Showing posts with label alignment. Show all posts
Showing posts with label alignment. Show all posts

Tuesday, February 24, 2026

The Articles of Dragon: "Deities and Their Faithful"

I'm on record as disliking the general approach to religion and gods Dungeons & Dragons has taken since the beginning. I've always found it weirdly reductive and, for lack of a better word, "game-y." Certainly, I can understand that a more nuanced and complex approach probably wouldn't have sold many books, but I still can't help but think D&D deserved better than what we got in Deities & Demigods. I suspect this is a minority opinion, but it's not one without precedent in the annals of the hobby.

With this as background, I think you can easily guess my reaction to Gary Gygax's "From the Sorcerer's Scroll" column from issue #97 of Dragon (March 1985). Entitled "Deities and Their Faithful," it's very close to the Platonic ideal of what I don't want in a discussion of the gods in the context of fantasy roleplaying games. In it, Gygax introduces a new set of game mechanics intended to quantify a deity's power on a particular plane of existence, as well as provide some (very rough) guidelines on divine favor and disfavor. Even taken as an example of Gygax "thinking out loud," the article is a mess.

Gygax begins by stating gods' power "comes from those who believe in them." He suggests this idea is not a new one, having been "put forth often by others, whether seriously or as a device for literature." I cannot be certain this is the first time this idea appears in connection with D&D, but, even if it's not, having Gygax's name associated with it lends it a great deal of weight. I do know that, by the time the Planescape campaign setting was released almost a decade later, this line of thinking was uncontroversial, even commonplace. I think it's fine in certain contexts, though it's still a weirdly rationalist approach to the subject of belief.

In any case, Gygax proposes that a god's hit points derive from the number of his believers at a ratio of 1:1000. That is, for every 1000 believers, the god has 1hp on a certain plane. Thus, a god with 400hp must have 400,000 believers. Further, a god's "power points" – a new concept for "the stuff from which all deities of the same alignment draw to use their spell-like powers, issue and enforce commands, and perform other abilities they may have" – has the same ratio but only for believers of the same alignment. Thus, a Lawful Neutral believer of a Lawful Good god contributes only to the god's hit points, not his power points. Gygax adds that level/hit dice also plays a role here. A believer of 2nd level is worth twice as much as one of only 1st level, while one of 3rd level is worth three times as much, and so on. Clerics (and only clerics) are worth twice as much on top of everything else, so, for example, a 15th-level cleric is worth 30 points.

The article doesn't go into any detail about the nature of power points, so it's a very abstract way of quantifying a given deity's power. However, Gygax does note that, since gods derive power from believers of the same alignment, this is the reason alignment is so important – and why the gods look with disfavor on those who change alignment, since it literally takes power away from them. I can see how this sort of metaphysical set-up might have interesting consequences in certain kinds of settings, but I'm not sure it's a good model for most, where the relationship between gods and mortals isn't so nakedly mechanistic.

Speaking of disfavor, Gygax also offers, at the end of the article, some ideas for minor and major banes and boons that might be conferred by the gods to those especially devoted to them. These range from extra hit points to bonuses to attacks/saving throws to magic resistance. He provides no clear thresholds or conditions for when a believer earns favor/disfavor, but that's not surprising. The whole article feels very much like Gygax is tossing some ideas out there to see what people think about them. 

As I said earlier, I think "Deities and Their Faithful" isn't my favorite article. I can see what Gygax was probably intending to do with it, but I'm not sure I see the point. Mind you, I treat religion and the gods differently in most of my RPG campaigns, so perhaps this approach was always going to be a hard sell for me. If you liked this article/approach, I'd love to know more about why and what, if anything, you did with it in your campaigns.

Tuesday, May 13, 2025

REPOST: The Articles of Dragon: "Setting Saintly Standards"

"Setting Saintly Standards" from issue #79 (November 1983) exemplifies two of the worst aspects of D&D: a mania for quantifying everything combined with forgetfulness about the game's origins. Written by Scott Bennie, the article to provide a system "for defining sainthood [and] classifying the precise abilities or capabilities of a saint." Saints, Bennie notes, are mentioned several times in passing in the Dungeon Masters Guide (the Mace of St. Cuthbert being the most notable), but what saints are and what purpose they serve is never explained. Bennie is correct so far as he goes. What he forgets (or is unaware of) is that Gary Gygax provided some good evidence as to the nature of saints back in an issue of The Strategic Review where he talks about alignment. There, saints are exemplars of Lawful Goodness, just as devils are exemplars of Lawful Evilness and demons exemplars of Chaotic Evilness. While AD&D provided lots of information on devils and demons, saints get no similar treatment (neither do "godlings," but no one seems to care about them for some reason).

That's where "Setting Saintly Standards" steps in. Bennie proposes that saints are special servants of the gods who've achieved immortality and some measure of divine power. He makes them on par with Greyhawk's "quasi-deities" like Murlynd or Keoghtom, but explicitly tied to a specific deity, whom they serve and whose cause they promote. The article lays out their spell-like abilities and offers four examples of saints from his own campaign to give the referee some idea of how to create saints of his own. He likewise suggests that some saints -- "patron saints" -- may have shrines dedicated to them and, over time, achieve sufficient power to become demigods in their own right. Exactly what this means for relations between the saint, his followers, and the deity he ostensibly serves is never discussed.

I'm on record as intensely disliking the reduction of gods and semi-divine beings to game stats. It's not for nothing that I dislike both Gods, Demigods & Heroes and Deities & Demigods. One of D&D's worst failings is its reductionism, its voracious appetite to turn everything into either a monster to be killed or a piece of magical technology to be wielded. Saints, as Bennie imagines them, are just big monsters -- or little gods -- to be confronted rather than anything more sublime. Maybe I'd be less bothered by this if he'd have adopted another term for what he's presenting; I don't think the idea of fighting gods is necessarily out of bounds. For certain styles of fantasy, it's even highly appropriate. But saint has a very specific meaning and Gygax's mention of them is almost certainly tied up in the implicit Christianity of early gaming.

Late 1983, though, was a long distance away from 1974, though, and the culture of the hobby had changed. What to Gygax had seemed obvious was now in need of explication and not just explication but expansion. That's why Bennie broadens the use of the term "saint" to include the servants of any god, not just Lawful Good ones. Thus we have St. Kargoth, a fallen paladin, among the four examples he provides us. To say that the idea of an "anti-saint" or "dark saint" is bizarre to me is an understatement. Mind you, I find the idea of non-Lawful Good paladins similarly bizarre, so clearly I'm out of step with a lot of gamers, no that this is any surprise.

Wednesday, November 6, 2024

Retrospective: Planescape Campaign Setting

When I first acquired the AD&D Players Handbook – this was sometime in early 1980 – one of my favorite sections was Apprendix IV: The Known Planes of Existence. Taking up only a couple of pages, this appendix was the first time I'd ever encountered Gary Gygax's bizarre, mysterious, and wonderfully baroque ideas about the multiverse of Advanced Dungeons & Dragons. What made Gygax's vision so weird compelling was its obsessive orderliness, which didn't simply tie the Outer Planes to each of the game's nine alignments, but to every conceivable shade in between. That's why, for example, the Seven Heavens are described as being "of absolute lawful good," while the planes of Elysium are "of neutral good lawfuls." 

Objectively, this is bonkers stuff, but I adored it and spent a lot of time thinking about the Outer (and other) Planes, aided no doubt by my fascination with the demons and devils of the Monster Manual. Despite Gygax's precise distinctions between the alignments of the Planes, AD&D didn't have a lot to say about them for a long time, aside from the occasional article in Dragon, like the ones about the Astral Plane (by Roger E. Moore) and the Nine Hells (by Ed Greenwood). And, of course, we later got Gygax's own developed thoughts about the Inner Planes, which were every bit as eccentric and persnickety as what he wrote in Appendix IV of the PHB all those years ago.

What I always wanted was a better sense of the Planes as a place and, more than that, as an adventuring locale. What sorts of adventures could AD&D characters have among the Planes? What made the Outer Planes different from the Prime Material Plane and how would this impact the kinds of adventures to be had there? The better Dragon articles, like those of Greenwood, did this well, or at least better than did Gygax, whose own ideas, while fascinating, remained largely in the realm of the theoretical. I wanted something more "down to earth," if you'll forgive the phrase. Jeff Grubb's Manual of the Planes was a good first step in that direction, but I wanted more.

As it turned out, I'd have to wait until 1994 to get that, in the form of the Planescape Campaign Setting – and it was not at all what I had expected. As imagined by David "Zeb" Cook and brought to visual life by Tony DiTerlizzi, the Outer Planes were indeed weird, though quite different from how they'd been previously portrayed. Instead of being presented as primarily the dwelling places of gods and demons, the Planes were instead a battleground between various factions of "philosophers with clubs," each of which hopes to remake reality according to their own idiosyncratic perspective. These factions, each associated (in some cases loosely) with an alignment or Outer Plane, were the driving force behind Cook's vision for Planescape. More than that, they provided an easy buy-in for player characters looking to involve themselves in the cosmic struggles of the setting.

"The setting." That's important. One of the clever things Cook did with Planescape was that he made the Planes a setting. They weren't just a place you could visit for a brief time; they were a place you could stay. Further, they were a place where even novice characters could stay, not merely high-level ones with access to potent magic. Further still, they were a place with its own native inhabitants and players could easily take up the role of one of them. Planescape gave AD&D's Planes a life of their own, divorced from the Prime Material Plane where most campaigns were set. Planescape made it possible to play entire campaigns where characters never once set foot on the World of Greyhawk, the Forgotten Realms, or any other "normal" campaign world. 

This was a bold approach and not at all what I or, I imagine, most AD&D players at the time were expecting. Not everyone warmed to Planescape's vision of the Planes. Indeed, I recall quite a few old hands who scoffed at it as taking too many cues from White Wolf's World of Darkness RPGs, which were very popular at the time. I can certainly appreciate the shock and surprise they probably felt upon reading Planescape and seeing DiTerlizzi's Dr Seuss-like depictions of the denizens of the Planes. This was not Gygax's Planes; it wasn't even Grubb's. It was something quite unique, filled with the strange, the odd, and the occasionally silly, and suffused with a punkish vibe that came through most strongly in its use of Planar Cant drawn from the criminal slang of the 17th, 18th, and 19th centuries. Many people, even fans of the setting, loathed the Cant, but there's no denying that it helped give Planescape a distinct flavor of its own.

Me, I enjoyed Planescape. It was not at all what I expected, but I enjoyed it for what it was: a strange, whimsical, wondrous take on world-hopping fantasy, with "worlds" in this case being other Planes of Existence, each with its own individual rules and style. And then there's Sigil, the City of Doors, located at the very center of the multiverse – if a series of infinite planes can truly be said to have a center. Home to the various planar factions and serving as a crossroads of the Planes, Sigil could serve as the basis for an entire campaign in itself, but it was also the perfect "home base" for planar characters whose adventures took them across the realms of the Great Wheel and beyond. Like Planescape itself, I really enjoyed Sigil and had a lot of fun with it.

I have lots of thoughts I could share about Planescape, both positive and negative, but my overall feeling for it is one of affection. I first made use of the setting as an adjunct to an ongoing Forgotten Realms campaign I ran in the mid-1990s. Later, I ran a "native" campaign among the Planes in the early days of Third Edition. Both were very well received by my players. Indeed, we still occasionally talk about some of the adventures they had in the setting. That's my usual measure of whether a gaming product succeeds – did I have fun with it? – and by that standard, Planescape is one of the greats.  

Tuesday, May 21, 2024

Polyhedron: Issue #27

Issue #27 of Polyhedron (January 1986) features yet another cover by Roger Raupp, this time depicting a clan of dwarves. Raupp was a very prominent artist in the pages of both Polyhedron and Dragon during the second half of the 1980s – so prominent that, for me at least, his illustrations strongly define the look of that era. I also remember Raupp's work on many of the later Avalon Hill RuneQuest books, which, as I understand it, are very well regarded among Glorantha fans. 

Leaving aside the forgettable "Notes from HQ," the issue properly kicks off with "Dominion" by Jon Pickens, which introduces a new type of spell for use by AD&D magic-users. Unlike previous collections of new spells by Pickens, this one looks not to magic items for inspiration but rather psionics. All of the dominion spells concern "controlling the victim's voluntary muscles and sensory linkages." This is not mind control but rather bodily control of another being (with the senses being considered part of the body). It's an interesting approach and ultimately, I think, a better one than AD&D's psionics system, which, in addition to being mechanically dubious, didn't really mesh with the overall feel of the game.

"The Thorinson Clan" by Skip Olsen presents five dwarves, related by blood and marriage, from his Norse mythology-inspired AD&D campaign. These are the characters Roger Raupp portrayed on the cover. They're an interesting bunch and I must confess I appreciate the fact that Olsen's campaign is multi-generational, a style of play I think is under-appreciated (and one of the reasons I think so highly of Pendragon). Almost certainly coincidentally, this issue's installment of Errol Farstad's "The Critical Hit" offers a very positive review of Pendragon, which he calls "the stuff of which legends are made." Needless to say, I agree with his assessment.

Next up is "She-Rampage" by Susan Lawson and Tom Robertson, a scenario for use with Marvel Super Heroes. As you might guess based on its title, the scenario involved She-Hulk but also a number of other female Marvel characters, like Valkyrie, Spider-Woman, Thundra, and Tigra. There's also an original character, Lucky Penny, who's based on the Polyhedron's editor, Penny Petticord. The background to the adventure is rather convoluted and involves alternate Earths where one sex dominates the others. The male-dominated Earth, Machus, has learned of the existence of our Earth and sees the existence of super-powered women as a potential threat to be eliminated. This they attempt to do by traveling to our world and then – I am not making this up – releasing doctored photos and scurrilous stories in the pages of "a girlie magazine known as Pander." Naturally, the superheroines take exception to this and it's clobberin' time. I have no words.

Michael Przytarski's "Fletcher's Corner" looks at "problem players." More specifically, he's interested in two different types of players who can cause problems for the referee. The first is the "Sierra Club Player," who's memorized all the rulebooks and uses his knowledge to overcome every obstacle the referee sets before him. The second is the "Multi-Class Player," whose experience is so wide that he tells other players the best way to play their class. In each case, Pryztarski offers some advice on how best to handle these players. Like most articles of this sort, it's hard to judge how good his advice would have been at the time, because most of what he says is now commonsense and has been for a long time. 

"Alignment Theory" by Robert B. DesJardins is yet another attempt to make sense of AD&D's alignment. Like all such attempts, it's fine to the extent that you're willing to accept its premises. DesJardins argues that "law versus chaos" is a question of politics, while "good versus evil" is a question of heart (or morality). He makes this distinction in order to fight against the supposed notion that some players believe Lawful Good is more good than Chaotic Good – in short equating "law" with "good" and "chaos" with "evil." Was this a common belief then or now? I suppose it's possible players who entered the hobby through Dungeons & Dragons might have carried with them echoes of its threefold alignment system, but, even so, how common was it? I guess I long ago tired of alignment discussion, so it's difficult for me to care much about articles like this.

This month, "Dispel Confusion" focuses solely on rules and other questions about Star Frontiers, which surprised me. Meanwhile, "Gamma Mars: The Attack" by James M. Ward offers up a dozen new mutants to be used in conjunction with the "Gamma Mars" article from last issue. Most of these mutants are mutated Earth insects, but one represents the original Martian race, whose members have been lying beneath the planet's surface in wait for the right moment to strike against human colonists to the Red Planet. I find it notable that Ward was long interested in introducing extra-terrestrial beings into his post-apocalyptic settings, whether Gamma World or Metamorphosis Alpha. I wonder why it was an idea to which he returned so often?

As you can probably tell by this post, my enthusiasm for re-reading Polyhedron is waning. I'm very close to the end of the issues I owned in my youth, so I may simply be anticipating the conclusion of this series. On the other hand, I also think there's a certain tiredness to the newszine itself. The content has never been as uniformly good as that of Dragon and it's become even more variable as it has depended more and more on submissions by RPGA members, few of which are as polished or imaginative as those to be found elsewhere. The end result is a 'zine that's sometimes a bit of a chore to read, never mind comment about intelligently. 

Ah well. I'll soldier on.

Monday, November 27, 2023

In Defense of Evil Characters

Having last week come to the defense of the murderhobo, I thought I'd go one step further this week by doing something similar for outright evil characters. That's because, for as long as I've played Dungeons & Dragons, I've never considered the possibility of playing such characters illegitimate. None of the editions of the game I encountered in the first few years after I entered the hobby – in order: Holmes Basic, AD&D, or Moldvay Basic – forbids characters from being evil (though the matter is a little complicated in the latter case, since there is no explicitly "evil" alignment). Indeed, all three versions of the game are quite clear that a player character can be of any alignment, including evil ones. 

Likewise, Holmes states that at least one class – thieves – are "not truly good," while AD&D goes further, claiming that "most thieves tend toward evil." Assassins engage in an activity that Gary Gygax memorably described as "the antithesis of weal," hence their outright restriction to evil alignment. Monks have a very limited range of alignments, but Lawful Evil is among them. Bards are almost as restricted in their alignment options, yet they too can be evil. Only druids, paladins, and rangers are forbidden from being evil by the rules, suggesting that the possibility of a player choosing to play an evil cleric or fighter is in no way beyond the pale. 

Of course, it's one thing to see the possibility of evil characters as legitimate and another to see it as desirable. In the early days, I tended to transfer Moldvay's perspective about Chaotic characters to evil ones more broadly: they don't play well with others. For the most part, my friends shared this perspective. I cannot recall anyone of my neighborhood buddies wanting to play an evil character, let alone actually doing so. Like me, they'd come to D&D as relatively innocent boys who looked to the heroes of mythology and literature for inspiration in generating our earliest characters.  Few, if any, of these characters were evil either in thought or deed and our own characters reflected this.

However, as I mentioned in my post about murderhobos, a number of the protagonists of the pulp fantasy stories that served as the inspiration of Gary Gygax in his personal conception of the game were, at best, morally ambiguous and, in a few cases, evil by the standards of D&D's alignment system. That this is the case is made unmistakable in, for example, the write-up of Elric in Deities & Demigods, which judges him Chaotic Evil in alignment. One can certainly argue the fine details of that or similar judgments, but there's no denying that there's a strong tradition of pulp fantasy characters whose exploits include a lot of morally dubious actions.

Beyond that, one need only take a look at the play of the earliest Dungeons & Dragons campaigns. Blackmoor, the birthplace of D&D, featured at least one significant evil player character – Sir Fang, a fighter-turned-vampire whose depredations proved so frightful to the other characters in that campaign that the cleric class was created to stand against him. Meanwhile, one of the most successful characters in Gygax's Greyhawk campaign was Robilar, played by Rob Kuntz. Robilar was not unique in this regard. A quick look at The Rogues Gallery reveals a number of evil-aligned player characters among TSR's writers and designers. If you look at the pregenerated characters for use with modules like Expedition to the Barrier Peaks and Dwellers of the Forbidden City, you'll find several also have evil alignments.

The weight of all this evidence was still insufficient to turn me into a defender of evil characters, except in the narrowest sense. Yes, the rules allow for evil characters, but that didn't mean I had to like it. What ultimately changed my mind was when, many years after I first played D&D, I participated in several sessions that featured an evil character. He was a Neutral Evil psionicist/thief – this was in the days of 2e – and he made himself very useful to his companions by both his skills and his knowledge. I never completely trusted him, but there was no denying that he filled a niche in the party and that his presence helped us succeed when we might otherwise have not. It helped, too, that he was well roleplayed as a charming, if not at all trustworthy, rascal. 

Ultimately, that's what convinced me that an evil character could be fun: good roleplaying. Here was a completely disreputable character, a liar and a cheat, whose actions were always self-interested – but he was played so well and so enjoyably that I almost forgot he was evil. Eventually, the character had the opportunity to betray his comrades to his benefit and he took it. The betrayal left us in a bit of a bind and, while my character was certainly angry, I was not. The character acted as he ought to have, given his alignment. If anyone is to be blamed, it's the rest of us for taking on such a character, knowing as we did that he was evil. But, as I said, he was charming, so fun, that we let our guard down and paid the price for it.

That may seem an odd defense of evil characters. From my perspective, though, it's the strongest one I can offer: sometimes it's fun. Roleplaying games are a form of escapism, something I consider very important, especially nowadays. Having a creative outlet for our baser instincts is, in my opinion, just as vital as having one where we can behave heroically. Sometimes we want to be Galahad and sometimes we want to be Cugel the Clever. I don't see either one as inherently better than the other. While my preference remains for less morally compromised characters, I can easily see the fun in evil characters. Arguably, many of the characters in my House of Worms campaign would be considered evil in D&D terms, so it's not as if the playstyle is completely outside my taste. I've also long harbored a desire to a referee a D&D campaign in which all the characters are members of a Thieves' Guild. In such a campaign, I suspect the vast majority of the characters would be evil, or at least non-good.

I'd love to know of your experiences playing or playing with evil characters. Is it enjoyable? Is it something you'd recommend? What are the advantages and drawbacks of this kind of game? It's a topic that I think deserves greater examination.

Tuesday, August 29, 2023

Polyhedron: Issue #7

Issue # 7 of Polyhedron (August 1982) once again features a cover artist – Scott Roberts – with whom I am unfamiliar. I find this fascinating, as it suggests that the staff of the 'zine wanted to cultivate a unique look for the periodical, one that was distinct from that of Dragon, even though both were published by TSR. True or not, this trend lessened somewhat as Polyhedron's run continued, as we'll see in future posts in this series. 

The issue begins with Frank Mentzer's last(?) "Where I'm Coming From," in which he briefly recounts the founding of the RPGA and the role he and others played in that. Then, he announces that "it's time for me to move on," as he will soon be "very, very busy working with Gary." He explains that he will "essentially ... be #2 right after Gary when it comes to D&D® rules and AD&D™ games, and so forth." This is obviously a reference to his oversight of the revision of Dungeons & Dragons game, as well as his assistance in getting things like The Temple of Elemental Evil completed, both of which earned Mentzer a lasting place in the history of the hobby.

The letters page includes the following:

This letter hits home, because I remember well the first few years after I discovered D&D and other RPGs. They were most definitely obsessions for me – not to the extent that they affected my schoolwork and other responsibilities, but I certainly devoted a lot of time to playing and preparing to play them. 

"Dispel Confusion" contains a number of interesting questions and answers this issue. For example, one reader asks about the level at which a ranger casts druid and magic-user spells in AD&D. The answer is that, at the time a ranger gains access to a new type of spellcasting, he casts those spells as if he were 1st level in the appropriate class. Thus, a ranger gains druid spells at 8th level in his class but casts those spells as if he were a 1st-level druid. The same is true of magic-user spells, which a ranger gains at 9th level. I believe I already knew this, but it was fascinating to be reminded of it. Additionally, there's this question and answer:
I have no strong feelings about this matter one way or the other, but I do think the reasoning here is worthy of note. Also notable is the way that Mentzer, who provided this issue's answers, mentions that he agrees with "Gary" on this point – another example of the Cult of Gygax that was popularized in the pages of TSR periodicals.

"RPGA Interview with Mike Carr" is exactly what you'd expect: an extensive interview with Mike Carr, who was at this point Executive Vice President of TSR's Manufacturing Division. From my perspective, the interview is quite good, focusing a lot on the early days of both the hobby and TSR. It's also very clear, as if there were any doubt, that Dawn Patrol means a lot to Carr, since he mentions it often in his answers. "Spelling Bee" looks at clerical and druid spells, providing some thoughts on their use in play. Of interest is the following note about know alignment: "Often cast at the beginning of an adventure, it's aimed at 1, 2, or 3 creatures, all of whom (except the Lawful Goods) should retaliate by disrupting the casting, leaving the area quickly, or some other equally rude action."

Gary Gygax offers a very short piece entitled "Notes from the DM," in which he holds forth on the matter of AD&D's one-minute combat round and "detailed combat." All of this old hat to those of us who've seen Gygax discuss this in other places. However, the fact that he needs to keep trying to justify it goes a long way, I think, to explain why it would eventually be abandoned in contemporary versions of the game (and, it should be noted, in Dungeons & Dragons, including the edition that Mentzer himself would develop).

"Campaign Clues" by Corey Koebernick, husband of Jean Wells, offers advice to Top Secret referees (or Administrators) on starting espionage campaigns. Meanwhile, Bill Fawcett's "Ranch Encounters" is a collection of random encounters for use with Boot Hill. One of the upsides of Polyhedron's narrow focus on TSR RPGs is that each issue is likely to contain articles devoted to some of these "lesser" games that my friends and I played. That's something that mattered a lot to me at the time, since Dragon tended not to include many articles of this sort, at least not when I was a regular reader (the day of the Ares Section being a significant exception). 

"Notes for the Dungeon Master" takes a look at higher-level characters. At the start of the article, Frank Mentzer, the author, mentions that "looking at the data we've received from hundreds of DMs worldwide, it seems the average advancement of a character is about 2–3 levels per year." That jibes with my own experience of playing AD&D around this time, though I also recall a few outliers who achieved higher levels, mostly due to being played very often (and perhaps a little greater generosity of XP on my part). 

This issue marks the first appearance of the RPGA Gift Catalog about which I've written before. I still get a kick out of looking at it even now, because it's such a wonderful artifact from the days of D&D's faddishness. "Convention Wrapup" briefly reports all the happenings at various conventions across the USA during the previous months. As one would expect, there's much emphasis on RPGA events, including the winners of tournaments, who are listed by name. I always keep an eye out, to see if I recognize any notable individuals among the winners. Finally, there's Roger Raupp's comic, "Nor." Sadly, the comic continues to plod along without any obvious direction and there's still no follow-up to the crashed spacecraft from its very first installment

Oh well, there's always next issue, the very first one I ever owned. 

Tuesday, April 18, 2023

White Dwarf: Issue #71

Issue #71 of White Dwarf (November 1985) boasts an eye-catching Alan Craddock cover, featuring a team-up between a heroic knight and a Conan-esque barbarian, as they face off against a demonic horde. Meanwhile, Ian Livingstone's editorial focuses on the expansion of gaming conventions within the UK, which he suggests will result in "gamers up and down the country ... hav[ing] even greater opportunities to participate in their hobby, and meet famous personalities as well as other players." As someone whose own con experiences are quite limited, I'm fascinated by just how important conventions are, not simply to many gamers, but also to the history of the hobby itself. It's a pity I live in a wasteland when it comes to this sort of thing.

Dave Langford's "Critical Mass" kicks off this issue. In addition to his usual reviews of books I've never read and, therefore, don't care about, he spends some time talking about "huge blockbusters arcing down from interliterary space." In reference to Larry Niven and Jerry Pournelle's Footfall, for example, he elucidates the flaws of blockbuster-style fiction, specifically "momentum takes 100 pages to build, several of the teeming characters are dispensable, and megadeaths are glossed over." These remain issues in this style of popular fiction even today, which is why I prefer short stories over 600-page doorstops. 

"Open Box" reviews two gamebooks I've never encountered before: Avenger! and Assassin! (both 8 out of 10). Published by Knight Books, they take place in a world of "Kung Fu meets AD&D," with the viewpoint character being a ninja. The description of the books' unarmed combat system sounds genuinely interesting. Also reviewed is the Paranoia adventure, Vapors Don't Shout Back (7 out of 10), Masks of Nyarlathotep for Call of Cthulhu (9 out of 10), and Thrilling Locations for James Bond 007 (9 out of 10)

"The Face of Chaos" by Peter Vialls is yet another article discussing the contentious topic of alignment in Advanced Dungeons & Dragons. I must confess this topic bores me to tears, but, judging by the number of articles written about it over the years, I must be in the minority. In any event, Vialls rehearses all the usual beats – What is alignment anyway? How does Chaos differ from Law? Isn't Neutral a cop-out?, etc. – without offering any answers that are new or interesting. That's no knock against him, of course, just an acknowledgment that, after decades of debate, there's not much insight left to be gleaned, so why not write about something else?

"Not Waving But Drowning" by Dave Lucas presents RuneQuest stats for the fossergrim and nereid. "Cults of the Dark Gods" by A J Bradbury provides historical information on the Assassins and Knights Templar for use with Call of Cthulhu. However, Bradbury doesn't give either group any significant connection to the Mythos, which leaves me wondering about the actual purpose of the article. Fortunately, this month's installment of Thrud the Barbarian leaves no doubt as to its purpose, to wit:

"A Box of Old Bones" by Dave Morris is a low-level adventure written for use with both AD&D and Dragon Warriors. Dual-use scenarios of this sort appeared regularly in the pages of White Dwarf and I have long wondered how often anyone made use of the "lesser" of the two game systems for which it was written. In any case, this scenario is a clever and original one that focuses on the theft of a saint's relics, hence its title. There's no magic or miracles here, only human greed, which I found refreshing – an excellent change of pace adventure.

"Avionics Failure" by James Cooke discusses what happens when a Traveller starship suffers damage to its sensors, providing a random failure table to aid the referee in adjudicating the matter. It's not a sexy or groundbreaking article, but it looks useful for ongoing play and that's not nothing. The Travellers comic begins a new storyline, one based on the classic GDW adventure, Shadows. As always, there are lots of fun little bits in the comic. My favorite is the following:
There's yet more Traveller content in this issue, in the form of Marcus L. Rowland's "Tower Trouble." This is a terrific adventure designed for high-skilled criminal characters who are planning a heist on Terra Tower, a beanstalk (as we'd call it today) stretching from Earth's equator to syncrhonous orbit. The scenario is well written, has great maps and referee's advice, and includes pre-generated characters with a lot of individuality. I'm half-tempted to try running sometime as a one-shot, because it looks like fun.

"Monsters Have Feelings Too Two" by Olive MacDonald is a follow-up to an article originally appearing in issue #38. This time, MacDonald wants to emphasize that intelligent monsters shouldn't be one-trick ponies. They can (and should) be used in a variety of different ways within a campaign. This is why MacDonald uses only a sub-set of the monsters available in any given game he referees, since he finds it more interesting to make those he does use multifaceted. I find this hard to argue with and have long argued that games like D&D probably have too many monsters. "Just Good Fiends" by Ian Marsh looks at a related question: what makes a good monster? While Marsh isn't opposed to the idea of introducing new monsters into a game, he does think that every monster should serve a purpose or fill a niche within a game or campaign setting. This is a solid, thoughtful article on a topic that has long been of interest to me.

"Divine Guidance" presents two new oracular magic items for use with Dungeons & Dragons: the Card of Shukeli and Tellstones. The former is a kind of prophetic Tarot card whose face changes based on the imminent fortune of the person who finds it, while latter are paired stones whose temperatures change based on how close they are to one another ("getting warmer ..."). Joe Dever's "Think Ink," in which he talks about a topic of which I knew nothing: the use of drawing inks to tint painted miniatures. Dever's articles never cease to amaze me with the technical knowledge they impart. It's a reminder (yet again) that I know nothing about miniatures painting. Finally, "Gobbledigook" gets a full page to this month's episode, in which we see graphic evidence that "Goblinz never fight fair!" 

Tuesday, March 28, 2023

White Dwarf: Issue #69

Issue #69 of White Dwarf (September 1985) is one of which I have no memory whatsoever. As I mentioned last week, I'm now looking at issues published after I ceased my subscription to the magazine, so my recollections of them are generally hazy. In this particular instance, they're non-existent, so my reading in preparation for this post may well be the first time I've ever set eyes on the issue. The cover is another by Mark Bromley, featuring what would appear to be a dark elf (drow?) lashing a slave under his charge. 

Ian Livingstone's editorial focuses on the tenth anniversary of the Games Day convention. He notes not just the long queues to enter the event, but also the fact that its attendees now number in the thousands rather than the hundreds that first turned out for it in 1975. I have a vague memory that Games Workshop brought a version of Games Day to Baltimore sometime during the '80s, though I never attended it. I wonder how similar it might have been to the original in the UK.

The issue kicks off with "Rationale Behavior" by Peter Tamlyn. The article is actually an extended discussion of the concept of alignment within Dungeons & Dragons, including its limitations. Tamlyn then notes that GW's superhero game, Golden Heroes, includes a series of "campaign ratings" that measure a character's relationship with the in-game world, such as, for example, Public Status and Personal Status. These ratings, he contends, do a better job of describing a character than a simplistic alignment system. For that reason, Tamlyn puts forward an alternative to alignment that takes into account a character's religious attitudes, social status, public piety, and so on in order to give a fuller picture of his place in the fantasy setting. It's an intriguing idea and not without some advantages over alignment, though its use requires considerably more work on the part of both the referee and the player. Still, it was a thought-provoking article.

The second part of Peter Blanchard's "Beneath the Waves" appears, focusing this time on "developing civilizations." As with its predecessor, this article's purpose is to consider the ramifications of life underwater in a fantasy setting. Also like its predecessor, the second installment is well-done but much too brief. Blanchard wisely looks at many of the obvious considerations of the submarine environment, along with less apparent ones, like writing, working metal, construction, and even magic. Unfortunately, most of these topics get a couple of paragraphs at most – better than nothing but still barely scratching the surface of a huge topic. The article would have done well with more examples of how to employ its principles, I think.

"Open Box" starts off with short reviews of three different adventure modules for TSR's Marvel Super Heroes: Secret Wars (7 out of 10), Lone Wolves (6 out of 10), Cat's-Paw (6 out of 10). Interestingly, reviewer Marcus L. Rowland calls Cat's-Paw his favorite of the three and yet it does not receive the highest rating of the three, another indication that these scores were given not by the reviewer but by someone else on the White Dwarf staff. Also reviewed is Toon Strikes Again (8 out of 10) and the boardgame, Chill: Black Morn Manor (8 out of 10), two products with which I have no direct familiarity, though I remember being very intrigued by advertisements for the latter. Finally, there's a review for TSR's Conan Role-Playing Game. The reviewer, Peter Tamlyn, is generally impressed with the game (7 out of 10), but his enthusiasm is dampened by its many editing, proofreading, and typesetting errors. He hopes that there might be a second edition that corrects its many deficiencies..

Dave Langford continues to do his thing in "Critical Mass." At this stage, I find I most enjoy his reviews when he shares my own prejudices, hence why the only things I can remember about this month's installment is his skewering of both Barbara Hambly and Piers Anthony, two writers whose popularity has always baffled me. "Close Encounters" by Ian Marsh similarly held little interest for me. Marsh presents what he thinks RuneQuest really needs: an expansion of the game's strike rank system that takes into account weapon length ... 

The saga of "Thrud the Destroyer" concludes as it was destined to do so: with Thrud and his fellow mercenaries screwing things up for their peasant patrons. "The Travellers" includes more character write-ups, including game statistics, this time for the characters of Hayes and Gavin. "Gobbledigook" likewise reappears. "The Surrey Enigma" is a solid, if inconsequential, Call of Cthulhu adventure by Marcus L. Rowland (did he write everything in WD in the mid-80s?), in which the characters investigate unfounded rumors of witchcraft only to discover something much more sinister. I find it fascinating that the adventure takes the time to explain the old British, pre-decimal currency system to readers. Had its existence already been forgotten by 1985?

"Plague from the Past" by Richard Andrews is an AD&D adventure for 5th–7th level characters. The scenario is clever in a folkloric way that fantasy adventures frequently are not. The village in which it takes up is built atop the body of a long-dead giant and present-day actions are resulting in the giant's restoration to life. Good stuff! "Battle Stations" by J. Evans and E. Wilson presents an alternate – and more complex – damage system for use with Traveller's High Guard. To each his own, but I cannot say I see the appeal. Mind you, the older I get, the more convinced I am that simple, straightforward rules are usually best if your goal is to sustain a campaign long-term, so I am probably biased against articles of this sort.

"The Starlight Pact" by Peter Haines and David Smith is the latest installment of the venerable "Fiend Factory" column. Up till now, "Fiend Factory" showcased new monsters for use with Dungeons & Dragons. This month, the column instead presents five superheroes for use with Golden Heroes, each of which is inspired by a miniature figure produced by Citadel. The times they are indeed a-changin' at White Dwarf. "Shopping for Inspiration" by Joe Dever briefly offers up the names and addresses of stores that sell supplies of interest to miniatures painters, along with the usual tantalizing photos of some of the author's own handiwork. Finally, "Poison" by Graeme Davis presents yet another "new and easy-to-use" system for handling toxins in AD&D – once again, more complexity than I'd ever need, but your mileage may vary.

Monday, February 20, 2023

Pulp Fantasy Gallery: Three Hearts and Three Lions

Poul Anderson's 1961 novel, Three Hearts and Three Lions (originally released in two parts in the September and October 1953 issues of The Magazine of Science Fiction and Fantasy) is one of the most influential fantasy tales ever written, though I imagine very few fantasy fans under the age of 50 have read it. Michael Moorcock, for example, thought very highly of it, borrowing its conception of the eternal war of Law versus Chaos for his Elric stories, which in turn influenced countless other authors. Among those was Gary Gygax, whose conception of alignment in Dungeons & Dragons – itself a remarkably influential fantasy text – derives equally from Moorock and Anderson, hence the inclusion of both authors in Appendix N to his Dungeon Masters Guide.

I was (and am) a huge fan of Poul Anderson's science fiction stories, particularly those featuring the character of Dominic Flandry, but I don't think I picked up any of his fantasy stories until sometime after I'd already started playing D&D. When I finally did so, I think it was The High Crusade that initially most impressed me. In the years since, my appreciation for Three Hearts and Three Lions has eclipsed it, especially as I came to understand its importance to the subsequent history of fantasy.

The first book edition appeared in 1961 as a hardcover from Doubleday and featured a fairly obvious cover image, though its artist is notable – Edward Gorey:

The following year, in 1962, Avon released the book in paperback, with a cover illustration by Richard Powers. This was, I believe, the edition I first encountered almost two decades later:
In 1970, Avon re-released the book with a new cover by Jeff Jones:
Just a few years later, in 1974, Sphere released a UK paperback. Patrick Woodroffe provided this cover illustration:

Later, in 1978, Berkeley released a new paperback edition, this time with art by Wayne Barlowe. 
There was a special Doubleday hardcover edition released in 1983 and made available to members of the Science Fiction Book Club. Susan Collins is the cover artist.
Rounding out the '80s is another paperback edition from Ace, this time with a cover by Carl Lundgren.

Friday, August 12, 2022

Sage Smackdown

The "Sage Advice" column of Dragon was often of interest to me in my youth, largely because I wanted to know the "right" way to interpret the rules of D&D and (especially) AD&D. While Jean Wells acted as the magazine's Sage, there was a certain semantic bluntness to many of her replies. Take, for example, this one from issue #39 (July 1980): 

Wells minces no words about the fact that, in Advanced Dungeons & Dragons, there is no such thing as either a lawful neutral or a dwarf paladin. How could she say otherwise? The entire purpose of the "Sage Advice" column was to present the "official" answer to readers' questions and that's the official answer. If you wish to play AD&D by the book, as Gygax intended, you don't allow either lawful neutral or dwarf paladins in your campaign. End of story.

Of course, that raises another question: do you wish to play AD&D by the book? In my experience, not many people did, mostly out of an unwillingness to be bound by each and every rule presented in the rulebooks, some of which were, I don't think it can be denied, difficult to understand. I know it's popular in some circles to suggest that AD&D simply cannot be played "by the book," should one be desirous to do so. I don't think that's true at all, though, as I said, I rarely encountered instances of it. Even now, I suspect it's quite uncommon among all but the most dedicated referees and players.

I don't see this as good or bad one way or the other. I think there are benefits and drawbacks of strict "by the book" play, just as there are benefits and drawbacks of more flexible (for lack of a better word) approaches to the game. Mind you, I am temperamentally much better suited to the "non-game" of Original D&D than the highly structured baroqueness of AD&D, so perhaps I am not fit to judge the matter. I can only say that, while my younger self, cared deeply about playing the game the "right" way, nowadays, I care more about playing it my way.

Friday, April 1, 2022

The Secrets of sha-Arthan: Alignment

(The following is an excerpt from the current draft of the rules for my Secrets of sha-Arthan science fantasy setting. I typically only share excerpts like this with my patrons, but, in this case, I thought it might benefit from a wider audience. In addition, I think the ideas in this draft might be of value even to those without any interest in sha-Arthan.)

In sha-Arthan, alignment represents one’s loyalty to a person, organization, religion, realm, or philosophy. An alignment thus represents what a character values in life. Choosing an alignment is entirely optional; no character is required to have an alignment. However, there can be benefits that make aligning oneself attractive, just as there can be drawbacks that make it less so. Consequently, a character may have no alignment, preferring to be a free spirit or lone wolf, or he may change his alignment as he goes through life. 

Choosing an Alignment

A newly generated character begins with no more than one alignment. He may eventually have up to three alignments at one time but no more. In general, a character can discard an alignment at any time, but may only gain a new one after attaining a new level, though, as with many things, the referee is the final arbiter of these matters.

Below are a three examples of alignments suitable for newly generated characters. Additional alignments, including those a character might adopt as he acquires more power and influence, are described on pXX. In addition, the referee is encouraged to create new alignments, using those present in this book as models.

Dran Jir Dynasty

The Dran Jir Dynasty is one of about a dozen aristocratic families that have dwelt in da-Imer for centuries. Once possessed of great power, the coming of the Chomachto has diminished their influence, particularly since the King-Emperor abandoned the First City for his new capital at Tamas Tzora. Now, the Dran Jir look for ways to regain their status – such as the sending of their servants into the Vaults in search of artifacts of the Makers. 

Requirements: Magically binding oneself to the Dran Jir as a kruva hijai (or “servant of the house”) in an ancient Ironian ritual. 

Benefits: A character with this alignment gains the trust of the current head of the Dran Jir. He also gains limited access to dynastic resources and, more importantly, to an entrance to the Vaults unknown to the authorities of da-Imer. 

Drawbacks: The binding ritual prevents the character from directly acting against the interests of the Dran Jir Dynasty or its members. Likewise, use of an unapproved entrance to the Vaults is a crime with potentially stiff penalties.

The Light of Kulvu

The philosophy known as the Light of Kulvu (see pXX) is an ancient one, whose Unquestionable Precepts animated the empire that bore its name. Those precepts survived the wreck of the empire and are now held by many who find them a sure guide to understanding reality and living in harmony with it.

Requirements: Public acceptance of the precepts of the philosophy as outlined in The Mirror of Virtue.

Benefits: A character with this alignment gains a +2 reaction bonus with those who share it. If the result is Friendly, the character may gain access to food, accommodations, or information from his fellow Kulvuans. This, in turn, may lead to alignment with a specific school within the philosophy (e.g. Bejandrai, Ruketsa, etc.), some of which offer additional benefits. 

Drawbacks: Except in those few lands that proscribe the Light of Kulvu (e.g. Alakun-Tenu), there are generally few drawbacks to adopting this alignment.

Viceroy Tiaken

Since King-Emperor Trelu vacated da-Imer, he placed its administration in the hands of a trusted viceroy. The current holder of that position, Tiaken Charsuna, is a very ambitious man in need of agents to further his own ends (which, some say, include the usurpation of the Solar Throne). 

Requirements: Swearing a personal oath to the Viceroy of da-Imer in which the character agrees to undertake certain special tasks in the Vaults and the First City on his behalf whenever commanded to do so.

Benefits: A character with this alignment gains a reduced exit charge to any Vault Warrant (see pXX) to which he is a signatory. At levels 1–2, the charge is 15%; at levels 3–5, 10%; at levels 6+, it is waived entirely. In addition, the character may be able to obtain preferential treatment by viceregal guards and officials with da-Imer.

Drawbacks: Viceroy Tiaken is constantly scheming. A character aligned with him will often find himself entangled in all manner of stratagems – whether he wishes to become involved or not.

Tuesday, January 25, 2022

White Dwarf: Issue #24

Issue #24 of White Dwarf (April/May 1981) features a cover by Dave Pether, an artist whose name I don't recognize. Ian Livingston's opening editorial touches on the growing popularity of roleplaying as a hobby, noting that "Last year TSR sold 500,000 sets of D&D." Whether that figure is strictly accurate or not, it's nevertheless a useful reminder of just how successful Dungeons & Dragons was, despite being, in Livingstone's words, "an esoteric hobby." He later suggests that the success of RPGs has led to an overall improvement in their quality, not just in their physical appearance, but also in their designs, as "no manufacturer can afford to have a turkey in his range." Opinions vary, of course, but I'm not sure this was truly the case in early 1981, but it's undeniably the case that RPGs had, by this point, come a long way from "three badly written rulebooks in a little box."

Lewis Pulsipher continues "An Introduction to Dungeons & Dragons" with a second installment dedicated to "Dungeon Mastering styles." He identifies four such styles, which he labels "simulation," "wargame," "absurd," and "novel." Simulation, as you might expect, is concerned with "reflect[ing] reality as much as possible." Pulsipher associates this style with games like Chivalry & Sorcery and then boldly asserts that simulationists "have no place in D&D." The wargame style is "how D&D is designed to be played" and prioritizes character survival and enrichment as the the game's primary goals. The absurdist style "condones unbelievable occurrences" and "arbitrary" outcomes. This style, I suspect, is that of the "funhouse dungeon." In Pulsipher's view, "the average game tends to fall between wargame and absurd game." The final style is "an oral novel in which the players are participating characters." The article teases out the strengths and weaknesses (in Pulsipher's opinion, of course) of each style and their consequences for a campaign. While I can't say I agree with all of its perspective, it is a genuinely interesting article that, if nothing else, gives the reader a glimpse into how some viewed D&D and its play at the time.

"Backdrop of Stars" by Andy Slack is a Traveller article focused on building a campaign setting. Slack goes over the pros and cons of using GDW's Third Imperium versus "rolling your own" and then looks at the various decisions the referee must make in the latter case. It's a solid, "meat and potatoes" article of the sort that I used to enjoy when I was young and inexperienced. Meanwhile, "Open Box" reviews three games I've never played and a Traveller adventure. Said adventure is Twilight's Peak, which I recently included as one of my Top 10 Traveller adventures (it scores 10 out of 10 here). The games reviewed are Eon's Quirks (9 out of 10), Yaquinto's Shooting Stars (8 out of 10), and Games Workshop's own Valley of the Four Winds (9 out of 10). I mentioned before that I'm not a fan of magazines running reviews of their own publisher's products, but it was standard practice once upon a time (and perhaps still is). 

"Detectives" by Marcus L. Rowland is a character class for use with AD&D. The detective is like a cross between a thief and ranger, with a small selection of detection spells. It's an intriguing idea for inclusion in certain types of campaigns, but I don't see it as having wide utility. "The Lair of Maldred the Mighty" by Mark Byng is a lengthy AD&D adventure for a party of high-level characters led by a cleric or paladin. The scenario concerns an expedition to the secret lair of an evil wizard the past, who once ruled a kingdom in thrall to devils. There's perhaps the core of a good idea here, but it's so densely written and buried under unnecessary detail that it's hard to say for sure. 

"Laser Sword and Foil" is a very short Traveller article by Bob McWilliams in which he touches upon the adventure possibilities in starship malfunctions. McWilliams says he will expand upon these possibilities in a future article. "Alignment in Role-Playing Games" by O.C. Macdonald begins as an overview of the concept before inevitably noting that, outside of D&D, few games use this concept, which is just as well, because it "adds little to the game." What an unexpected conclusion … 

"Fiend Factory" presents a five silly monsters in honor of April Fool's Day. They range from the bonacon, based on genuine medieval legend, to the llort (a reverse troll, which degenerates) and the Dungeon Master. The last is fairly amusing, actually, and I'll post its full description in an upcoming post. "Special Rooms, Tricks & Traps" describes four examples of the kind of thing you might find in Grimtooth's Traps (complete with a diagram in one case). Not being an avid user of traps, it's difficult for me to judge these, but, on first glance, they seem decent enough. One is written by Roger E. Moore, which, as a longtime reader of Dragon, is fun to see.

All in all, this was a pretty good issue of White Dwarf – or at least one I enjoyed reading!

Tuesday, December 14, 2021

White Dwarf: Issue #20

Issue #20 of White Dwarf (August/September 1980) features another science fiction-inspired cover by Angus McKie, which pleases me. As I said previously, I appreciate seeing SF ideas and themes like this, since I've always been more of a sci-fi fan than a fantasy one. White Dwarf – and UK gaming products in general – seemed quite comfortable with genre bending to a greater degree than contemporaneous US RPG publications. I'm not sure why that should be; I may even be mistaken in this impression, but that's certainly how it appears in hindsight.

The issue begins with an interesting editorial by Ian Livingstone, in which he opines about the ever-contentious topic of alignment. Livingstone begins by musing that alignment ought to be "taken tongue-in-cheek." He then humorously asks, "Do they [i.e. players] stop to consider whether they are lawful good, neutral good, or lawful neutral before rushing into the tavern to decimate the dwarfs having lunch?" His point, it seems, is that, because roleplaying is, by definition, a fantasy, "why obey the codes of the real world?" "Why not," he wonders, "have a little fun while you're at it?," "fun" in this context being "hack and slay" without concern for the consequences. Unless Livingstone's point is simply that RPGs shouldn't be taken too seriously – a point I largely share – I'm not quite sure what to make of his editorial. 

"Dungeons & … Dragoons?" by Phil Masters is the first article of the issue. Masters offers up capsule descriptions and game statistics for a variety of troop types associated with historical cultures, such as Greek hoplites, Persian immortals, and Carolingian Franks. It's an odd little article, whose purpose is supposedly to expand the scope of D&D opponents beyond those grounded in medieval feudalism. Fan as I am in broadening the understanding of "fantasy," I'm not sure that this particular article offers much to achieve that end. On the other hand, Andy Slack's "Star Patrol" is quite successful in its goal of providing an advanced character generation system for the Scout service in Traveller. It's a very solid piece of work and does a much better job of it than does the official advanced Scout rules found in GDW's own Book 6. 

"The Alchemist" by Tony Chamberlain is a new character class for use with Dungeons & Dragons. I must say I was disappointed, when I saw that Chamberlain intended it only as a class for NPCs, specifically the expert hirelings mentioned in the Dungeon Masters Guide. As presented, the class is basically a pared down version of the magic-user, with a limited spell selection and the ability to aid proper MUs in the creation of magic items. I've longed for a playable alchemist class to my liking since I was a kid, so I was quite disappointed to find this one brings me no closer to achieving that goal.

"Open Box" reviews multiple GDW products, starting with the SF wargame, Dark Nebula (9 out of 10). Dark Nebula is something of a white whale for me. I've never seen, let alone owned it, and hope one day to do so, if I can find a good copy at a reasonable price. Also reviewed are High Guard (8 out of 10), The Spinward Marches (9 out of 10), and Citizens of the Imperium (8 out of 10). Good to see lots of Traveller material represented here. The final reviews of this issue are TSR's The Awful Green Things from Outer Space (7 out of 10) and Philmar's The Mystic Wood (9 out of 10). I think this might be the first issue of White Dwarf where all the reviews are quite positive, with 7 out of 10 being the lowest score assigned to any product.

Will Stephenson's "Grakt's Crag" is an AD&D mini-module for 3rd-level characters. The adventure features the tomb of King Grakt, which has been built into the side of a mountain and reputed to be filled with many treasures. I remain impressed with the density of text in White Dwarf's various "mini-modules." They fit more material into three pages than many other magazines could in twice as much space. "The Fiend Factory" presents six new monsters for use with D&D, including the evil frog-folk and zombie-like cauldron-born. 

Bob McWilliams gives us more Traveller material with the first installment of a new column called "Starbase." In this inaugural column, McWilliams briefly discusses how to start up a new Traveller campaign, with a focus on practical matters, such as the PCs' very first encounter. Meanwhile, "Treasure Chest" presents thirteen "Odd Items" – peculiar magic items like the whistle of pig calling and antacid. Rounding out the issue is Roger Musson's "Conversion," which looks postulates a new clerical ability, the aforesaid conversion. Musson lays out a simple system (akin to combat) by which a cleric can, through a combination of logic and casuistry, attempt to convert someone to his own faith. It's not a bad idea and it's one I've considered before myself, so naturally it was of interest. Musson's system has the benefit of being easy to use, if not necessarily "realistic," which is why I might actually consider making use of it.

With this issue, it's becoming more clear that White Dwarf, as I remember it, has nearly come into full existence by the second half of 1980. It will be fascinating to see if the recent trend in excellent content continues without interruption. 

Monday, October 18, 2021

Pulp Fantasy Library: While the Gods Laugh

Whatever else one can say about Michael Moorcock's tales of albino sorcerer Elric of Melniboné, there's no question that they're chock full of fantastic concepts. This is notably so in "While the Gods Laugh," a short story first published in issue #49 of Science Fantasy (October 1961). Being the immediate sequel to "The Dreaming City," in which we see not only the sack of Imrryr and but also the death Elric's lover, Cymoril, Moorcock no doubt found himself in a difficult place story-wise. What does one do for an encore after such a startling opening act?

Naturally, "While the Gods Laugh" begins with Elric brooding, as he drinks alone in a tavern. While he ruminates over the disastrous events of the previous year, he is interrupted by "a wingless woman of Myyrrhn," who initially does not identify herself by name. She has sought after Elric for some time and, now that she has found him, she wishes to speak with him. For his part, Elric attempts to dissuade her, explaining that he is "an evil man" and his destiny is "hell-doomed." 

The woman is undeterred. She tells him that her name is Shaarilla of the Dancing Mist, the "wingless daughter of a dead necromancer – a cripple in her own strange land, and an outcast." Further, she asks Elric if he has ever heard of the Dead Gods' Book.

Elric nodded. He was interested, despite the need he felt to disassociate himself as much as possible from his fellows. The mythical book was believed to contain knowledge which could solve many problems that had plagued men for centuries – it held a holy and mighty wisdom which every sorcerer desired to sample. But it was believed destroyed, hurled into the sun when the Old Gods were dying in the cosmic wastes which lay beyond the outer reaches of the solar system. Another legend, apparently of later origin, spoke vaguely of the dark ones who interrupted the Book's sunward coursing and had stolen it before it could be destroyed. Most scholars discounted this legend, arguing that, by this time, the Book would have come to light if it did still exist.

Shaarilla insists that the book exists and that she knows where it is. She promises to give the Book – and herself, if he wishes – to Elric, if only he would aid her in finding it. Elric is confused.

"If you want it so badly that you seek my help," he said eventually, "why do you not wish to keep it?"

"Because I would be afraid to have such a thing perpetually in any custody – it is not a book for an ordinary mortal to own, but you are possibly the last mighty nigromancer left in the world and it is fitting that you should have it. Besides, you might kill me to obtain it – I would never be safe with such a volume in my hands. I need only a small part of its wisdom."

"What is that?" Elric enquired, studying her patrician beauty with a new pulse stirring within him.

Her mouth set and the lids fell over her eyes. "When we have the Book in our hands – then you will have your answer. Not before."

"This answer is good enough," Elric remarked quickly, seeing that he would gain no more information at that stage.

Elric himself seeks the book because he believes it might contain "the secret of peace" within its pages, the secret that would free him from the "incommunicable self-loathing" that leads him to "scream in [his] sleep." As they travel in the Silent Land together later, Elric talks more explicitly to Shaarilla about why he seeks the Book.

The tall albino dropped the folded tent to the grass and sighed. His fingers played nervously with the pommel of his runesword. "Can an ultimate god exist – or not? That is what I need to know Shaarilla, if my life is to have any direction at all.

"The Lords of Law and Chaos now govern our lives. But is there some being greater than them?"

Shaarilla put a hand on Elric's arm. "Why must you know?" she said.

"Despairingly, sometimes, I seek the comfort of a beningn god, Shaarilla. My mind goes out, lying awake at night, searching through black barrenness for something – anything – which will take me to it, warm me, protect me, tell me that is order in the chaotic tumble of the universe; that it is consistent, this precision of the planets, not simply a brief spark of sanity in an eternity of malevolent anarchy."

Elric sighed and his quiet tones were tinged with hopelessness. "Without some confirmation of the order of things, my only comfort is to accept anarchy. This way, I can revel in chaos and know, without fear, that we are all doomed from the start – that our brief existence is both meaningless and damned. I can accept that, then, that we are more than forsaken, because there was never anything there to forsake us. I have weighed the proof, Shaarilla, and must believe that anarchy prevails, in spite of all the laws which seemingly govern our actions, our sorcery, our logic. I see only chaos in the world. If the book we seek tells me otherwise, then I shall gladly believe it. Until then, I will put my trust only in my sword and myself." 

How one reacts to this passage will, I think, say a great deal about how one views the overall story of "While the Gods Laugh." This is, in many ways, a fairly straightforward fantasy quest, with Elric and Shaarilla, later joined by Moonglum of Elwher, who will of course become the Melnibonéan's boon companion, traveling across the Young Kingdoms and facing many obstacles before reaching their ultimate destination – and the Book itself. What separates it from similar fare are the philosophical musings and asides, as Moorcock begins to work out the details of the cosmology of Law and Chaos and how that cosmology affects the realm of mortals like Elric. 

I won't pretend there's anything deep here, but it's compelling stuff nonetheless. It's for this reason that I put up with Elric's perpetual moping: it's often an occasion for Moorcock to tease out underlying reality of the Young Kingdoms and the forces that govern it. If nothing else, it's more food for thought in the eternal struggle to make sense of alignment and how it might be made to work in Dungeons & Dragons. That's more than worth the price of admission in my opinion.