Showing posts with label flash gordon. Show all posts
Showing posts with label flash gordon. Show all posts

Wednesday, March 17, 2021

Retrospective: Flash Gordon & the Warriors of Mongo


Flash Gordon & the Warriors of Mongo
is an unusual game. Released in 1977 by Fantasy Games Unlimited, it was written by Scott Bizar and Lin Carter, editor of the acclaimed (and influential) Ballantine Adult Fantasy series, author of the Callisto and Green Star series (among many others), and L. Sprague de Camp's longtime partner in crime. That alone places the game in rare – though not exclusive – company. 

Mind you, I have no idea of the extent to which Carter was actually involved in the design of this game. My guess is his prefatory "note" at the front of the 52-page rulebook is his biggest contribution, though I cannot prove that. Like De Camp, Carter was good at self-promotion and finding new ways to wring a few bucks out of his name and status within the fantasy and science fiction world at the time. I suspect this is the case here, though I should stress again that I have no direct evidence one way or the other and may be demonstrating a lack of charity toward Carter. 

All that aside, the game's structure is quite fascinating. Its introduction begins as follows:

It is the intention of these rules to provide a simple and schematic system for recreating the adventures of Flash Gordon on the planet Mongo. These adventures are free-wheeling and widely varied with the final goal of overthrowing the evil government of the Emperor Ming the Merciless.

I find this short paragraph noteworthy. First, it states upfront that the game will be "simple and schematic." Second, and more important, I think, is that the characters' actions are placed within a larger context, namely the defeat of Ming the Merciless. In this way, the game offers a greater context for all those "free-wheeling and widely varied" adventures to take place. Flash Gorden & the Warriors of Mongo is thus a campaign game.

The introduction continues:

Our schematic or representational outlook simplifies the situation to make a game playable without the extremes of paperwork necessary in most roleplaying games. For those who enjoy the full detail of role playing campaigns, we provide enough detail and flavor to provide a backdrop to which can be added simple modifications of existing role playing systems. Try the rules as they stand, a simple and understandable system. Additional complexity in role play can be added without harming the basic structure of the game.

I find it amusing that, even in 1977, three years after the release of OD&D, we see talk of "the extremes of paperwork," suggesting that there was already a sense in some quarters that RPGs were becoming unduly complex. More interesting to me is that the game's explicit encouragement to add to and modify the rules. 

More:

The game requires from two to twenty player adventures and a referee … The basic idea is that teams of players will begin on the outer sections of the schematic map and attempt to gain the support of all nations they pass through. To do so they must defeat monsters, overcome obstacles, deal with traitors, and go to any efforts to enlist the support and aid of the rulers of the countries they pass through on the way to Mingo City.

While the large number of potential players might raise eyebrows from the vantage point of today, it was commonplace for RPGs at the time and reflective of a focus on the campaign, something that's evident in Flash Gordon as well. 

Characters possess four characteristics (Physical Strength/Stamina, Combat Skill, Charisma/Attractiveness, and Scientific Aptitude), each generated by rolling three "ordinary dice." Three of the four characteristics map to a "role," warrior, leader, and scientist. Players make use of the aforementioned "schematic map," which consists of several rings of zones, with Ming's capital city in the center, to move their characters about. Each zone is a kingdom of Mongo and the bulk of the gamebook consists of descriptions of these kingdoms, their inhabitants, and hazards. The descriptions detail how large the kingdom is (and thus how many game turns it takes to traverse them) and, in many cases, the kinds of adventures that might be had there.

The game's rules are indeed simple – so simple that it's often difficult to see much evidence of them! The hazards and enemies of each kingdom generally have write-ups that specify how to overcome them. In some instances, this involves dice rolls, modified by high or low characteristics. For example, fighting the Dactyl-Bats of the Domain of the Cliff Dwellers requires a character to roll one die and add the result to his Combat Skill. If it exceeds 14, the Dactyl-Bats are defeated. The rest of the "rules" are like this: ad hoc and very simple. Whether one likes this or not depends, I imagine, on what one wishes to get out of the game. I would likely find it insufficiently detailed and engaging but tastes vary.

Like many early RPGs, Flash Gordon & the Warriors of Mongo comes across more as a sketch of a roleplaying game rather than a finished package. As a gazetteer of Mongo, it's excellent, far better than, say, the roughly contemporaneous Warriors of Mars. At the same time, I can't help but appreciate its focus on the overall arc of the campaign. The goal of overthrowing Ming by enlisting the aid of the various kingdoms of Mongo is a good one, as is the notion that said aid might be gained through adventures within each kingdom. This is not only true to the Flash Gordon comic strips of old but provides a terrific structure for a campaign. Had I come across this game in my youth, I doubt I would have thought much of it. Now, though, I can see what it was trying to do, even if it might have fallen short of its goal. 

Monday, August 16, 2010

Pulp Fantasy Library: Armageddon 2419 A.D.

Some will no doubt quibble over my inclusion of Philip Nowlan's 1928 novella, first published in the August issue of Amazing Stories, in this series as a pulp fantasy. To that, I can only say that I use "fantasy" in the broadest possible sense, so that any story that includes characters, locations, or situations that are fanciful or imaginative would qualify. Moreover, I suspect that, 82 years later, this first appearance of the character who'd later be immortalized as Buck Rogers -- he's called Anthony Rogers in this novella -- looks to be more fantasy than science fiction to contemporary eyes and with some justification. After all, Captain Rogers is a Great War veteran "whose normal span of life has been spread over a period of 573 years," the bulk of which he
spent in a state of suspended animation free from the ravages of catabolic processes, and without any apparent effect on [his] physical of mental faculties.
While a superb dramatic device for transporting a then-modern man into the 25th century, one can hardly call the idea of radioactive gas-induced hibernation "science."

Told in the first person, "Armageddon 2419 A.D." relates the story of Rogers's adventures after he awakens nearly 500 years in the future.
I awoke to find the America I knew a total wreck -- to find Americans a hunted race in their own land, hiding in the dense forests that covered the shattered and leveled ruins of their once magnificent cities, desperately preserving, and struggling to develop in their secret retreats, the remnants of their culture and science -- and their independence.
America, and indeed the whole world, has fallen under the domination of the Han Airlords, "Mongolians" from China whose technological superiority over the rest of humanity had made them the undisputed masters of the Earth -- or almost so. For not long after Rogers awakens, he encounters a group of "wild" Americans, including the beautiful young air pilot Wilma Deering, who lived
in anticipation of that "Day of Hope" to which ... [they] had been looking forward for generations, when they would be strong enough to burst from the green chrysalis of the forests, soar into the upper air lanes and destroy the Hans.
Using his experience as a soldier in the Great War, Rogers turns a gang of wild Americans into a potent fighting force and strikes a blow against both the Hans operating out of Nu-Yok City and a traitorous American gang that has sided with the invaders, thereby laying the groundwork for both the novella's sequel (published the following year) and the comic strip (also begun in 1929), the latter of which established one of the most enduring and influential fictional characters of the 20th century, spawning many imitators, including the equally famous Flash Gordon.

Like a lot of pulp fantasies, "Armageddon 2419 A.D." will likely be judged by some to be a relic unsuitable for contemporary readers, both in terms of its science and its cultural attitudes. Wilma Deering, though a capable pilot in her own right, nevertheless comes across as primarily a pretty ornament for Rogers to win. Likewise, the Han, though technological superior to the Americans and advanced in many other ways, are clearly "Yellow peril" enemies lacking the nuances found in other Asian villains like Dr. Fu Manchu.

Yet, there's no denying there's something powerfully primal in this story, something compelling even eight decades after its original publication. Anthony Rogers is an excellent stand-in for the reader, a man out of time who must learn about the strange world of the future even as we do in reading his account of his adventures. He is like many other pulp fantasy heroes in this respect and Nowlan's writing is quite deft in places. The future he describes may not be plausible, but it's certainly interesting and it serves as a great backdrop for a swashbuckling tale of derring-do. If you're at all curious about the origins of many of the tropes and elements of 20th century science fiction, you could do worse than reading "Armageddon 2419 A.D."

Friday, September 5, 2008

Flash!

A really nice modern illustration of Flash Gordon by an artist called Alexander Perkins that draws heavily on the imagery of the Alex Raymond comic.

Yes, I'm in a serious pulp sci-fi mode right now. Why do you ask?