Monday, November 23, 2015
What I Would Have Asked Witwer (What Happened to Gygax?)
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
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).
Wednesday, April 24, 2013
The New Arrival: GYGAX Magazine
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
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
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)
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*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).