Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Monday, November 23, 2015

What I Would Have Asked Witwer (What Happened to Gygax?)

So, this past Tuesday I wanted to head up to Elliott Bay Books* and see a reading by Michael Witwer, author of the recent biography of Gary Gygax (co-creator of roleplaying games, and co-founder of TSR and thus the rpg industry).

Several of us** heard about it and made tenative plans to drive up as a group, but our plans all fell through because of the weather: dark, rainy, and with blustery winds (up to fifty miles per hour).

Still, there's one big question I've had for years, which Witwer's book didn't address, that I would have asked, had I been there and had he been taking Q&A: What happened to Gygax around 1982 that broke him as a writer?

Years ago I made up a list of every book and boxed set and sourcebook and module for D&D/AD&D, current up to about the end of 1996, giving the title, author, and date. And in the process, I noticed that for Gygax himself the years leading up to '82 are filled with milestone after milestone: Gygax's work set the industry standard, and pioneered elements in adventure design that have become the models virtually all writers who have followed him in the field have drawn from ever since. But that faltered in 1982 and ceased altogether by 1985. Just take a quick look at the highlights of what he accomplished between '74 and 82 (leaving out most of the collaborative works) :

1974
co-created D&D (with Arneson providing the basic idea and Gygax creating most of the rules)

1975
 co-wrote GREYHAWK, the first supplement to the original core rules

1976
 co-wrote ELDRITCH WIZARDRY, the third supplements to the original core rules


1977-79: creates AD&D, the definitive 'classic' version of the game
  1977
  Monster Manual
  1978
  Player's Handbook
  1979
  Dungeon Master's Guide

1978
The G-series (G1, G2, G3): Jack the Giant Killer comes to D&D, as well as the first linked series of adventures.
The D-series (D1, D2, D3): Gygax invents the drow: elves as bad guys; introduces the Underdark.
S1. Tomb of Horrors. The classic iteration of the killer dungeon.

1979
T1. Village of Hommlet: the default village, the base to launch adventures from
B2. Keep on the Borderland: the interactive dungeon that changes in response to the PCs' activities

1980
S3. Expedition to the Barrier Peaks: not a favorite of mine but beloved of many; the first crossover adventure.
The Greyhawk folio: a minor work in itself but the harbinger of great things: the campaign setting

     1981: almost nothing

1982
S4. Lost Caverns of Tsojcanth (a neglected minor classic): a last hurrah
WG4. The Forgotten Temple of Tharizdun (shd have been a classic but wound up merely minor)

    1983-85: extremely minor

1983
EX1 and EX2: weak parodies of Lewis Carroll.

   1984:  nothing

1985
WG6. Isle of the Ape: weak King Kong parody
T1-4. Temple of Elemental Evil: one of the greatest adventures ever written, but there's reason to think almost all the new material was written by Frank Mentzer, and that Gygax's contribution was limited to the reprinting of T1 and some campaign notes.

   And after that, the wheels really come off the bus.

1987
CYBORG COMMANDO, probably the most disappointing flop in rpg history up to that point***

1992
MYTHUS, a second major flop. Had TSR not given it notoriety by their lawsuits it would have died an embarrassing painful death on the shelf (as witnessed by the next entry).

1999
LEJENDARY ADVENTURES, the third and final flop, after which Gygax basically retired.



So, what happened? How did Gygax go from being the greatest of rpg designers, to tossing off little parodies, to someone putting his name on other people's work? The glory years of 1977-1980 may well have been, and probably were, unsustainable, but the falling-off is more drastic than we wd expect from mere burnout. If it'd been estrangement from D&D after he was shuffled out of TSR (first off to Hollywood and then out altogether), why was there no rebound when he was free to do whatever he wanted? Was it the drugs? The ego, after he had 'gone Hollywood'? Some otherwise undetected minor stroke, years before the major strokes that wrecked his health? Or are editors and collaborators like Mike Carr and Frank Mentzer rarer than you'd think?


At any rate, I think the break is definitely there, though the reasons behind it may remain murky. For my part, I've come over the years to appreciate the classic stage of Gygax's career, and his achievements then, rather than let the latter and much lesser work distract from them.

--John R.


*which is not on Elliott Bay
**including several who had worked at TSR, one of whom had worked with Gygax
***you know it's a bad sign when a review of the game starts with a spirited defense against charges that this is the worst rpg ever written





Sunday, October 20, 2013

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




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.


Saturday, February 23, 2013

TSR documentary

So, I'm back.

Which is ironic, since I'm about to go away (on a trip, to a Tolkien conference), though at least I shd be on line for the duration.

The recent lack of posts has been due to my being on deadline, drafting my plenary paper for the upcoming Valparaiso conference. And no sooner had I gotten the draft done (me, early for a deadline; there was much rejoicing at the early Dance of Doneness) than I had a review due (or a little past due). That now being off as well, barring any requested revisions, it's high time I started dealing with the backlog of blog topics I've been wanting to get to.

First and foremost there's this documentary of TSR, filmed back in 1997, which has been making the rounds online lately. It's great fun seeing familiar faces from my co-workers--in some cases with more hair and less grey--back in the Lake Geneva days, this having been filmed in the final days of TSR as an independent company (just before the buyout by Wizards of the Coast and the move from Wisconsin to Renton).

Here's the link: http://www.youtube.com/watch?v=Tq8G-gjpWM8

Particularly impressive are the bits from Gygax: this is the best interview I've seen, heard, or read of his, esp. where he's straightforwardly discussing his and Arneson's respective contributions to the game. Gygax had a tendency from the mid-80s onward to engage in revisionist history,* but not here. Good for him, and good for them for getting it down and preserving it. It captures him at his most outgoing, good-humored, and appealing self.

Since they don't identify who most of the TSR employees shown in the film are, thought I'd name-check a few. Those who were identified include Lorraine Williams (owner and boss), plus group leaders Steve Winter, Harold Johnson, and Thomas Reid.  We see Bill Slavicsek running an ALTERNITY game for Rich Baker (who co-created that game with Bill), Dale Donovan, Michele Carter, Dave Eckleberry, and Sean Reynolds. We also see the DUNGEON boardgame being run with great gusto by Jeff Grubb for a trio which includes Dori Watry, Dawn Murin, and I think Bruce Nesmith. We don't actually see anyone playing D&D, oddly enough, aside from Bill Conners running a demo at GenCon.

We see artists (Diesel, Todd, I think Rob, and esp. Jeff Easley), who they keep coming back to (it being more visually appealing to show artists painting than to show writers writing or, God knows, editors editing). I suspect this is why the piece is short on editors: I didn't see Anne or Andrea or Sue or Julia or Keith or Miranda or Stan. Some of those I'd love to see are absent for another reason: like me, they'd been let go in the Great Christmas Layoff of December 1996, just before this was filmed. Some of us were hired back as soon as WotC bought the company that summer; others who'd survived the lay-off decided not to make the move out to Seattle. So for both its virtues (it handles the Egbert flap with even-handed dispatch) and vices (they keep showing video from that horrible DRAGONSTRIKE game, and its even worse never-released sequel WILDSPACE), it serves as a neat little time capsule of a lost world.*

I guess nostalgia is all about remembering the good parts version of events and not the other side (which wd make a great story all on its own). If there's time, I'll have to swing by the old 221 Sheridan Springs Road when I'm in the area week after next.

--John R.
current reading: FROST by Donald Wandrei, and THE COMPLETE CALVIN AND HOBBES TREASURY by Bill Watterson, Vol. III


*e.g., when he claimed Tolkien had no influence on DandD


**including the little bit of footage from GenCon, and the (since discarded) TSR Castle dominating the Dealer's Room/Exhibit Hall in MECCA (since destroyed by Milwaukee and replaced by a newer conference center with less room, a prime factor in GenCon's leaving Milwaukee altogether)



Saturday, July 7, 2012

The New Arrivals (1st of 2)

So, got back from the trip to Pennsylvania* to find three new items had arrived in two packages while we were gone.

The two that came together were two of Steve Winter's little Old School adventures he's written for the North Texas PRG Con held in the Dallas/Fort Worth area each year. I found out about last year's too late to get copies (they're released in v. small print runs and apparently sold only on RPG Marketplace, where I didn't have an account**), but thanks to a head's up from Steve was luckier this time around.

The first, THE TOMB OF AMEMNES (a D&D Basic/Expert adventure) we'd played through a few months back, an Egyptian-themed adventure where the characters explore a pyramid complex (Nithian I think in Steve's original, though we pretty much ignored all that Hollow World stuff). It was a good one; when he ran it, Steve had us jumping at shadows and second-guessing ourselves into assuming the things we faced there were much more powerful than they really were, with no doubt amusing (to him) results when we wound up being caught flat-footed by the real menace. I enjoyed it thoroughly, as might have been guessed, given my love for all things Egyptian (did I mention that we swung by the Carnegie while in Pittsburgh in order to see the Egypt exhibit there? Or that we're hoping later this month to see the King Tut travelling exhibit that's here in Seattle? Or to take in the Egyptology rooms in the British Museum and, I hope, Flinders Petrie's collection in Oxford when we're in England this fall?)***

The second, THE DEATH OF TLANGESHAN, is that rarest of rpg things, an EMPIRE OF THE PETAL THRONE adventure. Such are rare indeed: I can only think of one offhand, published by Judges' Guild; company after company keeps re-releasing the setting books for Barker's strange world,**** but adventures to play in it are vanishingly scarce. I have the original boxed set from The Dawn of Time (1975), though I only got a chance to play it a year or two ago -- where we died in droves; we were lucky that one character (mine) was a minor noble, and hence brought along so many minions that we had enough to keep replacing player characters with. Steve has told me it's inspired by a Clark Ashton Smith story (always a good thing); obviously I haven't read through this adventure yet, since I hope to play it first -- though it might be a while, given the D&D Next playtest and ongoing Cthulhu campaigns.

(continued in next post)

-----------------------------------------------------

*which went fine for us, but seemed cursed for various of our friends we'd gone to see, in that mechanical malfunctions kept befalling them: an airplane that cdn't take off because of a flaw in the cabin door's lock, the so-called 'land hurricane that brought on a total power failure in the DC area (bad news to those on breathing machines with a four-hour battery), and (most dramatic of all) a car catching on fire. While being driven. Makes our oven catching on fire, calling 911, and my using an extinguisher in earnest for the first time seems fairly mild in context.

**which is probably just as well, given the amazing rarities they have up for sale. Things I've only ever read about on acanum.com you can actually buy here, if you (a) have the money and (b) don't have other things you need to spend it on, like rent or a mortgage.

***"one of the greatest collections of Egyptian . . . archaeology in the world", according to their own website.

****which is odd, when you think about it, since players for the setting are practically non-existent.

****I'd hoped we might be able to make it to Lord Carnarven's house (the place where they film DOWNTON ABBEY), to see the goodies he stole from Tutankhamen's tomb that were quietly salted away for decades (as I hear the story, his secret gallery was rediscovered in the 1970s or 80s), but apparently that country estate is hard to reach via public transportation (which makes sense, being a country house).

Tuesday, June 12, 2012

D&D Editions as Rock Groups

Have to say, the more I work my way through the new ruleset for the D&D Next playtest, the more I like it. Particularly liked the statement of purpose near the beginning to the effect that this playtest's goal was to find out whether these rules support the style of play each individual group favors. A decade or so ago the idea grew up that D&D players are monolithic in their likes and style of play, which is self-evidently not the case. The new edition's embracement of the diversity of their audience shows their head and heart are in the right place: a good sign.

Meanwhile, as I've been reading through the adventure and planning out customizations to make things more interesting (I hope) and certainly less predictable for my players (all of whom have played through this adventure at some point in the past -- some of them multiple times), I've been mulling over ways to characterize the different editions of AD&D that got us here so far.
So, how's this for an analogy?

1st Edition: The Beatles

2nd Edition: The Eagles

3rd Edition: Journey or Jefferson Starship

4th Edition: Duran Duran

5th Edition: ???


There was plenty that came before 1st edition, of course: think of that as analogous to early Elvis Presley, the Everly Brothers, Little Richard.*

Also, by "Edition" I don't just mean the core rulebooks but the whole of what was published under that rubric. Thus '1st edition' includes the PH and DMG but also T4. Temple of Elemental Evil, G1-3. Against the Giants, &c.; '2nd edition' includes the RAVENLOFT and al-QADIM campaign settings and adventures like DRAGON MOUNTAIN and RETURN TO THE TOMB OF HORROR; 3rd edition includes 3.5, and so forth.

Ideally, from my point of view, 5th Edition would turn out to be a Coldplay rather than a Lady Gaga or Eminem.

--John R.


*essentially, all the music Don McLean celebrated in "American Pie" [1971]


Monday, June 4, 2012

D&D Next

So, yesterday I signed up for the D&D 5th edition (now dubbed "D&D Next") playtest and downloaded the playtest packet.

First observation: no character generation rules, just five sample pregenerated characters.

Rateliff's Rule #1: Without character generation rules, it's not an rpg.

That's not a fatal flaw in this case, since this isn't an rpg: it's a playtest document. It's more akin to a crash test dummies car, as opposed to a roadster or sportscar, something you cd actually drive: i.e., designed to find out how certain things will happen in certain circumstances and make adjustments accordingly.

That said, haven't gotten too far in the rules yet, but there's a lot to like here. The characters provided come from the four traditional D&D classes: Cleric, Fighter, Wizard (e.g. Magic-User), and "Rogue" (as they're still calling the Thief)-- and four traditional races: human, dwarf, elf, and halfling.* The six traditional ability stats are all here, and used for more or less traditional applications.**

Two new things so far:
(1) Hit points now equal your Constitution score plus a die roll based on yr character class: d8 (Cleric), d12 (Fighter; an inflation from the traditional d10), d4 (Wizard), and d6 (Thief).

Based on the pregen characters, they've assigned a default value of half for each 'die roll' (e.g., the Fighter has Con 14, a d12, and 17 hp [14+ (0.5x12)=17]), but to their credit the rules are firm on rolling for hp rather than assigning a maximum or average, with a reasonable back-up rule in case you roll really badly. They deserve a thumb's up for that.

So, these rules preserve the long tradition of hit point inflation from edition to edition, but in a whole new and rather interesting way. Don't know if I like it yet --the end result looks to be that characters basically start out at the equivalent of third level so far as hit points go yet with essentially first level abilities -- but they're to be praised for restoring a random element in 1st level hit point generation, which reduces the sameness of too many characters being too much alike in stats.

Rateliff's Rule #2: Randomness makes for a better game; predictability for a diminished one.


(2) the 'Advantage/Disadvantage' rule is new, so far as I can tell (if there was something like this in 4e I certainly missed it). It's another interesting idea, but completely unlike D&D. So, better than the myriad bonuses and penalties that have plagued the system since shortly after 3e debuted, but not quite in keeping with the 'look and feel' of D&D tradition; have to see if its utility overcomes that. I suspect in my own game I'd just drop the advantage/disadvantage rule altogether and leave it up to DM discretion.


Finally, perhaps the best sign of all is the adventure they've provided for the playtest: THE CAVES OF CHAOS, the dungeon-delving section of B2. KEEP ON THE BORDERLAND. This represents a nod to shared experience, since more people have played this adventure than any other D&D adventure ever published: the quintessential dungeon crawl with a workable dungeon ecology and rationale to go with it. I got to write the sequel adventure (RETURN TO KEEP ON THE BORDERLAND) as part of the 'Silver Anniversary' series back in '99, so it's a setting that I have a particular interest in.

Now if I cd only find a gaming group to playtest with (both the groups I signed up with petered out back in February): I already have some wicked ideas of things to throw at them.

--JDR
current reading: D&D NEXT Playtest Rules


*as opposed to, say, the furries with tails and horns that had come to dominate the player character races section of the D&D PH.

**though I'd shift things like jumping a chasm from Str. to Dex.; perhaps less realistic but seems a better intuitive fit (as it stands, the big burly fighter can make that leap but the nimble acrobatic thief cannot).

Thursday, April 26, 2012

Another Parting of the Ways

So, last night came the news, from another of the many overlapping worlds I inhabit, that Monte Cook is leaving Wizards of the Coast, where he was one of the three primary designers behind the ongoing Fifth Edition D&D project.

Dang.

Here's the link:

Wishing Monte all the best and also hoping this doesn't set back fifth edition, or send it off down the wrong track.

--John R.


P.S.: Speaking of fifth edition, I hope the guys who are working on it are reading posts like this one from Steve Winter:


Monday, April 2, 2012

Ex-TSR

So, a few weeks ago I got an invitation to attend a gathering of old friends, fellow former employees of TSR, in conjunction with 'GaryCon', a small rpg convention being held in the Lake Geneva area. If I'd been in the area I'd certainly have tried to drop by, but two thousand miles is a lot to travel at short notice, especially in a year that looks to be full of trips: to a Tolkien event in Commerce, Texas next month; Kalamazoo the month after; another gathering in mid-summer, a trip to England in the fall, and one to Marquette in October --plus, of course, such trips due to family emergencies as may arise.

Luckily, as Janice pointed out to me a few nights ago (Tuesday, while I was making us some Moroccan soup, the only dish I know how to make that calls for saffron), Bruce Heard has elected to post three detailed day-by-day accounts of the event, here:


and here:


and here:



Looking through these evokes a lot of nostalgia. TSR was a terrible place to work, in that they gave you far more work to do than you could get done in the time allotted, forcing everyone to work evenings and weekends week after week, month after month, year after year (more than one of my co-worker's marriages fell apart under the strain).

But, contrasted with this, it was a great job because you got to work on D&D all day every day, which was amazing: to do the thing you love as your job makes you one of the luckiest people in the world. And you got to work with the most amazing group of talented, quirky, creative, likable, people-who-get-it co-workers you cd ever ask for. People who loved games so much that in addition to working on games all day they played games during their lunch hour in the Games Library; most were also in at least one, often two evening games that meet weekly after hours.

Looking through Bruce's report, I'm glad to see so many people who were my co-workers could make it for the Lake Geneva event: Bruce himself, Diesel, Dale & Cindi, Jeff Easley (shd I mention that editing WRATH OF THE IMMORTALS was my first solo/non-mentored editing job at TSR?), Jim Lowder (the one TSR employee I'd known long before starting at the company, from his Marquette days), Jon Pickens, Lester, Sue, Jim Ward (originator of the annual telling of the story of The Day That Will Live In Infamy), Skip & Penny (Skip and Jean Rabe being the other two TSR employees I knew before starting work there, from my having helped out with RPGA tournaments at GenCon for several years; the first job I applied for at TSR actually having been with the RPGA, a few months before I landed the editing job), Karen, Harold, Dave Wise, and others. There were other people whom I know but who didn't overlap with my time there, like Margaret Weis and Doug Niles; others I've met or at least seen in person but who wdn't remember me, like Mike Carr (the man who knows where all the bodies are buried) and Frank Mentzer and Tom Wham; and still others who remain for me wholly in the realm of legend, like Tim Kask (the original editor of THE DRAGON, and later of his own successor magazine which I quite liked when I discovered old copies of it a decade or so later) and Dave Megarry (creator of the DUNGEON boardgame), Allen Hammack and Jean Black.

As many people as showed up, there are others I'd love to see at such a gathering who seem not to have made it: Slade Henson, Steven Schend, Colin McColm, Andria Hayday (the best editor/developer they ever had), Miranda Horner, Julia Martin, Roger Moore, &c &c. And some who aren't with us anymore, like the late great Dave Sutherland (TSR employee #6), who had seen it all and was full of stories about the legended past. Luckily, some of my friends from the old days I still get to see on a regular basis: Jeff Grubb, Wolfgang Baur, Steve Winter, Steve ('Stan') Brown, and Monte Cook are all in my gaming group, while occasionally but less often I get to see other friends like Bruce Cordell (whose first TSR product I edited, some fifteen years ago now), Steve Miller, & Rich Baker (who started work there just a week after I did but whose tenure there stretched a full twenty years). In the end its the memories, the friendships, and the publications resulting from all that creativity that remain behind. Thanks to Bruce for stirring old memories, but in a good way.

--John R.
--not older than dirt, but definitely paleolithic.

Thursday, January 19, 2012

1st Edition Returns!

So, the best news I heard today is that the original 1st ed. AD&D hardcover rulebooks -- the PLAYER'S HANDBOOK, the DMG, and the MONSTER MANUAL -- are being reprinted. Since this is the best version of my all-time favorite roleplaying game, it'll be good to see it available again after so long. Granted, it's only a limited release according to this article, but for the finest rpg rules set ever written to be back in print is definitely a good thing. And it's also for a relatively good cause, the Gygax project, which is trying to build a statue of the (co-)creator of rpgs in Lake Geneva. Here's the link:


Having only recently learned of the 'Old School Revival', I'd been somewhat baffled that fans of 1st ed. AD&D were rewriting the rules and publishing their own variants of them (e.g., Labyrinth Lord, Lamentations of the Flame Princess), rather than hunting down any of the thousands of used copies of the original books that must still be out there at Half-Price Books and various online sites. Now I find the originals are finally coming back into print, albeit briefly, and I cdn't be happier. I suspect most copies will be snatched up by longtime gamers for the nostalgia, but I hope at least some sets find their way into the hands of younger gamers who decide to give the classic game a try. Here's hoping.

--John R.

Monday, January 9, 2012

Fifth Edition

So, today Wizards announced that work has now officially begun on Dungeon & Dragon's Fifth Edition.* Here's the link:

http://www.nytimes.com/2012/01/10/arts/video-games/dungeons-dragons-remake-uses-players-input.html?_r=1&pagewanted=all

Observation #1: Never thought I'd see the day when D&D news was reported in the NEW YORK TIMES, or FORBES (see below), or like venues. Like Tolkien's having become ubiquitous in our culture, it's a sign that D&D is now mainstream: so many millions of people grew up playing it that it's lost that weird scary outsider tinge that caused us all so much trouble back in the '80s.

Observation #2: My reservations about 4th edition -- which I tried to like but never cd warm to** -- turn out to have been pretty much universal. Having been given to understand from various quarters that I was a troglodyte if I didn't embrace 4e, it's surprising now to see in report after report that mine was the near-universal reaction, not the exception.


As for who'll be writing it, Wizards not only confirmed months of rumors that Monte Cook will be in charge of the project (a good choice!) but went ahead and announced the entire design team:



So it's Monte Cook as lead designer, with Bruce Cordell (yay, Bruce!***) and Rob Schwab (whose work I don't really know, having postdated my time at Wizards). Also glad to hear Miranda Horner is the editor: I don't think they cd have made a better choice.

As for what the game will be like, Mike Mearls (who replaced Bill Slavicsek as head of the rpg group) is saying that it'll be a universal system that's adaptable to any previous edition -- something that sounds good in a pie-in-the-sky sense as a goal but which it's difficult to see how it'd work in practice. I think rather than saying it'll taste like Coke and New Coke and Classic Coke all at the same time, he's suggesting it'll be bottles of carbonated caramel-colored water wh you add yr preferred favorings to. That's not too far off from what 1st edition AD&D (the most popular version of the game ever published) was: a core rule set which people heavily adapted with their own 'house rules'. Seeing how they try to actualize that will make for a fascinating next six months.

Now I need to get signed up for one of those playtests . . .
And keep an eye out for Ewalt's book.

--John R.


*actually ADVANCED DUNGEONS & DRAGONS' 5th edition, the fifth edition of D&D, by Troy Denning (the Black Box/Rules Cyclopedia set), having come out some twenty years ago.

**to the extent that I found myself giving up playing what'd been my favorite game for a quarter-century rather than play "4e", which just didn't feel like D&D. Compare similar reservations reported in the Forbes article about the 5 e announcement:


***one thing I'm particularly proud of in my twenty-year off & on again rpg editing career is that I edited Bruce's first published adventure, THE GATES OF FIRESTORM PEAK. His work was outstanding, even then.

Have to say though I'm sorry to see from this that Wizards still has a Development Team, since it's long been the greatest impediment to their releasing top-quality product. Perhaps its role has evolved since I was there

ADDENDUM:
For more on the big news, cf. the following links. Thanks to Janice, who passed them along to me (along with the ones above), their having originally had been gathered by Miranda Horner:

Monday, December 5, 2011

1st edition

So, this weekend I'm running a 1st edition AD&D game. My thinking was: it's been too long since I played my favorite game, which I also happen to believe is the finest roleplaying game ever published: 1st edition AD&D. CALL OF CTHULHU is a fine game, and it's my game of choice these days, but that's mainly because I didn't make the jump from Third to Fourth Edition. I've played Fourth Edition, and enjoyed it, but it was the camraderie around the table I was enjoying and not the rules system. Even after a year or so of occasional gaming in 4e it never really came together for me: it felt like a miniatures game with a card game overlaid on it, with an optional roleplaying veneer on top of that. Third Edition, for all its faults, was still recognizably D&D. Fourth Edition, for all its virtues, feels more like an attempt to re-create the experience of playing a computer game. It's kind of like a novelization to a movie: a reminder of something you enjoyed rather than something to enjoy in its own right.

So why first edition? Well, consider that it's the most successful roleplaying game of all time. Millions of people played it obsessively for years. And while a good deal of time has passed since then, there's no reason to think the rules won't still work as well as they ever did. Just as there are some books I loved to read back in the day that are just as good as they ever were when I pull them off the shelf now, there are some old classic games that I still enjoy as much as ever when I get the chance to play them. Which isn't nearly often enough.

Of course, it's also true that there are some things that don't age well; once-favorite books that no longer have the same appeal. When I occasionally mention my enduring fondness for the classic game, I'm often told in response that it's just nostalgia speaking, with the implication that the game only gets better with every new edition.

So, let's see. I've got a group of a half-dozen or so who've expressed an interest in playing. I've picked the adventure and am jotting down notes as to monsters, traps, and treasures they may encounter. And I'm immersed in skimming through the PH and DMG to remind myself of the rules, rather than just rely on my memory (it has after all been a few years). Come Saturday they'll bring the characters they rolled up and we'll see how it goes.

--John R.


Oh, and The Wife Says: What's Up with all that Tiny Print?* We must have all had better eyesight back then. --JDR


*i.e., in the orignal PH, DMG, and MM.