magazine' was a homage to the Good Old Days of DRAGON Magazine, but not that it was a sort of retro-clone. They've done everything possible to make this look like an issue of DRAGON: same typeface, same colors, same fonts, same layout, even same artist (i.e., they've commissioned a new piece v. similar to one that appeared on an actual DRAGON cover by the same artist who did the original).

Among the editorial staff are Tim Kask (the original editor of THE DRAGON, and later of ADVENTURE GAMER, wh. was itself an unofficial DRAGON in all but name*), Luke and Ernie Gygax (E. Gary G.'s sons), Jim Ward (whose roots at the original TSR go all the way back to METAMORPHOSIS ALPHA, arguably the first science fiction rpg, and the man who hired me to work at TSR back in October '91), Len Lakofka (author of the amazing L-series THE SECRET OF BONE HILL and THE ASSASSIN'S KNOT, among my all-time favorite adventures), and other names less redolent of the legended past. Diesel (one of the three original 1st edition MM/PH/DMG artists, the other two having been the late Dave Sutherland and the long-vanished Dave Trampier) and Tom Wham and Jeff Dee are listed among the contributing artists. They're even brought back Phil and Dixie with WHAT'S NEW by the ever amusing Mr. Foglio.

As for the contents, they're a mixed lot --- but then that was always the case with any given issue of DRAGON, too. Among the pieces that caught my eye:

--'The Cosmology of Role-Playing Games by James Carpio. Which deals not with the cosmology of rpgs, as one might expect from the title, but with sorting out a kind of graphic presentation showing the relationships between various generations of roleplaying games. Seeing how many of these names you recognize is a good way to confirm what era you yourself belong to; I myself knew and had played many more games near the core (e.g., Gangbusters) than on the peripheries (some of which I've never heard of, and cdn't swear actually exist without checking).

--Leomund's Tiny Hut, a column that ran for years in DRAGON, revived but with the name bizarrely enough changed to Leomund's Secure Shelter. This renaming is a good example of someone just not getting it: the whole appeal of reviving something old is to recapture its appeal and tap into that nostalgia folks who remember the original feel. Renaming it would be like Trampier reviving his famous old comic but changing the name to "Maggoty". A missed opportunity.

--Ecology of the Banshee. A classic feature that began before the first issue of THE DRAGON (it was carried over from THE STRATEGIC REVIEW), which just goes to show gamers never tire of monsters. This one expands the monster to include Peg Powlers (river-drowners); the art, by one Michael Kwiatkowski, is particularly nice.

--Jim Ward reminiscence strongly reminiscent of those 'Monty Haul' campaign write-ups that appeared in early (and I do mean early) issues of THE DRAGON, long before my time. Except that those were first-person, from the point of view of the characters suddenly swept away to the Starship Warden, whereas this piece is from the point of view of the players and DM.

--Ethan Gilsdorf's "The Future of Tabletop Gaming", an autobiographical description of early Dungeons and Dragon's appeal; bit of a surprise to see him here, since he's not one of the old-timers from early TSR.

--Michael Tresca's "D and D Past, Now, and Next". I found this the most interesting article in the issue, probably because it dealt with a topic of much interest to me: comparing the various editions of ADandD, in this case with particular reference to conversion ease or difficulty between editions. I was intrigued to note that Tresca seems to have blithely disregarded any NDA, given that his discussion includes the still-being-playtested 5th edition. Or perhaps I'm overstrict in my interpretation of NDAs. Still, quite a good piece, and one I'll probably re-read next time I run an adventure from one iteration of the game using the rules from a different iteration.


One column or feature I'm especially glad to see is "The Kobold's Cavern", as sort of mini KOBOLD QUARTERLY ensconced within the new magazine as a feature, edited by Wolfgang Baur himself (who, lest we forget, himself was once editor of DUNGEON in its glory days). Since K.Q. was the best of all the recent rpg/DandD magazines, and had recently wrapped up after a five-year (twenty-three issue) run, it's nice to see it'll carry on in some form.

Finally, there's an Adventure, a grand tradition DRAGON drifted out of, to its diminishment, when they decided to spin off their ready-to-run mini-module of the month into a separate magazine, DUNGEON. Though I enjoyed DUNGEON, esp. in its early days, I always regretted that decision, so it's good to see GYGAX magazine reinstating the old tradition. Haven't read this one ("GNATDAMP: A Sanctuary in the Swamp") yet, but looking forward to it. Oddly enough, there's no author credited in the adventure itself; you have to turn back to the Table of Contents page to find that it's by one Michael Curtis.


In keeping with the general tone of the issue, even the ads look Old School; I particularly liked one for a boxed set of miniatures (metal miniatures: v. old school indeed), clearly meant to recall/evoke the PCs sets TSR did in its early days.

And, at the very end, three comics: WHAT'S NEW with Phil and Dixie -- which proves that shtick still works just as well as it ever did; THE ORDER OF THE STICK, which seems to have run dry and just be going through the motions; and a new one called MARVIN THE MAGE, which I'd characterize by (rarely, for me) using a sports metaphor: a swing and a miss. I'd rather they reprinted a classic from the days of old, but then I suppose that'd require permissions.

Still: all in all, an enjoyable issue. I'll certainly be getting #2, supposedly due out in May.

--JDR
current reading: THREE GUINEAS by Virginia Woolf [1938] -- not one of her best efforts. Another 'swing and a miss', in fact. Though I'm finding it better than on my one previous reading, circa 1985.


*it even had FINIEOUS FINGERS as its ongoing gamer cartoon, Kask having taken this best of all early DandD cartoons -- indeed, arguably the best DandD/rpg cartoon ever -- with him when he left TSR.