Showing posts with label Gary Gygax. Show all posts
Showing posts with label Gary Gygax. Show all posts

Monday, February 5, 2018

Ratik, as Far as that Goes.

Yesterday my brother was looking at the World of Greyhawk map and he noticed the land of Ratik. He was curious about the little nation, and I'll be honest here, I was too. In my years of running in Greyhawk I never ran across the province as I tend to focus south of the Nyr Dyv and out west towards the Sea of Dust.

Ratik was new territory for me to explore; and the thing is, Ratik appears to be new territory for everyone else too. As best as I've been able to tell it was only mentioned in four places: (1) the World of Greyhawk Boxed Set, (2) in an article in Dragon 57, (3) the Living Greyhawk website, and (4) the Living Greyhawk Gazetteer. That's not a lot of information to go on.

Mounted Knight by Arthur Pyle

In the World of Greyhawk Boxed Set (pg. 32) the Archbarony is revealed to be an offshoot of Aerdi and to be a province ruled by the rather competent Ratik line. They have strong connections with the dwarves and gnomes of the area and are respected by the raiders and nomads surrounding them. When the hordes of humanoids began attacking Ratik not only weathered their advances but drove them out of their lands. Unfortunately this sent the humanoids south into the Bone Marches where they wrecked havoc.

Aside from the prosperous logging industry the only aspect of the Ratik description that I found worth noting was that in the north Ratik woodsmen were armed with bows and patrolled that boarder while in the south "hillrunners" were equipped with slings and watched the southern boarder. 

The article from Dragon 57, Developments from Stonefist to South Province by Gary Gygax, (pg. 13 - 16) is largely a battlefield report. While there are some interesting tidbits here it largely points towards the steady development of the fractious area without anything all that substantive given away. The only thing that I found interesting was that the dwarves in the Rakers (the mountain chain to the west of Ratik) are largely holed up in their mountainous fortresses as they are being besieged by gnolls and like-minded humanoids.



After this all I found on the area is from the Living Greyhawk website and Gazetteer (pg. 88 - 91) which largely express the same information though with the Gazetteer providing more depth to the reader. Our leader is now Lady Evaleigh of Ratik and the barony is now completely divested from Aerdi. To be perfectly honest, while this provides the reader with the most information on the area from any of the sources I have it's largely a mess. This brings up one of the problems that I have with the Living Greyhawk Gazetteer. While it provides players with some of the most current information on the setting as of its publication it also tends to feel a bit like the authors are attempting to throw everything they can think of at the players. It makes things feel rushed and discombobulated at times (especially in less developed areas like Ratik). 

So that's as much information as I have on the nation of Ratik. If anyone else has anything to add from any of the official sources (Living Greyhawk, modules, the magazines, and so forth) please let me know because I would love to continue fleshing out the little nation-state. 

Wednesday, January 31, 2018

A Research List

Living Greyhawk Gazetteer
  1. Al'Akbar
  2. Allitur
  3. Atroa
  4. Beltar
  5. Beory
  6. Berei
  7. Bleredd
  8. Boccob
  9. Bralm
  10. Celestian
  11. Cyndor
  12. Dalt
  13. Delleb
  14. Ehlonna
  15. Erythnul
  16. Fharlanghn
  17. Fortubo
  18. Geshtai
  19. Heironeous
  20. Hextor
  21. Incabulous
  22. Istus
  23. Iuz
  24. Jascar
  25. Joramy
  26. Kord
  27. Kurell
  28. Lendor
  29. Lirr
  30. Llerg
  31. Lydia
  32. Mayaheine
  33. Merikka
  34. Mouqol
  35. Myhriss
  36. Nerull
  37. Norebo
  38. Obad-Hai
  39. Olidammara
  40. Osprem
  41. Pelor
  42. Phaulkon
  43. Pholtus
  44. Phyton
  45. Procan
  46. Pyremius
  47. Ralishaz
  48. Rao
  49. Raxivort
  50. Rudd
  51. St. Cuthbert
  52. Sehanine Moonbow
  53. Sotillion
  54. Syrul
  55. Telchur
  56. Tharizdun
  57. Trithereon
  58. Ulaa
  59. Vatun
  60. Vecna
  61. Velnius
  62. Wastri
  63. Wee Jas
  64. Wenta
  65. Xan Yae
  66. Xerbo
  67. Ye'Cind
  68. Zagyg
  69. Zilchus
  70. Zodal
  71. Zuoken

Questions Yet to Be Answered
  • What is the point of having so many gods when many overlap each other? Is it a flavor thing or is it simply the glut that often accompanies a setting over time?
  • Should some of these gods be culled from a completed list? 
  • Any god left on the list should have a reason for existing beyond X does Y but with a slight difference. It must be distinct and provide a reason for choosing them over the others. Is it possible for this to occur with an unmodified list?

Goals
Unspecified. 

Thursday, January 4, 2018

Greyhawk as a Post Apocalyptic World

At it's core the world of Greyhawk is a set in a post apocalyptic time period. The two great empires of old, the Suloise and Baklunish, waged a war that devastated both empires and reshaped the continents. The story that is told in official publications is that the end of these empires came about due to the "Invoked Devastation," a magical attack so devastating that it's like could never be seen again. The thing is that we're talking about an event that is millennia old within the timeline of the fictional world of Greyhawk and what could pass for magic today might have been advanced technology then. 

Imagine for a moment that our world as we know it were to end in a thermonuclear war tomorrow. The very landscape might change depending on how many bombs were used and their power. Everything touched by the radioactive fallout would be changed. Mutations would run rampant on those that survived as their bodies would have to develop new ways to cope with the radiation and the new environment that the world presents them. In the survivors of this nuclear apocalypse we would see new evolutionary developments. As the millennia pass they would slowly crawl their way back into the arms of civilization and as they did so it is inevitable that they would eventually discover ancient technologies. What would they think of our phones, computers, statues, cars, and air planes? Would they know what they were or would they think us wizards who bent the very fabric of reality to our whim?

I think that their reaction would be as Arthur C. Clark once said: "Any sufficiently advanced technology is indistinguishable from magic." They wouldn't have the understanding necessary to distinguish the difference between a gun and a magic wand. Our whole game world could be nothing more than the by-product of a civilization not understanding what they're dealing with. The monstrous creatures they encounter could be mutated animals and human beings or evolutionary excursions as life keeps trying to find new ways to exist. The various races of the planet could be aliens from the far corners of the galaxy who have been trapped here so long that they can't remember being from anywhere else. Demons, devils, and dragons could all be extra-dimensional beings who have made it here through tears in the fabric of space-time leftover from the nuclear devastation. Magic, in all its various forms, could be the expression of a particular mutation within the wider population that is either gaining prominence or being weeded out of the species. 

Art by Moebius

With this understanding of the world of Greyhawk we could easily imagine it being akin to M. John Harrison's Viriconium, the wildest comics from Heavy Metal, or from the works of Moebius. It could be Jack Vance's Planet of Adventure and Edgar Rice Burroughs' Mars. However you liken the setting, the point is that the world has become far more exciting and wide open again rather than bound by the trappings of a semi-Medieval world and that makes it reinvigorating to my imagination. I hope it does to yours as well. 

Tuesday, January 2, 2018

A Line in the Sand for One of the Oldest Settings in D&D

On December 19. 2017 Dungeons & Dragons Creative Director, Mike Mearls, did an Ask Me Anything on Reddit which I found an interesting read. Among the many questions he was asked was one about his favorite setting. Mike answered, "I'd love to tackle Greyhawk, but I'd want to approach it from the original [Gary] Gygax material, ignoring most everything post-1983 (unless he was the author)."

That's an interesting way to go in re-imagining the setting as it both eliminates a rather large swath of weak material but also some beloved adventures that came after Gary Gygax was forced out of TSR. Kick out the Greyhawk Wars, World of Greyhawk, all the Carl Sargent stuff, all the Living Greyhawk material, and all the stuff published by Wizards of the Coast throughout the tail end of Second Edition and all of Third Edition. Essentially it would reset the world at the Greyhawk Boxed set with the whole setting on a tenuous peace with armies posturing and occasionally raiding across the boarders but without the outright war that characterized the setting throughout the majority of its published existence. 

I'm conflicted about this proposed reset. On the one hand I hate some of the changes that came to the setting after the Greyhawk Boxed Set and really hate the way that the world was reshaped by the Greyhawk Wars; but on the other hand I really love some of the Carl Sargent stuff (seriously, Sargent rocks and to completely lose his influence from the setting would really be a bit difficult for me). Still, at this point the Greyhawk setting has been largely neglected and pushed to the side so often that just to have some light from someone who loves it would be . . . amazing. 

Rary the Traitor by Ben Wootten

Listen, as a setting the World of Greyhawk is just a few short years away from being a forgotten memory that used to be a place played in back when the game first started. It's a relic waiting to be discarded. That needs to change before it gets forgotten and left to those few of us still waving our flag out here on the boarders of ignoble oblivion.

Greyhawk deserves to have a new generation of players care about it the way that I do after reading Carl Sargent. It needs to have authors that love the setting exploring it and pushing the game in a way that the Forgotten Realms simply can't compete with anymore. It needs to have boarder wars and devils walking the face of Oerth again. It needs to be a place where players go when they've gotten over the triteness of Faerun and are looking for somewhere new to explore where the canon warriors haven't entrenched themselves on every hill and loudly proclaim, "That's not how it goes in the books!"

There is so much potential in Greyhawk for new players. It's the land where the greatest adventures are set and where the best game designers made bold choices. It's a place where the great experiments of D&D were often first tested and where many of the most beloved spells, items, devils, gods, and non-player characters were first pushed out in the world. It can be that place again, and if the way we get it there is to let go of things like Sargent and the post Gygax material, then we should. 

Come on Mearls. Make us proud and do something breathtaking with the setting. 

Tuesday, June 20, 2017

Dungeons & Dragons Doesn't Have to Follow the Traditional Foundation Laid by Tolkien.

As far as I am aware it has long been established that the game worlds of any Dungeons & Dragons game is essentially a quasi-Medieval world wherein the concepts of Arthurian and Tolkien fantasy hold sway over the possibilities available to the players. Knights, dragons, trolls, and whatnot rule the landscape with legendary quests on every horizon. Over the last few years, though, I've begun to wonder if this isn't only a partial picture of the game worlds available to us as colored by the overriding appetite of the average Dungeons & Dragons consumer of the early years and TSR's need to fulfill that hunger. 

Unknown title by Melvyn Grant

I started thinking about this when I first read the introduction to the Appendix N of Gary Gygax's Advanced Dungeons & Dragons Dungeon Masters Guide: ". . . Inspiration for all of the fantasy work I have done stems directly from the love my father showed when I was a tad, for he spent many hours telling me stories he made up as he went along, tales of cloaked old men -who could grant wishes, of magic rings and enchanted swords, or wicked sorcerors and dauntless swordsmen. Then too, countless hundreds of comic books went down, and the long-gone EC ones certainly had their effect. Science fiction, fantasy, and horror movies were a big influence. In fact, all of us tend to get ample helpings of fantasy when we are very young, from fairy tales such as those written by the Brothers Grimm and Andrew Long. This often leads to reading books of mythology, paging through bestiaries, and consultation of compilations of the myths of various lands and peoples. Upon such a base I built my interest in fantasy, being an avid reader of all science fiction and fantasy literature since 1950 . . ." (Gygax, pg. 224). The list he then provided to the reader stretched from the fantasy works of authors like J.R.R. Tolkien, to pulp authors like Edgar Rice Burroughs, and genre defying authors like Jack Vance. 

1920 - Warlord by Jakub Rozalski

Over the years I've read stories from the early days of the hobby where Dungeons & Dragons players played in games that defied what has become known as the fantasy genre. Tanks, laser guns, machine guns, rocket ships, aliens, and B movie monsters made appearances. They pushed the boundaries of their imaginations and went wherever their fancies took them whether it was up an elevator or down a water slide into a mountain of treasure. So why did that stop? Why did we go from having a game that jumped the shark at every opportunity into one that dogmatically declared that you must play in a quasi-Medieval world where magic was in the ascendancy and technology was languishing behind?

Snail Mail by Jean-Baptiste Monge 2016

My suspicion is that as TSR continued to publish adventures and supplements to meet the ravenous appetites of Tolkien's fan base that it steadily pushed players who wanted to do other things to wayside. Instead of riding rocket-powered, mechanical, flying horses and chasing space pirates across the night sky in Dungeons & Dragons they moved on to other games; and as they left so too did the wilder, pulp, and genre defying side of the game. The fantastic Medieval world became the standard genre and for a lot Dungeons & Dragons enthusiasts the literary exploration of Gygax's inspiration begins and ends with the fantasy authors of Tolkien, Moorcock, Anderson, and Leiber. The games become homogeneous and the stories we tell are nothing more than trite rehashes of the same adventures people have been having for the last forty years. We don't make new things, just re-imaginings of past glories; and it leaves us all with a boring wasteland of mediocrity as a result. 

Tavern,
Dungeon,
Orcs,
Goblins,
Dragons,
Treasures,
Repeat.

Repeat.

Repeat.

Over and over, and over, and over, and over again. 

It's past time we start breaking that cycle.


Works Cited 
Gygax, Gary. Official Advanced Dungeons & Dragons Dungeon Masters Guide. TSR Games, 1979. pg 224

Tuesday, February 21, 2017

The Whole of Fantasy and Dungeons & Dragons

Jupiter and Europa by Marit Berg

Last night I was reading a pdf copy of Europa when I ran across an article by Gary Gygax, How to Set Up Your Dungeons & Dragons Campaign - and Be Stuck Refereeing it Seven Days per Week Until the Wee Hours of the Morning! This was actually the second part of a series he had been writing, which I have yet to fully explore as I haven't found any other copies of Europa other than this one, and I noticed something that I had suspected for some time but not actually seen in print before. Gary wrote, ". . . Now fantasy / swords & sorcery games need not have any fixed basis for the assumptions made by its referee (my own doesn't) except those which embrace the whole of fantasy . . . Settings based upon the limits (if one can speak of fantasy limits) can be very interesting in themselves providing the scope of the setting will allow the players relative free-reign to their imaginations. Typical settings are: Teutonic / Norse Mythology; Medieval European Folklore (including King Arthur, Holger the Dane, and so on); The Fafhrd and the Grey Mouser; Indian Mythology; and Lost Continents such as Atlantis or Mu. Regardless of the setting you can have it all taking place on an 'alternative earth' or a parallel world . . ." (Gygax, 18).

The part that got my attention was that first line, that ". . . fantasy / swords & sorcery games need not have any fixed basis for the assumptions made by its referee . . . except those which embrace the whole of fantasy . . ." (Gygax, 18). Embrace the whole of fantasy.

Too often when I read and discuss role-playing games - especially when concerning Dungeons & Dragons - I find that there are all of these established boundaries that delineate what I'm allowed to do with my games. The world must be set in a quasi-Medieval time period. Guns, if they exist at all, should be rare. The world should feel big and the players a small part of it. Oh, and the literary inspiration for your games should come from Tolkien, Martin, or Gygax's Appendix N. 

Fantasy, especially the way that the term was understood before we decided to subdivide everything to death, was so much larger than the truncated spectrum that comes from limiting our imaginations to any guiding light. Take for example my own favorite source of inspiration: pulp fantasy. 


I know that for some of my readers they might be reminded of James Maliszewski's exploration of pulp fantasy and his definition of the term or as he put it ". . . In general, 'pulp fantasy' roughly equates to what we nowadays call 'sword and sorcery.' However, the term is more expansive than that, because it also includes authors and stories that do not, strictly speaking, fall under sword and sorcery, such as Burroughs and other 'sword and planet' authors, as well as 'weird tales' of the Lovecraftian variety. I chose the term because, by and large, most of the authors whom Gygax cites as influences in the famous Appendix N of the AD&D Dungeon Masters Guide were published in the pulp magazines of the 20s through 50s . . ." (Maliszewski).

Unfortunately James' definition of pulp fantasy ignores a large part of what made up the pulp fantasy of the era. As a result, if we were to hold to his definition than we wouldn't consider pulp standards like Doc Savage, Buck Rogers, Tarzan of the Apes, The Shadow, Green Lama, or Zorro as something that we should look to for inspiration in our Dungeons & Dragons games. Our heroes would be craven things who acted out of a slavish devotion to selfishness rather than because they were doing the right thing. We wouldn't have alien battles, tanks, high speed car chases, mystical hokum, or super heroics. Instead we would be bound to endlessly repeating pale imitations of Howard's adventures and Tolkien's quests.


Listen, It's all too common for people to coalesce around an idea and codify it as conventional wisdom. Today in our hobby we have as our conventional wisdom the standard refrain that our Dungeons & Dragons styled games are all supposed to be pseudo-Medieval affairs hinged on the literary roots of Conan the Barbarian, Fafhrd and the Grey Mouser, and the Lord of the Rings; and James held to this line of thought in his discussion of pulp fantasy. As a community we have internalized this conventional wisdom and now it is taken for granted that if we are playing Dungeons & Dragons then it must be this way and any deviation is anathema.

Yet it doesn't have to be that way. 

Yes, we can explore a setting bound by certain limits as Gary noted in Europa, but we can also go further and take the game in different directions without it being something other than Dungeons & Dragons. We can hop a ride on the back of a floating cart with hairy aliens and six legged horses to take back our lives like Prince Valentine did in Robert Silverberg's  Lord Valentine's Castle. Or we can race across the globe in a desperate race to get back home after we crash landed on some god forsaken planet like Adam Reith did in Jack Vance's Planet of Adventure novels. We could even fight evil like Buck Rogers in Philip Francis Nowlan's Armageddon 2419 A.D. But we don't; because too often we let ourselves be convinced that if we're playing Dungeons & Dragons it has to be the same way that everyone else has always played it. We have to be Aragon dragging some fat, little halflings half way across the world to save it on an epic quest; or we have to Conan sneaking his way through the palace. 

I have spent the better part of the last decade having fun exploring worlds like that but they're not enough any more. I want my games to be more. I want aliens. I want laser guns and high speed rocket chases across the universe. I want to fight evil. I want to out smart the villain and save the day. I want to go to sleep and wake up a thousand years later only to jump right into a gun fight as I rush to the aide of some poor sap beset by vicious gangs. 

There is so much out there for a Dungeons & Dragons game to be that isn't just a rehashing of Howard and Tolkien. I want all of it. I want the whole of fantasy.





Works Cited

Gygax, Gary. "How to Set Up Your Dungeons & Dragons Campaign - and Be Stuck Refereeing it Seven Days per Week Until the Wee Hours of the Morning!" Europa. April 1975. pg 18. pdf

Maliszewski, James. "What is Pulp Fantasy?" GROGNARDIA, http://grognardia.blogspot.com/2008/04/what-is-pulp-fantasy.html. Accessed February 21, 2017.

Thursday, January 5, 2017

So You Like Looking in Sacks?

Against the Giants cover by Bill Willingham

Last night I was reading the article What's in the Bag from the latest edition of Dragon+ and it occurred to me that the Giant's Bag is just filled with random, useless shit. It got me to wondering if this was something that began back in the Advanced Dungeons & Dragons days or if it was a relatively new phenomenon so I took a look at module G-1-2-3, Against the Giants. Here's the entry:

. . . Giant's Bag Contents: There will be numerous occasions when bags and chests will be searched by the party. The contents of these containers may be determined randomly by using the table hereafter. The number of  items in the bag or other container is simply determined by rolling five four-sided dice (5d4) to obtain a random number of items between 5 and 20 . . .
                  Giant's Bag Contents Table:
Die Roll      ______ Item In Bag or Other Container ______
01 - 03       old axe blade for use as hand chopper
04 - 17       boulders, small (1-4)
18 - 19       bowl and spoon, tin or pewter, battered
20 - 21       brass item, various and sundry, bent
22 - 23       caltrops, iron, large (1-6)
24 - 25       cheese, hard, slightly moldy and stinky
26 - 30       cloak, shabby, wool or hide
31 -32        comb and hairpins, bone
33 - 40       cooking pot, iron
41 - 43       horn, drinking
44 - 47       knife, skinning
48 - 53       linens, various, soiled, patched
54 - 60       meat, haunch of
61 - 64       money, copper (100 - 400 pieces)
65 - 67       money, silver (20 - 80 pieces)
68 - 69       money, gold (10 - 40 pieces)
70 - 76       pelt, fur, worthless and mangy
77 - 83       rope, 10' - 120 ' coil, very strong
84 - 85       salt, small bag or box of
86 - 90       sandals, old
91 - 98       skin, water or wine, full
99 - 00       teeth or tusks, animal, no ivory value (1 -8)
It is suggested that no item be duplicated; roll again if a duplicate item is indicated by any given roll . . . (pg 2 - 3, Gygax)

So it seems that giant sacks have always been filled with crap but rarely have they been filled with anything that could remotely be considered interesting. This seems like something that +Chris Tamm could easily remedy with one of his d100 charts that he's always putting out on Elfmaids & Octopi.  Actually, now that I think about it you could make a pretty epic list just by going through his d100 lists and taking an item from each one until you've made up a giant's sack filled with such bizarre fair that it'll have your players talking about where that giant had been and what it had done for days afterwards. 

You know what? 

I kind of want to make a giant's sack table filled with useless shit now.




Update 1 - 8 -17

+Chris Tamm came by and left a link to his d100 Giant's Sack Table! Check it out:




Works Cited 
Gygax, Gary. Against the Giants. TSR Games, 1981. pgs 2 - 3. Print. 

Tuesday, August 9, 2016

The Prelacy of Almor, Part 1: Where It All Begins

The campaign that I've been thinking about running for the last few months will be based in the Prelacy of Almor; a small state formerly situated between the Kingdom of Nyrond and the Great Kingdom of Ahlissa. Now if you're like me then it's likely that the only thing you knew about the Prelacy of Almor is that it was utterly destroyed by the Great Kingdom during Ivid the Undying's expansion and what wasn't conquered by him was absorbed by Nyrond. Or you could be like my lovely bride and just laugh every time I try to say Almor with my southern drawl bastardizing it into a terrible mess of false consonants and invented vowels. Regardless of where your knowledge about the Prelacy of Almor begins I'd like to discuss how I'm using the little state and where I'm envisioning the campaign going as it progresses.

Prior to the Greyhawk Wars the Prelacy of Almor really didn't have a lot of attention paid to it in the published materials for the setting. In truth the only real information that I could find on the state was found in the 1983 Boxed Set where it's description is fairly short and uninspiring:
. . . Originally a clerical fief of Aerdy, Almor grew in power and independence as the Great Kingdom became weak and decadent. The various petty nobles and the Lord Mayor of the town of Innspa swear allegiance to the reigning prelate - usually a high priest. The state is only loosely organized, but it has a strong spirit of freedom and justice based upon religious precepts. The peoples are mainly farmers and herdsmen and fisherfolk. In the far north there are some foresters. Militia contingents bear crossbow, spear, or polearm (fauchard or glaive most commonly). Standing forces number around 5,000 total horse and foot, plus the nobility and gentry. The Prelacy is strongly supported by Nyrond as a buffer between that realm and that of the Overking, and pay a stipend to help support the standing army of Almor . . . (Gygax)
The only enlargement on the state's description that I could find prior to the Greyhawk Wars came from a Rob Kuntz article in Dragon Magazine #65, Greyhawk's World: News, Notes, and Views of the Greyhawk Campaign (pg. 11 - 12)which discusses the efforts of Almor and Nyrond to block the Great Kingdom's expansion of its boarders. This paucity of information on the Prelacy of Almor is a blessing as it allows me to build the state in a way that not only suits my purposes but provides me with a loose enough framework that I can let my players really push the story in any way that appeals to them without the Canon Nazi in my head screaming out, "THEY CAN'T DO THAT!"

Now after the Great Kingdom expands the Prelacy of Almor recieves more attention but I have no interest in exploring that era at this time. For my purposes it becomes far less interesting when you already know the outcome of the war; when you know that your only hope is to salvage through the ruins of hamlets and towns looking for the bits and pieces that you can sale to ruthless traders. No, it's far more exciting when you can explore the intrigue of states waging a cold war and steadily bringing up the temperature. That side of things makes my mind race with excitement and has gotten me to begin working on a new campaign for the first time in months - and that means I need to chase and nurture it once I've caught it.

More later.


Works Cited
Gygax, Gary. A Guide to the World of Greyhawk Fantasy Setting, A Catalogue of the Land of Flanaess Being the Easter POrtion of the Continetn Oerik, of Oerth. Random House. United States of America. 1983. Print.


Prelacy of Almor Series
The Prelacy of Almor, Part 1: Where It All Begins

Sunday, February 28, 2016

O' Greyhawk, Where Art Thou?

The other day Christopher Perkins, Principle Story Designer for Dungeons and Dragons at Wizards of the Coast, put out a poll that went like this:


Out of the 2,829 votes Greyhawk got 538. Every other setting presented as an option by Perkins beat us by an average of 200 votes. That's just embarrassing.

I mean I get it; I really do. Dark Sun had a pretty popular relaunch during Fourth Edition (those Dark Sun books are actually really cool and you should totally check it out). Dragonlance still sells a ridiculous amount of novels and was really well supported throughout Third with an official Campaign Setting book and a bunch of third party releases from Margaret Weis and the Sovereign Press group. And of course Eberron was fully supported throughout Third and Fourth editions with supplements, adventures, novels, art, and articles on the website and the magazines. 

By contrast Greyhawk hasn't had anything officially published by Wizards of the Coast since 2007's Expedition to the Ruins of Greyhawk. Largely we've been absent from the conversation and we've seen Cannonfire, arguably the largest community of Greyhawk enthusiasts, steadily growing silent over the last few years. We're at a point as a group where we either need to become active in proselytizing the setting to other D&D enthusiasts or we need to recognize that the setting is going to become a footnote in the game's history. People will read about in Wikipedia as the place where Gary Gygax ran his games, and that will be all they'll know about it, and that's a damned shame.

The thing about it all is that we know Greyhawk shouldn't be left to such an undignified fate. As a setting it was home to many of the greatest adventures in the early days of the hobby. They're so good that even today we're seeing them shape what many people view as the standard of what a good adventure in our hobby looks like; which is great, but they're being moved out of Greyhawk and into the Realms as Wizards of the Coast uses them for inspiration and transplants them. They're creating a new standard of what good looks in modules like Princes of the Apocalypse for a whole new generation of fans that may never even think to go out and pick up what inspired their favorites. 

Greyhawk is a setting that I've found had enough room in it for my version of it, and for +Mike Bridges' version for it, and +Joseph Bloch's version for it, and for every other version you run into without the sort of cannon pissing contests that crop up every time you so much as mention the Forgotten Realms. The reason for that is that Greyhawk is so flexible as a setting: we have space ships, wars with demons and gods, artifacts so powerful that their names have been in every edition since they first appeared back in First Edition, all the named spells in every Player's Handbook came from characters that exist only in Greyhawk. Two of the most successful times in this hobby's history came about when Greyhawk was active: First and Third edition. In First, Greyhawk helped establish what was possible in the game and the adventures set there are still talked about today.  In Third, we saw the return of Greyhawk as it was the edition's setting; it was flexible, and by and large, loosely defined for this edition. In doing so it offered a level of freedom for new players that let them carve out their own Greyhawks and brought people like me into the community with this hunger for the setting.

Greyhawk is the setting that gives us the opportunity to do our own thing when we start out. We don't have a library of fiction that has established a narrative for our world that our Players feel we must hold tight to our bosoms. Our setting isn't filled to the brim with godlike non-player characters (NPCs) who shuffle our players' characters about the world like chess pieces; and quite frankly, the NPCs die far too easily in our setting for them to even hope to attain that level of Machiavellian power.

So how do we turn this about and bring Greyhawk back to the forefront? How do we get Wizards of the Coast to recognize what we see in this setting?

The simplest answer is that we have to get vocal about the setting. We have to tell the ladies and gentlemen of Wizards' D&D team that we want Greyhawk to come back with this edition of the game. We have to talk to them on Twitter and email the Wizards corporate office. But more than that we have to go to the places where people are talking about Dungeons and Dragons and role-playing games and engage them about the setting. We need to open Greyhawk up on reddit, and we need to encourage people to join it on Facebook. We need to be champions for Greyhawk, because if we aren't then no one else will be. 


Monday, November 23, 2015

The People of Yesterday Held Different Beliefs Than We Do Today! WHAT IS WRONG WITH THEM?

Lately I've been spending a lot of time reading through the TOR.com exploration of Gary Gygax's Appendix N and wondering what is wrong with these people. Their criticisms are often not about the works they're reading but instead about the people who wrote them - people who often reflected the times they lived in by holding outdated views about morality, sexuality, race relations, social justice, and the like. As a result their objections all tend to sound the same: "Author X was writing in 1910 and held views that were common during their lifetime but are completely wrong by today's standards. What the fuck is wrong with them?" I mean who would ever imagine that someone writing more than a hundred years ago might have moral and societal values that are vastly different from the ones we have today.

It doesn't end there, though, as so often the argument that they're making isn't just that these people lived in a vastly different society from what we live in today but that we should not read them because of that very fact. These authors from the past, Lovecraft and his Pulp contemporaries, should be actively avoided because they held the wrong beliefs and that is the exact opposite of a liberal's core belief, not only when it comes to reading, but to free speech in general

Look, liberals used to be the cat in the room who listened to too much jazz, drank whiskey, smoked unfiltered cigarettes, and was constantly pushing lists of locally banned books into your hands and rasping, "Man you got to read Hoffman, Thompson, Miller, Twain, Vonnegut, Heller, Faulkner, and Salinger because what they're doing is on another level from the rest of us." We used to be the guys who were telling the fascists to go fuck themselves because we're not going to use their approved language and walk down the road thinking their approved thoughts. We were the god-damned, liberal, pinko, commie, fags who were challenging the conservative elements of the nation by going out, doing, being, and trying everything until we found our own thing. We were the people who taught the world to, "Do you, bro," because what mattered was that each of us were true to ourselves and developed a morality and understanding of the world that we could live with rather than one that would grind us into dust beneath its heel. Somewhere along the line though the assholes infiltrated us and now we're sitting around looking at people demanding that they, "Do you, just so long as it's according to these pre-established guidelines of acceptable thoughts and actions." I've been a liberal for too long to suddenly begin walking down that line happily chanting the party slogans. "Think like us! Talk like us! Be an individual, just so long as you're exactly like us!" 

Fuck that. 

I'm still reading books like The Tropic of Cancer, The Great Gatsby, Slaughterhouse-Five, Red Nails, Huckleberry Finn, and Catch-22. I'm still reading adventure stories and murder mysteries that have no morality plays attached to them. And though I've long since stopped smoking I'm still listening to too much jazz and drinking whiskey late at night while pushing lists of banned books on my friends telling them they've got to give these guys a chance. 

Read Banned Books by Topher MacDonald (who makes some kickass stuff)

Thursday, October 15, 2015

The Child Thief of Greyhawk, Murq the Wizard



Last night I was reading the Glossography for the Guide to the World of Greyhawk when I ran across a villain that actually made me catch my breath.
". . . Fifteen years ago, the city of Greyhawk . . .  was plagued by a series of strange disappearances among the youth of the noble families. The children simply disappeared at night, never to be seen again, though sometimes they were replaced by simulacrums that committed vile blasphemies and had to be destroyed. After investigation both magical and mundane, the city magistrate determined that the wizard Murq was behind these awful outrages. (His exact purpose was never ascertained.) When a grim and determined group of high level guardsmen was sent to apprehend Murq, he had already fled, leaving behind only another simulacrum that was killed vowing vengeance upon the magistrate and the city.

The magician Murq and his outrages have almost been forgotten. Recently, however, the respected magistrate’s sleep has been invaded by evil dreams. In these nightmares, mad Murq appears surrounded by a cold fen, threatening the magistrate and the city with doom. He boasts of having found an ancient volume of great power, whose secrets are enabling the magic-user to create a mist golem. This creature, Murq claims, can slay others, but cannot itself be slain. When the stars are right, the golem shall be finished. Then it shall be sent to kill; first the magistrate, then anyone it can find, until everyone is slain or driven out of the city . . ." (Gygax, pg 26)
The abduction of a child is one of the most terrifying things imaginable for any parent and here is Murq, the child-thief of Greyhawk. Think about him for a minute. He comes in the night after you've put your children to bed and takes them away, never to be seen again. Not only does he take away everything that really matters in your life in that moment but if you're really unlucky he leaves you a present that looks just like your child. Only in the place of your child is an abomination before the gods.

It's hard to imagine what act Murq could have the Simulacrum perform that be so vile that it must be destroyed. Did he have them simply doing their best impressions of the Exorcist? Or did he have them begin summoning demons from the abyss into their bedrooms when their parents entered? Was he trying to bring one of the Demon Lords into the heart of aristocratic Greyhawk?

Murq is a perplexing monster in the setting. On the one hand he feels as though he could be just another serial killer hunting down and sacrificing children to vile gods; but what if there's more behind his actions? He's only attacking the nobility in this blurb. Could he an extension of the anarchists who murdered and rioted their way through the early 1900s and were popping back up in the 1960s and 1970s? Or is he just a nightmare given life in the world of Greyhawk?

No matter what his motivations the son of a bitch needs killing and I would have gleefully joined any party rushing his home and would have rushed headlong into his room hoping that my axe would be the one to sever his head from his dainty, little shoulders. But that wasn't how it ended for Murq because he got away and then he did got on the edge of doing something that terrifies every player in the game: he nearly created an unbeatable opponent. The mist golem he haunts the magistrate's dreams with is the sort of thing that no player in his right mind would ever allow to enter into the game's world - nor would any of us allow that technology to slip through our fingers if there's a chance that we might be able to send that bad boy against our enemies later in the game (hey we might be the good guys, but we're just not that good).

What happened to Murq? Did the players kill him? Did they save the kids? We wouldn't know the answer sixteen years when he would be mentioned in 1998's Greyhawk the Adventure Begins:
". .  . Hardly less notorious was the rogue wizard known as Murq, who, in 561 CY, kidnapped two-score children of Greyhawk’s noble families and fled the city. The fate of the children was never determined, though a group of adventurers (subtly guided by the Circle of Eight) tracked down Murq in the far north and, through a magical construct, prevented him from attacking the city again. The fate of Murq and the children was never revealed to the public . . ." (Moore, 61)
So the answer is we don't know for sure but there is a possibility that appeared in Murq's final appearance two years later in the article Greyhawk Grimoires from Dragon Magazine #269:
". . . A search of Murq’s abode offered no insight into his motives for the kidnappings, nor what became of the children (though it was frequently postulated that they had been sacrificed to some nefarious deity), Furthermore, investigators found nothing that could be used to track down the wizard. Indeed, Murq had disappeared without a trace, just as his victims had done . . ." (Mullin, pg 64)
It's obvious that the conclusion that the Mullin reached is that he children were sacrificed to some dark god but I have this crazy theory that Murq was actually playing with powers far deadlier for Greyhawk than just some distant god that barely notices some robed loser sacrificing children in their name. No, I think that Murq was trying to bring in one of the Demon Lords in a bid to take over Greyhawk. Which one?

My money's on Franz-Urb'luu.



Works Cited
Gygax, Gary. A Glossography for the Guide to the World of Greyhawk. TSR, Inc. USA: 1983. PRINT pg. 26

Moore, Roger E. Greyhawk the Adventure Begins. TSR, Inc. USA: 1998. PRINT 61.

Mullin, Robert S. “Greyhawk Grimoires” Dragon Magazine March 2000: 64, 66. PRINT


Buy the Books Mentioned Here

Saturday, March 8, 2014

Let's See How Much Fun This Could Be

I was sitting down reading old Gary Gygax question and answer threads last night when I noticed this great question and answer combination over at Dragonsfoot:

The Question
Hey Gary,

I was wondering if you could give me your thoughts on running an "All Gygax, all the time" campaign. There have been several threads on DF regarding whcih order poeople would run modules in and I was wondering if you'd like to add your input/critique my tentative list :)

First, in what order would you run a 1e AD&D module-based campaign? You can use works from other authors, of course, but I'd be interested in knowing also what modules of your own design you'd use and in what order.

Second, what do you think of this list of mine? In order of play:

B2 Keep on the Borderland
T1-2 Temple of Elemental Evil
S4 Lost Caverns of Tsojcanth
WG4 Lost Caverns of Tharizdun
WG 5 Mordenkainen's Fantastic Adventure
G1-3 Against the Giants
D1-2 Descent to the Depths of the Earth
D3 Vault of the Drow
S1 Tomb of Horrors
WG 6 Isle of the Ape

I know T1-4 is designed for beginning characters but I have a soft spot for B2 in my heart, and it would allow for a couple of levels for the PC's before they made it to the moat house 8O

If you notice, I left out Q1 as I am not exactly thrilled with it as a finale to the Giants-Drow saga. Also, if you can think of a good place to fit in S3 Expedition to the Barrier Peaks please let me know! I was considering putting it after WG 5 but then I was worried PC's might be a little too powerful for the giants.

Anywho, your thought/input would be greatly appreciated :)

Pax,
Chris
In fairly short order Gary was able to provide him with an answer.
A bit straped for time of late, so pardin the brevity of my response. Here's the order I would use, and I do agree with you about omitting the Queen of the Demonweb Pits module. I never liked it.

Keep on the Borderland
Village of Hommlet
Temple of Elemental Evil
Dungeonland
Land beyond the Magic Mirror
Lost Caverns of Tsojcanth
Forgotten Temple of Tharizdun
Steading of the Hill Giant Chief
Glacial rift of the Frost Giant Jarl
Hall of the Fire Giant King
Mordenkainen's Fantastic Adventure
Tomb of Horrors
Descent to the Depths of the Earth
Shrine of the Kuo-toa
Vault of the Drow
Isle of the Ape
(Necropolis, final portion)

Cheerio,
Gary
Now that's an interesting adventure path that might actually rock the house. Especially as you get into the Dungeonland, Magic Mirror, Tsojanth series of mind bending adventures.  I'm kind of interested in making a run at this as there is a lot of fun adventuring to be had, but I'm concerned that no one may make it by the Tomb of Horrors.

Lots to think about.

Monday, March 3, 2014

The Lost Caverns of Tsjoconth, Conclusion


In the center lies the gate 
But opening is sure to vex 
Many are the guards who wait 
As you go to the middle hex 

Randomly sent to find a way 
Back to a different iron door 
A seventh time and you may stay 
And seek the prize no more 

You have won my choicest prize 
My warded cache of magic 
And freed the one with yearning eyes 
Whose lot was hunger tragic. (original, pg. 7) 

Entering into the second levels of the Lost Caverns players are greeted with the above poem in the original version of this module. This three stanza poem spells out everything there is about the level in an elegant way. In the sequel, however, players have to find this information in room 17 of the Lesser Caverns (Upper left corner of the map). Otherwise the players will be left wandering about the Greater Caverns hoping to run across the following clues: 

Going south takes you southwest 
Going north takes you southeast 
Travel southeast and you are south 
Northwest brings you north 
Travel southwest reverses that 
From northeast you go northwest (sequel, pg. 20) 

 It’s clear that given the truncated time scale and nature of tournament play that Gary did not want to encumber the game with the steady plodding and high frustration levels that would occur later in S4: the Lost Caverns of Tsjocanth – a feature Gary warned about.
 . . . When confronted with the teleportation corridors in area 19, players may become disheartened if they have not had considerable experience in similar situations. If the players are unable to deal with the situation, the DM may place certain clues, to be found with monsters that have other treasure. Each clue will be one of the following lines, written on a piece of parchment and found in a scroll tube of little or no value . . . 

 Nothing else should be said when the clues are read. After being teleported a time or two, the players should realize the meaning of the clues, yet still be challenged by the situation . . . (sequel, pg. 20) 
Without spoiling the adventure there are a lot of differences between the two versions of the module. Many locations have a greater and more wondrous feel in the sequel and there way more monsters present. Not only that, but unlike the original which confines play within the Greater Caverns the sequel has no compunction about sending players careening off into alternate dimensions and deadly pocket dimensions where they’re left to fend for themselves. As an adventure you could easily lose yourself within the traps and tricks of the Greater Caverns for the entirety of your adventuring career without ever beating the damn thing. 

 A thoroughly impressive feat. 

A Word on Dungeon Master Prep

Of the two versions of the game the sequel require a substantially greater effort on the part of any would be Dungeon Master. Without the time spent designing several of the offshoot dimensions play will grind to a halt and it will ruin the adventure. 

S4 should not be attempted unless you're willing to expend the effort to make it something special - but it should be noted that if you do, your rewards will be great.

The Slumbering Warrior Queen Awaits by Jeff Easley pg. 28

Works Cited
Gygax, Gary  The Lost Caverns of Tsojconth. MDG, USA: 1976. pg. 7.

Gygax, Gary S4: The Lost Caverns of Tsjocanth. TSR Hobbies, Inc. USA: 1982. pg. 20, 28.


Read the Complete Series
Part 6: Conclusion

Friday, February 21, 2014

The Lost Caverns of Tsjoconth, Part 5: The Dungeon Proper, the Lesser Caverns

 

In each version of the module play within the caverns begins at position 1, in the lower center portion of the Lesser Caverns, and while the basic journey of the module is the same the differences are stark. Consider the Main Entrance:
Immediately upon descending the stairs the party will see the narrow passage to the left, and if they enter see “B.”

The large cave is high vaulted (30’ at least), and the roof is hung with some stalactites, but few stalagmites are on the floor. On the right hand wall before each tunnel out of the place there is a face in bas relief. The visage is rather horrid and doleful. When any member of the party comes within 2’ of one of these carvings it will speak with a magic mouth: “TURN BACK, THIS IS NOT THE WAY.” If asked specifically to tell the truth (truth is the key word), all will lie except the right passage: “THIS IS THE RIGHT WAY. (I WARD THE ONLY WAY).” If the stone mouth is watched closely it will be seen that there is a gem inside each. A command to give or yield the gem will not work, but simply stating that the visage should open its mouth will: “AAAAHHH . . .” The first gem taken is worth 1,000 GP; all others are worth 10 GP (original, pg. 6).
By comparison the sequel begins with the following boxed text, which will appear in bold, and then expands further for the Dungeon Master:
After descending the long flight of steps, you pass north about 20' into a natural chamber some 70' wide and 50' deep. You have ignored a narrow passageway to your left (west) in order to enter this area, for your light has glinted off something on the far wall of the place. Now you see that there are weird faces carved in bas-relief around the walls of this cavern. There are, in fact, six such visages hewn from the rock itself. Each face is by the side of one of six tunnels leading off in one direction or another from the cavern to unknown. Although each face is slightly different from its fellows, all are strange and doleful looking: one has doglike ears, another protruding tusks, a third drooping wattles, etc. There seems to be no relationship between the size of the passageway and the stony visage beside it. Nothing else in the chamber seems remarkable. There are a few stalactites on the ceiling above, a few fallen to the floor amid a handful of stalagmites.

Each of these bas-relief carvings has an animated mouth with a permanent magic mouth spell cast upon it. When any party member comes within three feet of one of these faces, the mouth will move and it will say with a bass, mournfully dire tone: "TURN BACK ... THIS IS NOT THE WAY!" This will be repeated endlessly each time the same or another individual comes within three feet. If any member watches the stone mouth, he or she will note that it has something glittering within it. Each mouth has a gem in it. The colors are, from left to right, amber, purple (amethyst), pale blue (aquamarine), deep red (garnet), olive green (peridot), and dark pink (tourmaline). Regardless of which is taken first, the first gem is worth 1,000 gp. The others, although just as large, are flawed and worth but 100 gp each. The stone of these faces is very hard and nearly impossible to break. Each mouth will bite for 1d10+2 points of damage if anyone attempts to take the gem within. A command spell or a demand for the gem will not avail. However, if any character simply asks the face to stick out its tongue, or open its mouth and stick out its tongue, or any similar request, the face will obey. The mouth will open, the sound "AAAHHH" will be heard, and the gem will be on the tongue. If characters attempt to speak with a visage, it will only repeat its deep voiced warning. However, if the word "truth" is used in any question or demand, then each face will lie and state majestically: "MY WAY IS THE RIGHT WAY." Only the visage in the far southeast, beside the 2' wide passageway south, will say anything different. That mouth will speak as follows: "I WATCH THE ONLY WAY!" (sequel, pg. 13).
It is clear that in the intervening years since the publication of the original module and its sequel a lot has changed in the philosophy behind dungeon design. No longer is the cavern described by its height and nebulously sketched out as "large", but instead it is given definitive dimensions. The bas relief faces are no longer uniformly deformed, but now each is unique in its deformities. Additionally the gems are no longer of up to Dungeon Master discretion but instead have been ascribed color and composition. The values of the imperfect gems have also been raised from the measly 10 gold in the original to a 100 gold.

While these differences I’ve just described are minute it is the clarity of the sequel that stands head and shoulders above the original. The original suffers both from a truncated page count and brevity of prose that Gary Gygax could abandon with the sequel; and it’s good that he did.

Take for example the questioning of the bas reliefs.
If asked specifically to tell the truth (truth is the key word), all will lie except the right passage: “THIS IS THE RIGHT WAY. (I WARD THE ONLY WAY).” (original, pg. 6)

From pg. 9 Uncredited Illustration
While it is easy having read the sequel to realize that the parenthetical text is actually the response of the bas relief that tells only the truth, that is not the case here. Had I been running this adventure off the original text I would have boomed the phrase “THIS IS THE RIGHT WAY,” and then whispered as loudly as I could “I WARD THE ONLY WAY.”

Mad as that sounds my assumption would have been that Gary was encouraging me, as the Dungeon Master, to really mess with my players and poke at them in the most enjoyable manner.
. . . if the word "truth" is used in any question or demand, then each face will lie and state majestically: "MY WAY IS THE RIGHT WAY." Only the visage in the far southeast, beside the 2' wide passageway south, will say anything different. That mouth will speak as follows: "I WATCH THE ONLY WAY!" (sequel, pg. 13).
Comparing these two versions of the text there is no doubt that as the Dungeon Master I am supposed to use the separate phrase only for the true way. While this tends to produce a clearer version of the game it does take away a bit of the mad cap nature of the original. 

One final note, before I move on, the only illustration of the bas reliefs occurs not in the sequel - where you would expect to see them - but in the original. Which seems odd considering the expanded descriptions Gary wrote for them and the bigger budget afforded to the sequel.

The Chinese Giants

In the original you’ll find 2 Chinese Hill Giants in location O, in the upper right hand corner of the map who have amazing hearing and the strangest sense of fashion I’ve ever read about. After killing the pair your players will find among the plunder two cloaks and two pairs of boots. One cloak is poisonous, and one of the pairs of boots is a set of Boots of Dancing.

Every time I read about that possible combination I have this image of a twelve-foot tall, transvestite, Chinese, giant who really wants to win the drag ball but hates himself for cheating. I don’t know why he’s a transvestite or why he’s cheating but I really want to play that encounter right now.

They’re gone in the sequel.

Instead they are replaced by formorian giants. Their home is described as the sort of garbage pile hovel you expect some heroin using degenerate to occupy; and while the possessions are the same the humor is gone. Instead of wanting to play this encounter I feel like if I let nature take its course the giants would have died of a drug overdose within the month.

Adding through Subtraction

There are an impressive array of additions in the sequel. As well as the expanded descriptions of each area and boxed text, you’ll find 43 more monsters (well, 2,041 if you count all the individual bats). There are also seven new monsters that have not appeared in other sources at this time. Yet for all of that I feel like I’m missing out as I find myself missing things like the Bronze Dragon who’s no longer there in the sequel and the vague descriptions of each area.


Works Cited
Gygax, Gary  The Lost Caverns of Tsojconth. MDG, USA: 1976. pg. 6, 9.

Gygax, Gary S4: The Lost Caverns of Tsjocanth. TSR Hobbies, Inc. USA: 1982. pg. 13.

Thursday, February 20, 2014

The Lost Caverns of Tsjoconth, part 4: The Greater and Lesser Cavern Maps


Given the increased page volume between the original module and the sequel you'd be forgiven for imagining that the sequel would have a larger area to encounter; but that's not the case.

Original Maps from pgs. 4 and 5

Sequel Maps from pgs. 4 and 5
Surprisingly there aren't a lot of differences between the two maps. In the sequel the lines are cleaner and more visually appealing. The water is easier to distinguish in the lesser cavern and the features of the map are far and away more discernible.

The big differnce between the two maps comes from the keying of each. In the original Lesser Cavern you have six non-combat encounter areas keyed (denoted by numbers) and 16 combat areas (denoted by letters). By comparison to the sequel you have 22 combat and non-combat areas all signified numerically. Most of the keyed locations occur in the same place on the map, but not always. For example, encounter 7 on the new map never occurs in the original.

In the Greater Caverns we see some more significant changes. Additional cavern features are clearly evident, such as the sink hole in location 7. The circular wall that encompasses the central area in the original map has also been removed. You also have the changes in encounter location that occurred in the lesser caverns and less keyed encounters in the sequel. In the original you have 23 keyed and signified by letters, while in the sequel you have 20 denoted numerically.

While you might be tempted to feel robbed by this shortening of encounters, let me put your mind to ease. The sequel more than makes up for this dearth as I'll be discussing later in this series

Closing Comments.

Due to the influx of spam comments on Dyvers I am closing the comments. I'm not currently doing anything with this blog, but I don'...