So, a while back I was interviewed for a piece by Ben Riggs of GEEK AND SUNDRY, an rpg website whose focus seems to range from the era of Gygax days through Third Edition. They were putting together a piece on the TSR buyout and contacting various people who'd been there at the time. My perspective is a slightly unusual one, given that I was there before and after but not during. However, I gave them my uncensored opinion and waited to see the results. And here it is: an article that ranges from the creation of D&D through the collapse of TSR, the buyout by WotC, the 'Open Gaming' license, and the rise of Paizo. I'm not directly quoted but it's nice to see my name among the acknowledgments at the end.
Here are the links to the three parts that make up the piece:
https://geekandsundry.com/the-story-of-dd-part-one-the-birth-death-and-resurrection-of-dungeons-dragons/
https://geekandsundry.com/the-story-of-dd-part-two-how-wizards-of-the-coast-saved-dungeons-dragons/
https://geekandsundry.com/the-story-of-dd-part-three-how-3rd-edition-became-the-mother-of-many-rpgs/
--John R.
current reading: a life of A. A. Milne by Ann Thwaite (1990)
Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts
Tuesday, January 2, 2018
Wednesday, May 17, 2017
Gygax Tolkien-bashing
So, just before leaving for Kalamazoo I got a message from my local Barnes & Nobel that an item I'd pre-ordered had come in: RISE OF THE DUNGEON MASTER: GARY GYGAX AND THE CREATION OF D&D by David Kushner (text) and Koren Shadmi (art). Essentially this is a biography in graphic novel form, with word balloons sometimes representing the biographer's narration or commentary and sometimes the thoughts of the character being shown instead—usually Gygax but for one chapter switching over to Arneson (co-creator, with Gygax, of D&D). Often these bits of text sound like they're answers to a question, which is because many of them were taken from interviews.
Throughout their book Kushner & Shadmi try to be fair to both Gygax and Arneson, admirably so. There are few pure villains in their account (excepting the Blumes, whom they lambaste), which makes their unabashed Tolkien-bashing stands out all the more.
Here's the page in question:
For those who can't read the tiny print, the top half of
this page proclaims Gygax's love of Rbt. E. Howard's Conan stories, the bottom
half his disdain for Tolkien's work.
— You're a fan of the "Conan the Barbarian" books
by Robert E. Howard.
— You hope to evoke their swashbuckling action in a war
game.
— But you loathe the major fantasy touchstone of the time,
J. R. R. Tolkien's Lord of the Rings
series.
— It was so dull.
— I mean, there was
no action in it.
— I'd really like to throttle Bilbo and Frodo.
(tosses the book into a box of discards)
This mainly raises my hackles because it
misrepresents Gygax's relationship with Tolkien's works.
First, the two greatest influences on original D&D where
Howard and Tolkien. Tolkien provided the player character races, a goodly
proportion of the monsters (I once worked it out to be about a third), and the
whole idea of the player-character party, the plural hero. But the world in which those characters adventure, and the kind of adventures they have in them, owe far more to Howard (and Howardesque
authors, particularly the great Fritz Leiber).
What's more, Gygax's criticisms of Tolkien began only after Tolkien Enterprises (the movie people) sent TSR a cease-and-desist over their many obvious borrowings (mithril, balrogs, nazgul, hobbits, half-orcs) from Tolkien's work. After that point Gygax sought to distance his game from Tolkien, to deny (in the face of overwhelming evidence) any but the most superficial influence. But the flat dismissal they present here as his initial response goes beyond anything I've ever seen; I'd like to know their source.
What's more, Gygax's criticisms of Tolkien began only after Tolkien Enterprises (the movie people) sent TSR a cease-and-desist over their many obvious borrowings (mithril, balrogs, nazgul, hobbits, half-orcs) from Tolkien's work. After that point Gygax sought to distance his game from Tolkien, to deny (in the face of overwhelming evidence) any but the most superficial influence. But the flat dismissal they present here as his initial response goes beyond anything I've ever seen; I'd like to know their source.
Luckily it's possible to enjoy the graphic novel as a whole despite this passage.
--John R.
current reading: THE BEATLES: AN ILLUSTRATED RECORD by Roy Carr & Tony Tyler
Labels:
Arneson,
D&D,
Dave Arneson,
Gary Gygax,
graphic novel,
Gygax,
history of D&D,
Tolkien,
Tolkien-bashing
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
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
Labels:
D&D,
Dungeons and Dragons,
Gary Gygax,
Gygax,
rpgs,
TSR
Monday, July 6, 2015
Old Times at TSR
So, yesterday I took a break from working on my paper and sorted out some more rpg magazines down in the box room, putting more on the pile to throw away. This time it was old issues of INQUEST and CONJURE, my thinking being that I cd do without price guides for ccgs some twenty years ago.*
I was glad that I skimmed through them first, though, because in the process I found two of the old TSR routing lists, which list all the designers and editors in the creative department at a particular time (mid and late 1995, respectively).
You see, back in the day, a bunch of rpg magazines (WHITE WOLF, SHADIS, &c) circulated through the design & editorial department, along with a box of comics (leftovers from the days when TSR had the Marvel license) and some misc. journals relevant to the industry (LOCUS, SCIENCE FICTION CHRONICLE), et al. And at one point I volunteered to keep track of them, starting them on their journey through the department desk by desk, for skimming or reading or ignoring, as each person saw fit.
All that's now moot, but the listing is interesting, to me at least, in and of itself for its snapshot of everyone who was in the department back then. For some reason that department has always been surprisingly opaque to those outside it, and most fans (and industry professionals), I've found, have no idea who does what on which projects, who was in-house and who was not, and the like. So here's a little contribution to the historical record.
THE FIRST LIST dates from June 1995, after what had been a remarkably stable department began to change, with the rate of change ever-increasing right up to the December 1996 smash. Zeb Cook (1994) and Jeff Grubb (Jan 1995) had left the department, Rob King has transferred over to Books, and the big influx of people hired away from West End had just gotten underway (with Ed Stark being its harbinger). It's alphabetical and thus plays no favorites. A few names (Mike Nystul, Bill Olmesdahl, David Gross, Michael Huebbe) were added in while the list was in circulation (i.e., while the particular magazine this list was attached to made its way through the department), so I've gone ahead and included them as representative of a department in flux. A few are struck out, but I've left them in because I can't tell which left TSR and which just wanted not to be on the circulating-journals list. This makes the 'snapshot' a slightly blurry one, but it seemed good to err on the side of inclusiveness.
THE SECOND LIST is from a few months later, October 1995. I was experimenting at the time with different arrangements of the list: alphabetical, reverse alphabetical, by seniority, by reverse seniority, by degree of interest, to see what might work best. This one has added interest, to me at any rate, because it gives members of the department in order of seniority, from stalwarts like Jon Pickens and Steve Winter (who went all the way back to circa 1980-81)** to the newest hire, the now-legendary Bruce Cordell (I was happy to have gotten to edit both Jeff Grubb's final design before his departure and Bruce Cordell's first upon his arrival). Comparing it with the first list, I see that Wolf Baur and apparently also Tim Beach had already departed for Wizards and that the hiring binge had stopped, with Steve Brown (aka 'Stan!') the last of the West End hires and Bruce Cordell the last r&d hire for quite a while, or at least that's how I remember it.
One caveat: I shd point out that some of the names on this second list had been at TSR far longer than their ranking here wd indicate, like Harold Johnson (circa 1980?) and Skip Williams, Kim Mohan and Dale Donovan, who transferred in from other departments; they're given here in the order in which they joined r&d. Also, I've inserted myself into the appropriate spot in the lists.
A lot of talent. A lot of memories. A lot of unpaid overtime. Enjoy!
FIRST LIST (alphabetical, June 1995)
Rich Baker
Wolf Baur
Tim Beach
Carrie Bebris
Karen Boomgarden
Anne Brown
Tim Brown
Jim Butler
Michele Carter
Bill Connors
Monte Cook
Dale Donovan
Andria Hayday
Bruce Heard
Dori Hein (previously Dori Watry)
Slade Henson
Harold Johnson
Julia Martin
Colin McComb
Steve Miller
Roger Moore
Bruce Nesmith
+Mike Nystul
+Bill Olmesdahl
Jon Pickens
Thomas Reid
Steve Schend
Bill Slavicsek
Lester Smith
Ed Stark
Doug Stewart
Ray Vallese
Jim Ward
Sue Weinlein
Dan Wenger
Skip Williams
Steve Winter
David Wise.
[non-departmental:]
Stephen Daniele
Scott Douglas
Rob King
Duane Maxwell
Marshall Simpson
+David Gross
Carolyn Chambers
+Michael Huebbe.
SECOND LIST ("Seniority Has Its Privileges", October 1995)
John Pickens
Steve Winter
Anne Brown
Andria Hayday
William W. Connors
Steven Schend
Slade Henson
Dori Hein (formerly Dori Watry)
Colin McComb
Julia Martin
John D. Rateliff (Oct. 7th 1991)
Thomas Reid
Rich Baker
Michele Carter
Doug Stewart
Lester Smith
Bill Slavicsek
Skip Williams
Sue Weinlein
Monte Cook
Ray Vallese
Harold Johnson
Jim Butler
Steve Miller
Ed Stark
Carrie Bebris
Dale Donovan
Kim Mohan
Bill Olmesdahl
Miranda Horner
Kevin Melda
David Eckleberry
Keith Strohm
Cindi Rice
Steve Brown (aka Stan)
Bruce Cordell
[non-departmental]
Dave Gross
Stephen Daniele
Scott Douglas
Duane Maxwell
Robert Weise
Carolyn Chambers
xxxxxxxxxxxxxxxxxxx
--JDR
current reading: WILLIAMS AND THE ARTHURIAD by C. S. Lewis (re-reading)
current music: old cassettes (Boiled in Lead, Blondie)
xxxxxxxxxxxxxxxxxxxx
*a stack of CASUS BELLI are next up on the chopping block, being a good magazine in a language I only read haltingly and with difficulty.
**the true antediluvian at TSR back then was Dave Sutherland, employee number six (1976?), who has long since transferred into the mapping department, from which he had produced such masterpieces as the castle map for I6.Ravenloft.
I was glad that I skimmed through them first, though, because in the process I found two of the old TSR routing lists, which list all the designers and editors in the creative department at a particular time (mid and late 1995, respectively).
You see, back in the day, a bunch of rpg magazines (WHITE WOLF, SHADIS, &c) circulated through the design & editorial department, along with a box of comics (leftovers from the days when TSR had the Marvel license) and some misc. journals relevant to the industry (LOCUS, SCIENCE FICTION CHRONICLE), et al. And at one point I volunteered to keep track of them, starting them on their journey through the department desk by desk, for skimming or reading or ignoring, as each person saw fit.
All that's now moot, but the listing is interesting, to me at least, in and of itself for its snapshot of everyone who was in the department back then. For some reason that department has always been surprisingly opaque to those outside it, and most fans (and industry professionals), I've found, have no idea who does what on which projects, who was in-house and who was not, and the like. So here's a little contribution to the historical record.
THE FIRST LIST dates from June 1995, after what had been a remarkably stable department began to change, with the rate of change ever-increasing right up to the December 1996 smash. Zeb Cook (1994) and Jeff Grubb (Jan 1995) had left the department, Rob King has transferred over to Books, and the big influx of people hired away from West End had just gotten underway (with Ed Stark being its harbinger). It's alphabetical and thus plays no favorites. A few names (Mike Nystul, Bill Olmesdahl, David Gross, Michael Huebbe) were added in while the list was in circulation (i.e., while the particular magazine this list was attached to made its way through the department), so I've gone ahead and included them as representative of a department in flux. A few are struck out, but I've left them in because I can't tell which left TSR and which just wanted not to be on the circulating-journals list. This makes the 'snapshot' a slightly blurry one, but it seemed good to err on the side of inclusiveness.
THE SECOND LIST is from a few months later, October 1995. I was experimenting at the time with different arrangements of the list: alphabetical, reverse alphabetical, by seniority, by reverse seniority, by degree of interest, to see what might work best. This one has added interest, to me at any rate, because it gives members of the department in order of seniority, from stalwarts like Jon Pickens and Steve Winter (who went all the way back to circa 1980-81)** to the newest hire, the now-legendary Bruce Cordell (I was happy to have gotten to edit both Jeff Grubb's final design before his departure and Bruce Cordell's first upon his arrival). Comparing it with the first list, I see that Wolf Baur and apparently also Tim Beach had already departed for Wizards and that the hiring binge had stopped, with Steve Brown (aka 'Stan!') the last of the West End hires and Bruce Cordell the last r&d hire for quite a while, or at least that's how I remember it.
One caveat: I shd point out that some of the names on this second list had been at TSR far longer than their ranking here wd indicate, like Harold Johnson (circa 1980?) and Skip Williams, Kim Mohan and Dale Donovan, who transferred in from other departments; they're given here in the order in which they joined r&d. Also, I've inserted myself into the appropriate spot in the lists.
A lot of talent. A lot of memories. A lot of unpaid overtime. Enjoy!
FIRST LIST (alphabetical, June 1995)
Rich Baker
Wolf Baur
Tim Beach
Carrie Bebris
Karen Boomgarden
Anne Brown
Tim Brown
Jim Butler
Michele Carter
Bill Connors
Monte Cook
Dale Donovan
Andria Hayday
Bruce Heard
Dori Hein (previously Dori Watry)
Slade Henson
Harold Johnson
Julia Martin
Colin McComb
Steve Miller
Roger Moore
Bruce Nesmith
+Mike Nystul
+Bill Olmesdahl
Jon Pickens
Thomas Reid
Steve Schend
Bill Slavicsek
Lester Smith
Ed Stark
Doug Stewart
Ray Vallese
Jim Ward
Sue Weinlein
Dan Wenger
Skip Williams
Steve Winter
David Wise.
[non-departmental:]
Stephen Daniele
Scott Douglas
Rob King
Duane Maxwell
Marshall Simpson
+David Gross
Carolyn Chambers
+Michael Huebbe.
SECOND LIST ("Seniority Has Its Privileges", October 1995)
John Pickens
Steve Winter
Anne Brown
Andria Hayday
William W. Connors
Steven Schend
Slade Henson
Dori Hein (formerly Dori Watry)
Colin McComb
Julia Martin
John D. Rateliff (Oct. 7th 1991)
Thomas Reid
Rich Baker
Michele Carter
Doug Stewart
Lester Smith
Bill Slavicsek
Skip Williams
Sue Weinlein
Monte Cook
Ray Vallese
Harold Johnson
Jim Butler
Steve Miller
Ed Stark
Carrie Bebris
Dale Donovan
Kim Mohan
Bill Olmesdahl
Miranda Horner
Kevin Melda
David Eckleberry
Keith Strohm
Cindi Rice
Steve Brown (aka Stan)
Bruce Cordell
[non-departmental]
Dave Gross
Stephen Daniele
Scott Douglas
Duane Maxwell
Robert Weise
Carolyn Chambers
xxxxxxxxxxxxxxxxxxx
--JDR
current reading: WILLIAMS AND THE ARTHURIAD by C. S. Lewis (re-reading)
current music: old cassettes (Boiled in Lead, Blondie)
xxxxxxxxxxxxxxxxxxxx
*a stack of CASUS BELLI are next up on the chopping block, being a good magazine in a language I only read haltingly and with difficulty.
**the true antediluvian at TSR back then was Dave Sutherland, employee number six (1976?), who has long since transferred into the mapping department, from which he had produced such masterpieces as the castle map for I6.Ravenloft.
Friday, April 10, 2015
Good Advice (D&D)
So, a blog I like to check once in a while that doesn't update nearly as much as I'd like is Steve Winter's HOWLING TOWER blog. Lately he's been giving out some good advice re. gaming, which I thought I'd share:
http://www.howlingtower.com/2015/03/a-need-for-speed.html
I know when I'm playing a game, be it an rpg or boardgame, I try to plan out my next move over the course of the other folks' turn, so that I know basically what I want to do when my turn comes around. But all too often something will happen that renders all my planning moot, in which case I've found I'm not good at coming up with a good plan on the fly. Of course there are those wonderful moments when something you've spent the two previous turns setting up finally goes off without a hitch. Those are good moments, and all too rare.
So, I'd say re. Steve's post: good advice, harder to follow sometimes than others.
--John R.
http://www.howlingtower.com/2015/03/a-need-for-speed.html
I know when I'm playing a game, be it an rpg or boardgame, I try to plan out my next move over the course of the other folks' turn, so that I know basically what I want to do when my turn comes around. But all too often something will happen that renders all my planning moot, in which case I've found I'm not good at coming up with a good plan on the fly. Of course there are those wonderful moments when something you've spent the two previous turns setting up finally goes off without a hitch. Those are good moments, and all too rare.
So, I'd say re. Steve's post: good advice, harder to follow sometimes than others.
--John R.
Thursday, April 9, 2015
Elemental Evil, 5th edition style (D&D)
So, Tuesday (the seventh) was the official release date for the second* mega-adventure for the new Fifth Edition D&D: LORDS OF THE APOCALYPSE, by Rich Baker. I've been looking forward to this since I first learned it was on the way, having (a) been a fan of Rich's work for years** and (b) learned that it was a fifth edition successor/sequel to T1-4. TEMPLE OF ELEMENTAL EVIL, an adventure with a long and illustrious history. There are some (myself among them) who wd give this the nod as the single greatest D&D adventure of all time. It's certainly Menzter's masterpiece, *** his own 'personal best'. Even a decade after its release it was still selling 5k copies a year, simply by word of mouth, before it was deliberately taken out of print. And of course it had superb cover art by the inimitable Keith Parkinson.
That's a hard act to follow, especially when there's already been a 'Return to' back in Third Edition, wherein Monte Cook created a sequel to the original that's also highly regarded, if not quite the legend of the First Edition original.**** I played through T1-4 as a solo adventure, creating an entire party of PCs and running them through as DM, all through what wd otherwise have been a cold, lonely Christmas break (I know I was fair because I lost a lot of PCs slogging through all the menaces in that Temple). But for RETURN I got to play in a playtest run by Monte himself. Unfortunately, deadlines being what they are, we didn't have time to play through the whole adventure: just the early parts (those set in the updated Hommlet), and in the mines, before the playtest had to wrap up so editing cd begin. I confess to this day I've never read the rest beyond Hommlet and Nulb, in the hopes that someday I might be able to play through the whole thing as a player. The publication of this new version has me finally admitting to myself that that's never going to happen, or at least that the chances of it are vanishingly slim.
So, given that background I was excited to hear that Rich and his team were going to tackle an old classic and give it a new Fifth Edition twist. I admit to being a bit disappointed when I heard it wasn't going to be an update nor a sequel per se but a new adventure addressing the same theme: Elemental Evil. Now that I've got a copy I need to read through this before I can give it any kind of evaluation about how well they pulled it off. The only things that stand out immediately are
(1) unlike the original, which was set against a backdrop that was officially somewhere in the vague world of Greyhawk but was genericized enough to easily drop into your own campaign world, this new adventure is firmly set in the FORGOTTEN REALMS. And I have to confess that, only three support products into the new edition arc (the Introductory adventure, the Tiamat adventure, and now the Elemental Evil adventure), I'm already tired of the FORGOTTEN REALMS, which I think has overstayed its welcome. I come from the old tradition where each DM (or all the DMs belonging to the same player group) has his or her own campaign world, either creating his or her own adventures or adapting published modules into it with little regard for which TSR world they officially came from. So while I greatly enjoy some of the TSR/WotC game worlds (Ravenloft, Mystara, al-Qadim, and Eberron being particular favorites), I've never been one to ascribe much of a campaign's success to the world it was set in: the adventure itself has always been more important to me.
(2) I'm glad this is a campaign-adventure, a form I particularly like and think brings out the best in D&D:***** starting with low-level characters (1st level is best) and working them all the way up to 10th level or so by the end of the mega-adventure. The game is at its most challenging, and hence for me its most enjoyable, at 1st level, while it's good for those who persevere to receive the award of seeing that character come into his or her own by the end.
(3) My biggest complaint, and it's a biggie: the absence of author's name from the front cover. Or the back cover. Or the title page. The general impression WotC seems to be trying to convey is that all their products are produced by committee. I think it's an impression that serves them ill. The best adventures, and rules sets, et al, bear the distinct impression of an author's personality. Accurately crediting who wrote what is one of the most important things a publisher wants to convey to its audience. It's simple, it's useful, and it's the right thing to do.
--John R.
current reading: this and that
current audiobook: A History of Ancient Egypt
current viewing: RWBY, Howard Zinn documentary (YOU CAN'T BE NEUTRAL ON A MOVING TRAIN)
**the first having been the HOARD OF THE DRAGON QUEEN/RISE OF TIAMAT two-part mega-adventure by Wolf Baur, Steve Winter, and Alex Winter, which I have but have as yet only skimmed.
***although Gygax's name appears first on the cover, his contribution seems to have been limited to the already-published T1. Village of Hommlet and some notes regarding the subsequent adventure which he turned over to his amanuensis, Mentzer.
****it also ranked in the top ten in the Thirty Greatest D&D Adventures of All Time list, a few steps behind the original, at #4 and # 8 respectively [DUNGEON MAGAZINE #116, November 2004]. The only other 'Return to' adventure that made the top ten was Bruce Cordell's superlative RETURN TO THE TOMB OF HORRORS, at #10, which I think far superior to its original S1. (which came in at #3).
That's a hard act to follow, especially when there's already been a 'Return to' back in Third Edition, wherein Monte Cook created a sequel to the original that's also highly regarded, if not quite the legend of the First Edition original.**** I played through T1-4 as a solo adventure, creating an entire party of PCs and running them through as DM, all through what wd otherwise have been a cold, lonely Christmas break (I know I was fair because I lost a lot of PCs slogging through all the menaces in that Temple). But for RETURN I got to play in a playtest run by Monte himself. Unfortunately, deadlines being what they are, we didn't have time to play through the whole adventure: just the early parts (those set in the updated Hommlet), and in the mines, before the playtest had to wrap up so editing cd begin. I confess to this day I've never read the rest beyond Hommlet and Nulb, in the hopes that someday I might be able to play through the whole thing as a player. The publication of this new version has me finally admitting to myself that that's never going to happen, or at least that the chances of it are vanishingly slim.
So, given that background I was excited to hear that Rich and his team were going to tackle an old classic and give it a new Fifth Edition twist. I admit to being a bit disappointed when I heard it wasn't going to be an update nor a sequel per se but a new adventure addressing the same theme: Elemental Evil. Now that I've got a copy I need to read through this before I can give it any kind of evaluation about how well they pulled it off. The only things that stand out immediately are
(1) unlike the original, which was set against a backdrop that was officially somewhere in the vague world of Greyhawk but was genericized enough to easily drop into your own campaign world, this new adventure is firmly set in the FORGOTTEN REALMS. And I have to confess that, only three support products into the new edition arc (the Introductory adventure, the Tiamat adventure, and now the Elemental Evil adventure), I'm already tired of the FORGOTTEN REALMS, which I think has overstayed its welcome. I come from the old tradition where each DM (or all the DMs belonging to the same player group) has his or her own campaign world, either creating his or her own adventures or adapting published modules into it with little regard for which TSR world they officially came from. So while I greatly enjoy some of the TSR/WotC game worlds (Ravenloft, Mystara, al-Qadim, and Eberron being particular favorites), I've never been one to ascribe much of a campaign's success to the world it was set in: the adventure itself has always been more important to me.
(2) I'm glad this is a campaign-adventure, a form I particularly like and think brings out the best in D&D:***** starting with low-level characters (1st level is best) and working them all the way up to 10th level or so by the end of the mega-adventure. The game is at its most challenging, and hence for me its most enjoyable, at 1st level, while it's good for those who persevere to receive the award of seeing that character come into his or her own by the end.
(3) My biggest complaint, and it's a biggie: the absence of author's name from the front cover. Or the back cover. Or the title page. The general impression WotC seems to be trying to convey is that all their products are produced by committee. I think it's an impression that serves them ill. The best adventures, and rules sets, et al, bear the distinct impression of an author's personality. Accurately crediting who wrote what is one of the most important things a publisher wants to convey to its audience. It's simple, it's useful, and it's the right thing to do.
--John R.
current reading: this and that
current audiobook: A History of Ancient Egypt
current viewing: RWBY, Howard Zinn documentary (YOU CAN'T BE NEUTRAL ON A MOVING TRAIN)
*we started at TSR the same month (Oct 1991) and I've long considered him one of the best TSR/WotC had to offer: one of the Great Underrated.
**the first having been the HOARD OF THE DRAGON QUEEN/RISE OF TIAMAT two-part mega-adventure by Wolf Baur, Steve Winter, and Alex Winter, which I have but have as yet only skimmed.
***although Gygax's name appears first on the cover, his contribution seems to have been limited to the already-published T1. Village of Hommlet and some notes regarding the subsequent adventure which he turned over to his amanuensis, Mentzer.
****it also ranked in the top ten in the Thirty Greatest D&D Adventures of All Time list, a few steps behind the original, at #4 and # 8 respectively [DUNGEON MAGAZINE #116, November 2004]. The only other 'Return to' adventure that made the top ten was Bruce Cordell's superlative RETURN TO THE TOMB OF HORRORS, at #10, which I think far superior to its original S1. (which came in at #3).
*****other exceptional examples of the campaign-adventure model being NIGHT BELOW by Carl Sargent and RETURN TO THE TOMB OF HORROR by Bruce Cordell, plus (non-D&D) SHADOWS OF YOG-SOTHOTH by Sandy Petersen (et al).
Labels:
D&D,
rpgs,
Temple of Elemental Evil,
TSR,
WotC
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