Showing posts with label vance. Show all posts
Showing posts with label vance. Show all posts

Monday, March 30, 2026

Pulp Science Fiction Library: Demon Princes

The trouble with Muses is that, ultimately, they're in control, not you. As I continue to work on the second edition of Thousand Suns the draft is now close to half complete – my mind has been wandering ever farther away from the more well-known varieties of fantasy. Of course, as I recently argued, there's still lots of overlap between these two genres and not merely in terms of content. Many of the most talented and influential writers of the past tried their hands at both and succeeded brilliantly.

A good case in point is Jack Vance. Vance is a paladin of Appendix N, being one of only a handful of writers Gary Gygax singled out as being one of the "most immediate influences" upon his vision of Dungeon & Dragons. Of course, Gygax did so for Vance's tales of the Dying Earth, whose magic system he adopted for the game, and not for his science fiction tales, of which there are a great many – indeed, far more than his fantasy stories. 

Among the most celebrated of Vance's sci-fi works is his "Demon Princes" series, the first of which, Star King, was serialized in the December 1963 and February 1964 issues of Galaxy Magazine before being published by Berkeley Books later in '64. The first three books in the five-book series appeared fairly quickly, with The Killing Machine also appearing in 1964 and The Palace of Love in 1967. The fourth and fifth books, The Face and The Book of Dreams, did not appear until more than a decade later, in 1979 and 1981 respectively, which was right around the time I first entered the hobby of roleplaying. 

However, I wouldn't take much note of any of these books until several years into my introduction to Traveller. That places it somewhere in the vicinity of 1982 or '83, depending on when it was that I first acquired Citizens of the Imperium. That supplement, along with 1001 Characters, is notable for having included Traveller stats for a selection of literary SF characters, ranging from John Carter of Mars to Slippery Jim diGriz to Dominic Flandry. At the time, I already knew many of these names from novels and stories I'd read. Others, though, were new to me and they sent me off to the local public library on a quest. 

Among those unfamiliar names would be that of Kirth Gersen. Citizens of the Imperium associates him specifically with the second book in the series, The Killing Machine, but also mentions it as part of a five-book "Demon Princes" series. To my youthful mind, "Demon Princes" didn't sound like the title for a science fiction series, so I was initially confused as to why it was included alongside more well-known pillars of SF. Likewise, I had not yet read any of Vance's space operas, so my confusion was only heightened. Fortunately for me, I eventually got around to tracking down Star King and its four sequels. I enjoyed them so much that I sought out more of Vance's science fiction and the rest is history.

The titular Demon Princes of the series are not supernatural entities by five interstellar crime bosses, against whom Gersen wishes to exact revenge for their past in bringing ruin upon his home planet. Having been trained by his grandfather for this purpose, Gersen dedicates his life to hunting down them down so that justice may be done. Each of the five novels follows his pursuit of one of these Demon Princes. Though the novels include plenty of action, one of the things that's most interesting about them – or at least is to me – is how much investigation and infiltration they include. Gersen's efforts to locate his quarry, some of whom have gone to great efforts to conceal their identities, is every bit as central to Vance's stories as is dealing with them once they've been found.

Though linked, each novel presents a largely self-contained exploration of a different world or culture, often shaped by the personality of the Demon Prince Gersen is presently seeking. Consequently, the series, like so much of Vance's oeuvre, is a picaresque adventure through strange societies with elaborate social codes and fragmented political systems where justice is personal rather than institutional. That makes Gersen’s quest more than just a hunt for enemies; it becomes an extended engagement with questions of identity, culture, and obsession in the far future, all of which play to Vance's strengths as a writer and storyteller.

Prior to writing this post, it had been decades since I last read any of the Demon Princes novels and that's a shame. Like so many of the books that inspired Traveller, they're fast-paced, pulpy adventures filled with quirky and memorable characters and equally quirky and memorable situations. They're not deep scientific speculations about a possible future and that's OK. Sometimes, you just want to read a fun, engaging novel about one man's quest to bring justice to some bad guys who deserve what's coming to them. In that respect, the Demon Princes series delivers and does so enjoyably.

Tuesday, March 26, 2024

sha-Arthan Appendix N (Part I)

Last week, I pointed out a "problem" with Gary Gygax's Appendix N, namely, it's just a list without any explanatory apparatus, unlike its counterpart in the original RuneQuest. As I explained in that post, this is far from a damning criticism – Appendix N remains an invaluable guide to excellent fantasy and science fiction stories – but it does limit its utility in trying to understand Gygax's own thought processes as he created both D&D and AD&D. 

That's why I decided I'd do things differently in Secrets of sha-Arthan. Rather than simply include a lengthy list of all the books (and games) that had had even the tiniest influence over my own work on SoS, I'd instead present a smaller, more focused list, along with commentary on precisely what I'd taken from each source. The goal is not merely to honor my inspirations, but also to aid anyone who picks up the game in understanding where I'm coming from. 

The list, like the game itself, is still in a state of low-level flux. I've purposefully narrowed the list to just four authors, each of which wrote a series of multiple stories within those series. By keeping the list focused on those whose influence is strongest and most clear, I hope that I'll do a better job than Gygax of "showing my cards," creatively speaking. Obviously, other authors and books have inspired me, too, but their inspiration has been more limited. Rather than muddy the waters, I've stuck only with whose influence is most clear.

Burroughs, Edgar Rice: The influence of Edgar Rice Burroughs over the subsequent history of fantasy cannot be underestimated. His Barsoom novels in particular have played a huge role in establishing the broad outlines of that genre and the stories and characters that inhabit it. Everything from building a unique setting, with its own history and geography to populating it with all manner of exotic cultures and beasts to even presenting an alien vocabulary, it's all there in A Princess of Mars, a book not much read today but that I have come to love more the older I get.

In creating sha-Arthan, I often looked to Barsoom and Amtor for inspiration, particularly in my conception of the creatures that dwell upon it. Furthermore, the Ironian language is intended to be reminiscent of the Martian tongue as invented by Burroughs. I also imagine adventures in the True World to be swashbuckling affairs, filled with perilous danger, narrow escapes, and feats of derring-do, just like the delightful novels of ERB.

Smith, Clark Ashton:
Of all the writers whose work graced the pages of Weird Tales during the Golden Age of the Pulps, Clark Ashton Smith remains my favorite by far. His examination of the dangers of egotism and the ever-present risk of divine punishment combine with his black humor and imaginative dreamscapes to produce some of the most inventive – and often terrifying – fiction of the first half of the 20th century. Though I am fond of all his story cycles, it's those set in Zothique, Earth's last continent untold eons in the future, that I find most compelling.

There's more than a little of Zothique in sha-Arthan. Its ancient history, selfish sorcerers, and otherworldly daimons are all directly inspired by CAS. Smith's baroque and archaic vocabulary have likewise influenced the nomenclature and general tone of my writing about the setting. Though sha-Arthan is not as dark (or darkly humorous) as Zothique, it does possess some of the latter's world-weariness,
Tierney, Richard L.:
Secrets of sha-Arthan takes a lot of inspiration from the late Hellenistic and early Roman eras. That's a period of history that's always fascinated me, so that's no surprise. It's also the time period covered by the Simon of Gitta historical fantasies of Richard L. Tierney, some of whose stories I've discussed in the past.   

Tierney's stories deftly combine real world history and beliefs, particularly those relating to Gnosticism, with an unusual interpretation of H.P. Lovecraft's Cthulhu Mythos and swashbuckling adventure. This combination of elements is both unique and appealing to someone of my interests, which is why I consider the Simon of Gitta tales to be among the most important influences on my development of sha-Arthan as a RPG setting. 

Vance, Jack:
Rounding out this quartet of inspirational authors is Jack Vance, creator of The Dying Earth and its sequels, all of which have, to varying degrees, influenced sha-Arthan, though the original 1950 fix-up novel remains the most important. Like Smith's Zothique stories, I've looked to Vance for ideas about ancient, forgotten history, venal wizards, and cruel, otherworldly beings. However, the single most significant idea I've taken from Vance is that of secret science fiction, which is to say, an ostensibly fantasy setting that is, beneath the surface, based on scientific (or pseudo-scientific) principles. That's a big part of sha-Arthan and its eponymous secrets. 

In Part II, I'll talk about the other roleplaying games that have influenced the development of Secrets of sha-Arthan. For obvious historical reasons, this is something Gygax could never have done. However, I've played enough RPGs over the years that there's no question they've had as much of an impact on my thoughts about sha-Arthan as has fantasy literature. Revealing just what I've taken from them is, I think, every bit as important as revealing my literary inspirations.

Saturday, July 22, 2023

REVIEW: Black Sword Hack

During the nearly eight years this blog was inactive, I wasn't paying nearly as much attention to the wider old school roleplaying scene as I previously had been. Consequently, quite a number of releases, trends, and fads within this sphere completely passed me by. One of these was The Black Hack, a streamlined class-and-level RPG by David Black, whose first edition appeared in 2016. For a time, I am given to understand, The Black Hack and its design principles were much favored, leading to a proliferation of "Hacks" – Bluehack (for Holmes D&D), The Rad-Hack (Gamma World, etc.), Cthulhu Hack (Call of Cthulhu), even The Petal Hack (Empire of the Petal Throne), among many, many more.

Now, there's nothing inherently wrong with any of this. Gamers are as prone to enthusiasms as the next person and I try not to begrudge anyone else their preferences, even if I don't share them. Still, I can't deny that the intensity of the ardor for The Black Hack put me off looking into it for some time. What can I say: I'm prone to contrariness. When I finally did read The Black Hack for myself, I found it more agreeable than I expected, despite my dislike of certain aspects of its design. That's not knock against it, of course; I generally dislike certain aspects of most games' designs. That's more or less the nature of the beast.

That's why Black Sword Hack took me by surprise. I didn't even know it existed until it showed up in my mailbox one day as a complimentary copy sent to me by its publisher, The Merry Mushmen (best known for Knock!). Written by Alexandre "Kobayashi" Jeanette, Black Sword Hack is, in his words, "a dark fantasy roleplaying game inspired (but not limited to) the works of R.E. Howard, Michael Moorcock, Karl Edward Wagner's Kane series, Fritz Leiber's Lankhmar and Jack Vance's Dying Earth books." Being a fan of all those writers and their pulp fantasies, that description certainly got my attention, as did the eye-catching artwork by Goran Gligović, which can be found throughout the full-color, 112-page, A5-sized, hardcover book.

The core rules of Black Sword Hack are simple. A turn is an abstract measure of time, during which time a player character may act. During a time, a character can typically take two actions, such as movement and combat. All actions are resolved by making an attribute test. The goal of a test is to roll under a character's appropriate attribute score with a d20. A roll of 1 is always a critical success, while a roll of 20 is always a critical failure. I must admit that the lower-is-better d20 roll takes some getting used to, since it runs counter to decades of experience as a player of roleplaying games, but otherwise the rules of Black Sword Hack are straightforward.

The game retains the "Usage die" from The Black Hack, but with a twist. For those unfamiliar with it, the Usage die is a way to keep track of resources that have limited quantities, like rations or arrows. Whenever a resource is used, the die is rolled and, if the result is 1 or 2, the die "degrades" to the next die type (e.g. d8 becomes d6) until d4 is reached and 1 or 2 is rolled, at which point the resource is completely depleted. Black Sword Hack does not employ the Usage die for concrete resources, but only for abstract ones, like influence, debts, etc. Further, there is the Doom die, a type of Usage die that represents "the attention of Law and Chaos" on the characters. It's rolled whenever the character critically fails and under certain other specific conditions. Once the Doom die is depleted, the character makes all his tests and damage rolls with Disadvantage (i.e. rolling two dice and taking the lowest result).

While the D&D pedigree of Black Sword Hack (and The Black Hack on which it is based) is readily apparent (STR, DEX, CON, etc.), the game is class-less, placing greater emphasis on a character's origin (barbarian, civilized, or decadent) and background (berserker, diplomat, assassin, etc.). This provides a looser mechanical framework for characters, in keeping with the wide range of possible dark fantasy settings the referee might create (more on this in a bit). Characters can also acquire "gifts" – powers of Balance, Chaos, or Law – in addition to sorcery, faerie ties, twisted science, and runic weapons. As characters gain experience, they accrue more abilities and hit points, but a high-level Black Sword Hack character is much less robust than a D&D character of similar level. Consequently, combat is much more fraught with danger, which makes sense, given its literary inspirations.

Where Black Sword Hack really shines, though, is its world building tools. Approximately half the book is devoted to the referee – more if you include its sample bestiary. The game assumes the referee will create his own setting, one dominated by the struggle between Law and Chaos, as in Moorcock and Anderson's fantasies. There are tables and examples to aid him in deciding on the nature of the struggle and how it manifests in the setting, along numerous adventure seeds, two adventure, and the sketch of an entire city. There's even a sketch of a setting, complete with a map, to show one way to make use of the world building tools.

A conceit of the referee section is that any setting the referee designs will inevitably include certain stock locales – Forbidden City, Amber Enclave, Merchant League, Northern Raiders, etc. These are not just tropes from dark fantasy fiction but perhaps also eternal archetypes that reappear throughout the multiverse. Creating a setting for Black Sword Hack involves drawing a map and placing all these locales onto it somewhere and then fleshing out the details through play and the judicious use of random tables provided in the book. It's a clever approach and one that genuinely helps guide the referee in a useful way. The same goes, I think, with the bestiary, which includes plenty of archetypal enemies – demons, cannibals, serpent people – to spark the imagination, while still providing the tools needed to create unique and original antagonists.

If Black Sword Hack has a flaw, it's its looseness. Some players and referees may find its relative lack of concern for considering every possibility, whether in the rules or its myriad settings, disappointing. If you prefer something more defined, even concrete, you're better off with other options. Black Sword Hack revels in its light, almost freeform, rules and malleable setting elements and that won't be to everyone's taste. But as someone who's come to realize that my own preferences tend toward simple, flexible rules with lots of room for filling in the details as I go, this is right up my alley. When I get around to running that Stormbringer campaign of my dreams, there's no question in my mind that I'll be using Black Sword Hack. Perhaps others will like it too.

Black Sword Hack is available directly from the Merry Mushmen website in either print or PDF form.

Tuesday, May 16, 2023

White Dwarf: Issue #74

Issue #74 of White Dwarf (February 1986) sports a cover by American conic book artist, Frank Brunner, who's probably best known for his work on Creepy, Eerie, and Vampirella, as well as his covers for Marvel's Savage Sword of Conan and Red Sonja. The issue also marks the point where Ian Livingstone hands over day-to-day editorial duties to Ian Marsh. Livingstone states that he is not "deserting the magazine" and will still "be keeping a benevolent eye on the progress of [his] eight-year-old love-child" in his new capacity as Editor-in-Chief. Despite his reassurances, this nevertheless feels like a turning point in the history of White Dwarf.

Case in point: the issue kicks off with "Superpower" by Bruce Hollands, which is an extensive look at the Games Workshop-published boardgame of the same name. Like the look at Warrior Knights from the previous issue, this article, while informative, nevertheless feels more like an extended advertisement for a GW product than a "real" article. That may be an unfair judgment on my part, but reading it convinced me that the oft-discussed transformation of White Dwarf into a full-on house organ of Games Workshop was not far in the future.

Countering that worry is "Open Box," which only reviewed one GW product this issue, the Call of Cthulhu scenario Night in Norway, which scores 7 out of 10. Also reviewed is Dragon Warriors and two of its supplements (The Way of Wizardry and The Elven Crystals), which collectively earn 9 out of 10. After all these years, I've still never read Dragon Warriors, which people whose opinions I respect tell me is well worth a look. The historical RuneQuest supplement Vikings gets 8 out of 10, while Oriental Adventures for AD&D receives 9 out of 10. The Pendragon Campaign, the predecessor to the well regarded The Boy King, is similarly well regarded, earning 9 out of 10. The column wraps up with a look at two different scenarios for use with FASA's Star Trek, The Outcasts and Termination 1456, both of which are judged perfect (10 out of 10). 

Dave Langford's "Critical Mass" generally vexes me, but this issue's column at least looks at a few books I know and have read, like Jack Vance's Planet of Adventure series. Langford quite correctly recognizes the value of these books and of Vance more generally
The good stuff lies in Tschai's rich scents and colours, and in elaboration of style. No Vance villain would say 'I'll get you for that.' Instead: 'Low-grade assassins will drown you in cattle excrement! Twenty pariahs will drub your corpse! A cur will drag your head along the street by your tongue!'

Langford's byline reappears under "The Power of the Frog," a science fiction short story about a human junior military officer held prisoner by an alien race. Like all of Langford's previous short stories, this one is both brief and amusing. It's clear the man has talent, which is why I sometimes feel bad at the lack of interest his book review column elicits. Truthfully, I wish he had contributed more fiction to White Dwarf

"Terror at Trollmarsh" is an AD&D adventure for 4th–5th-level characters by Peter and Janet Vialls. I really enjoyed this one, which takes the form of a murder mystery with fantasy/horror elements. A monster is stalking the halls of Baron Uther Torgrim, killing his servants, and it's up to the players to figure out just what is really going on. While the overall concept is a standard, even clichéd one, the authors handle it well, giving the referee an interesting, well mapped out environment, an array of compelling NPCs, and a culprit with clear, understandable motives. "Terror at Trollmarsh" is nothing revolutionary, but, like all good scenarios, it gives players lots of "moving parts" with which to interact as they grapple with its central mystery.

"A Company of Wolves" by Peter Blanchard looks at lycanthropy in AD&D from both a game and folkloric perspective. The article doesn't offer much in the way of new rules mechanics, which I appreciate, focusing instead on "social" aspects of this magical curse, which is to say, how it might function in a fantasy setting, including its advantages and drawbacks. "The Hide of the Ancestor" by Chris Watson is a short RuneQuest scenario about the recovery of a relic holy to the twenty-six tribes of the Ithillian-Fane, a race of lion-centaurs. I find it oddly refreshing to read a RQ adventure set in Glorantha whose author feels comfortable enough with the setting to his own creations, like the Ithillian-Fane to it. Too often settings like Glorantha – and Tékumel and Hârn and ... – are treated as inviolable to the point that no one is even willing to play in them, lest they "do it wrong." That's nonsense in my opinion, which is why I delight in scenarios like "The Hide of the Ancestor."

"Gentlemen and Players" by Richard Edwards and Chris Elliott is nice little article about creating British characters for use with Call of Cthulhu. As its title suggests, the article focuses on the creation of "gentlemen" (or aristocratic amateurs) and "players" (professional sportsmen). "Hitting the Right Note" by Ian Berridge presents information on musical instruments, their use, and the how to learn to play them for use with AD&D. Articles like this are godsends to those whose campaigns would benefit from such fine details – and absolutely useless to those whose campaigns wouldn't. 

"Alternative Origins" by Ian Thomson is a collection of random tables for use with Games Workshop's Golden Heroes. The tables are intended to replace those presented in the game for character generation in order to produce more "convincing" heroes whose powers are an incompatible jumble. This makes good sense to me, but then I haven't looked at a copy of Golden Heroes in decades, so it's hard for me to judge how useful this article would be. Elsewhere, Joe Dever offers part three of his look at "Dioramas," accompanied by some lovely – though non-diorama – photographs of painted miniatures.

The issue also includes more "Thrud the Barbarian," a full-page "Gobbledigook," and "The Travellers," which continues its Shadows-inspired plotline. I particularly enjoyed the latter, especially this bit:

Of course, I've always been fond of the way that "The Travellers" blends Traveller-specific humor with more general lampoonery of roleplaying games, so I may be biased. In any case, it's nice to see that one of my favorite comics remains as amusing ever, even if White Dwarf as a whole looks to be on the verge of some monumental – and not entirely pleasing – changes.

Tuesday, March 14, 2023

Vance on CAS and HPL

A comment to yesterday's post reminded me of a longstanding mystery: the influence, if any, of the works of Clark Ashton Smith on those of Jack Vance. Purely on the basis of subject matter and style, I'd long assumed that Vance's tales of The Dying Earth had been influenced by Smith's own tales of Zothique. I eventually read something – I cannot recall precisely where – that addressed the matter, claiming that Vance had not in fact read Smith and, therefore, any resemblance between the two mordantly witty writers was purely coincidental.

The aforementioned comment, however, spurred me to look into the question once again. In doing so, I discovered a new piece of information, new to me at any rate. The May 2005 issue of Cosmopolis reprints an old interview with Jack Vance from September 1981. The interview is fascinating for a number of reasons, but it's what Vance has to say about Clark Ashton Smith (and H.P. Lovecraft) that is of most immediate interest. The relevant section begins with the interviewer, Charles Platt, referencing Smith:

I mention that Don Herron, a critic who contributed to a symposium on Vance, deduced that Vance had been heavily influenced by the work of Clark Ashton Smith. 

"That's true. Can't help it; Smith is one of the people I read when I was a kid. But it only influenced The Dying Earth.

"I was one of those precocious, highly intelligent kids, old beyond my years. I had lots of brothers and sisters, but I was isolated from them in a certain kind of way. I just read and read and read. One of the things I read was the old Weird Tales pulp magazine, which published Clark Ashton Smith. He was one of the generative geniuses of fantasy. The others, Lovecraft, for instance, were ridiculous. Lovecraft couldn't write his way out of a wet paper sack. Smith is a little clumsy at times, but at least his prose is always readable.

"When I wrote my first fantasies, I was no longer aware of Smith – it had sunk so far into my subconscious. But when it was pointed out to me, I could very readily see the influence."

Leaving aside Vance's, I think, unfairly harsh assessment of Lovecraft, I find it strangely vindicating to see him admit to the influence of Smith on his own work. That's not something I'd ever seen acknowledged previously, though, as it now appears, Don Herron correctly surmised it more than four decades ago. Regardless, a longstanding mystery over I'd puzzled for years has been resolved.

Monday, February 13, 2023

Pulp Fantasy Gallery: The Dying Earth

Based on feedback, the revival of this series has been very well received, so I'll continue with it for a while longer, perhaps through the end of the month. Truth be told, I appreciate being able to take a break from Pulp Fantasy Library, which probably demands the most time and effort of anything I post here. To that end, let's take a look this week at the covers of one of the most influential books on the conception of Dungeons & Dragons – ot its Gygaxian iteration, at any rate – Jack Vance's 1950 collection, The Dying Earth.  

Doing so is something of a cheat, since I actually posted about the original Hillman Periodicals cover at the dawn of this blog. However, I think it's more than worthwhile to be reminded of this cover (by an unknown artist) so as to be able to compare it to those that appeared on later editions of the book.

The next edition of The Dying Earth appeared in 1962, published by Lancer and with a cover by Ed Mesh.
A UK edition from Mayflower appeared in 1972, with a cover by Chris Foss.
Underwood-Miller produced a limited-run cloth edition of The Dying Earth in 1976, with this striking wrap-around cover by George Barr.
The first Pocket Books edition appeared in 1977 and featured this cover by the Brothers Hildebrandt.
Two years later, in 1979, Pocket Books reissued the collection, using a very different cover. This is, I believe, the first one I ever saw and so it's left a strong impression on my imagination ever since.
The 1985 UK edition from Panther/Grafton features this unusual cover by Geoff Taylor.
We'll conclude this post with the last (English language) edition published in the 1980s, Baen's 1986 paperback, with cover artwork by Victoria Poyser.

Wednesday, December 28, 2022

Retrospective: The Necromican

Last week, I took a look at Booty and the Beasts, an unofficial bestiary for use with Dungeons & Dragons and other fantasy roleplaying games published in 1979. The book is worthy of examination not just for its idiosyncratic content but also for its creators, the most notable of whom are Paul Reiche III and Erol Otus, both of whom would go on to work at TSR during the final years of D&D's Golden Age

Booty and the Beasts is thus a significant historical artifact of the early days of the hobby. However, it was not the only product of the partnership of Reiche and Otus (and Mathias Genser, who does not appear to have any RPG credits beyond these two collaborations). The same year, they also published The Necromican, "a book of spells compatible with most fantasy role-playing games." As with their other effort, "most fantasy role-playing games" very likely meant Dungeons & Dragons, though, in fairness, the spell descriptions are sufficiently loose that they could be used for any FRPG that makes use of spell levels, such as Tunnels & Trolls or Arduin (itself in a rather complex position with regards to its relationship to D&D). The fact that the spells presented in The Necromican range up to level 12 suggests that the authors may well have had an expansive notion of the book's potential audience.

This is what the book's forward [sic] states about its purpose:

This book of spells is not intended to stand by itself, or replace other fantasy role playing game spell lists. Rather, it is intended to supplement the many spell lists in existence, and provide a greater variety and selection for the players. It does not offer an alternate spell system; rather, the spells should be adapted into whatever spell system you prefer. The levels given for the spells are based on our own playing experience, however, it is the privilege of the individual games masters to change the level of any spell so that it will better fit into their own universes.

This is very much in the spirit of reckless invention and experimentation that permeated the early days of the hobby. Unless you're Gary Gygax on one of his bad days, I find it impossible to understand how one could object to a single word written above. In many ways, it's the part of The Necromican I find most inspiring.

The book contains over 130 spells, divided, as I noted, into twelve levels. They range widely in utility – and seriousness. Thus, you find spells like primal premonition, which causes the hairs on the neck of the caster to rise one melee round in advance of danger, or immolation, which causes the caster to burst into flames that are harmless to him but that do damage to anyone who touches him for the duration of the spell. At the same time, there are spells like spell of good groomng, which "will act as a shower, haircut, and laundry for those affected," or color alteration, which "allows the caster to change his skim color." These are in addition to several spells obviously derived from the works of Jack Vance, such as the spell of forlorn encystment and the excellent prismatic spray. 

Like Booty and the Beasts, The Necromican also skirts the edges between fantasy and science fiction with some of its spells. For example, there is the 12th-level spell the sorcerer's spacecraft, which, as its name suggests, conjures a flying saucer that "travels at 10,000,000 miles per hour," enabling transit to Mars as part of a "pleasant afternoon flight." How one takes this, I suppose, depends on the extent to which you enjoy chocolate in your peanut butter, but there is no question that, at the time, it was not at all unusual. If anything, the popular conception of "fantasy" has ossified a great deal since 1979. The Necromican reflects this more "porous" understanding of the genre and is, therefore, a useful corrective to those of us with more straitened horizons.

That said, I'm honestly not certain I'd make use of almost any of the new spells presented here. A great many of them are useful only in very specific circumstances, while others are "game-y" in conception (e.g. competent cartography, which prevents the caster from making a mistake in his mapmaking). Others are simply so idiosyncratic that they likely reflect the circumstances of the writers' own campaigns, such as the benign boots, which transports the caster's corpse back to a safe locale via the Astral Plane. Now, I genuinely appreciate such idiosyncrasy. Indeed, I am a strong advocate for referees and players making their campaigns downright odd and impenetrable to outsiders, but, of course, doing so gets in the way of selling to lots of copies of your latest book, which may explain why we don't see efforts like The Necromican much anymore – a pity!

Behold! The benign boots in action.

Wednesday, December 21, 2022

Retrospective: Booty and the Beasts

1979 is an important year in the history of roleplaying. Not only did it mark the completion of Gary Gygax's AD&D system (with the publication of the long-awaited Dungeon Masters Guide), but it also saw the disappearance of James Dallas Egbert III. Of the three, Egbert's disappearance is probably the most important, in the sense that it demonstrated the truth of the old adage that "there's no such thing as bad publicity." D&D soon became a household name across the USA and TSR's sales benefited immensely from this sensational news story. As I've recounted here many times before, my own involvement in the hobby is directly related to my father's taking an interest in stories of a "weird game" supposedly played in steam tunnels beneath Michigan State University.

From the vantage point of 2022, it's easy to forget just how new the hobby still was in 1979. Original Dungeons & Dragons had only been released five years previously. Depending on how you count them, there were only about thirty RPGs published by this time, only a handful of which would be remembered even five years later. This was a period of wild, reckless invention when any imaginative fantasy or science fiction fan with access to a typewriter and a photocopier could potentially create something that might potentially take the hobby by storm the way that OD&D did within not-to-distant memory.

Into this environment stepped three high school friends from California: Erol Otus, Mathias Genser, and Paul Reiche III. To anyone familiar with the early history of RPGs, the names of Otus and Reiche should be very familiar, if only for their all-too-brief stints at TSR Hobbies at the tail end of the Golden Age of D&D. Prior to their employment by TSR, Otus and Reiche both contributed to the creation of a couple of generic RPG supplements, the most substantial of which is entitled Booty and the Beasts – subtitled "Monsters and Treasures for Fantasy Role-Playing Games."

Of course, even in 1979, D&D was more or less synonymous with "fantasy roleplaying game" and, while Booty and the Beasts is not specifically written for it, a quick look at its monster descriptions makes it pretty clear the game for which it was written. They include "Hit Dice," "Armor Class," and movement ratings delineated in inches. There's also an entry for "Dexterity," expressed as a range, which might suggest the influence of the Holmes edition of D&D, which used Dexterity for handling initiative, though it could just as easily demonstrate the influence of either Warlock or Arduin, two D&D variants popular in California that used Dexterity in this fashion. (It's also worth noting that Otus had contributed illustrations to the Arduin Grimoire series.)

In any case, Booty and the Beasts definitely expresses the wild and reckless invention of this period of gaming history. Its monsters are completely unlike the rather staid and conventional ones found in the AD&D Monster Manual, for example. Rather than drawing on myth or folklore, the majority of them are whimsically original, such as Living Hills, who "feed upon unwary travelers who camp upon their seemingly benign summits;" the Malevolent Mana Muncher, whose "only desire is to steal the characters' magical items, as it eats them;" and Tortillas, which "look like large yellow gorillas with tortoise-like shells." This is in addition to monsters unashamedly drawn from the works of Jack Vance, such as the Deodand, Leucomorph, and Erb. 

Looking over the nearly 90 new monsters included in its pages, what strikes me most about Booty and the Beasts is how many of its entries have a science fictional bent to them. There is, for instance, an entire section of the book devoted solely to robots and many of its creatures are noted as hailing from another planet, solar system, or even galaxy. The Xenomorph from Alien even makes an appearance under the "clever" name of the Neila – get it? Also among the monsters is the Fling Fern, a plant monster that would later make an appearance in the mini-adventure included with the Gamma World Referee's Screen, written not coincidentally by Reiche while he worked at TSR.

This science fictional and indeed post-apocalyptic bent carries over into the magic items section of Booty and the Beasts. There is an entire section devoted to technological items, like the United States Army Pulse Laser Rifle and the Universal Translator. As you might expect, a great many of these are inspired by SF literature, television, and movies, as was the style in gaming products at the time. There are, of course, more "traditional" magic items as well, like the Unpilferable Pouch and the Helm of the Heinous, but I can't help but feel these are overshadowed somewhat by the sci-fi items, perhaps because they're so obviously different from what you'd typically have found in a D&D product at the time (Expedition to the Barrier Peaks having not yet been published.)

I'm not completely sure what more to say about Booty and the Beasts, because it's such a quirky product with a very distinct vision that it defies easy categorization. I suppose that's ultimately why the book, long out of print and sadly unavailable today (except through used booksellers and auction sites), still fascinates me: it possesses a rough, even raw, quality that is clearly the work of individuals with their own notions of what "fantasy" can and should be. Because these notions don't completely comport with my own, I find them in equal parts repellent and alluring. Booty and the Beasts is, like so many products of the early hobby, a labor of mad love that gives us a glimpse of what the hobby was like before brandification and "lifestyle gaming" carried the day – what a time! 

What did I tell you?

Tuesday, November 15, 2022

White Dwarf: Issue #58

Issue #58 of White Dwarf (October 1984) has a terrific cover by Chris Achilleos, an artist whose work I've long appreciated. Ian Livingstone's editorial bemoans the fact that Chaosium has signed a deal with Avalon Hill to publish the next edition of RuneQuest, which will retail at a much higher price in the UK, owing to import costs. Those import costs will be necessary since Avalon Hill has terminated Games Workshop's license to produce a British edition of the game. Livingstone goes on to speculate that this move will undermine RQ's growth in the UK. Whether he was correct in his prediction, I can't say. All I know for sure is that, for several years in the 1980s, RuneQuest was more popular than Dungeons & Dragons in Britain, which baffled my younger self, who could scarcely conceive the possibility that D&D would ever play second fiddle to another fantasy RPG (or indeed any other game).

The issue proper begins with Stephen Dudley's "It's a Trap!," which looks at designing traps in AD&D and other fantasy games. Though short, it's a thoughtful look at the subject and includes an example to illustrate Dudley's main points. In short, he suggests that while traps need not be "realistic," they should nevertheless function according to an intelligible logic. Likewise, the referee should include a means of disarming them or, lacking that, a means to circumnavigate them, even if doing so presents different challenges. 

"Open Box" begins with a mediocre (5 out of 10) review of FGU's Lands of Adventure, a game I've long wanted to see but never have. If the review is any indication, I'm not missing much. More favorably reviewed is Middle-earth Role Playing. The game scores 9 out of 10 in its book form and 7 out of 10 in its boxed form, based on the fact that the boxed set is more expensive and doesn't offer enough any significant additional value. Bree and the Barrow Downs, on the other hand, only garners 6 out of 10, because it's more a sourcebook than an adventure and thus of much more limited utility. Q Manual for the James Bond 007 RPG receives a much deserved 9 out of 10. It's one of the few RPG equipment books I've ever felt deserving of real praise. Finally, there's Star Trek the Role Playing Game, another favorite of mine. The reviewer gives it 9 out of 10 and I'd be hard pressed to disagree.

Dave Langford's "Critical Mass" keeps chugging along, reviewing plenty of novels I've never heard of, let alone read, along with a few I have. Most notable this issue is his praise for Robert Holdstock's Mythago Wood and his dislike of Jack Chalker's Twilight at the Well of Souls. The third part of "Night's Dark Agents" by Chris Elliott and Richard Edwards is surprisingly good. Whereas the previous two installments were filled with the usual mid-80s gaming material about ninjas, this one focuses on the nitty gritty details of how ninjas operated in the field. The material on their preparations and the tactics employed is both interesting and useful, as is the material intended for referees in running ninja-based games. Not being as enamored of ninjas as many gamers, I was impressed that this article held my attention as much as it did.

"Beyond the Final Frontier" by Graeme Davis is not, as its title might suggest, an article about roleplaying in the Star Trek universe. Rather, it's an examination of the beliefs of various real world historical cultures about death and the afterlife in the context of continuing to play a character in a fantasy RPG after he has died. The article is sadly short, but Davis offers some useful ideas for how to handle this in a campaign. "Grow Your Own Planets" presents a computer program, based on then-current astrophysics, that generates star systems and the details of the planets therein. Given the date of its creation, the program is necessarily limited in its output, but I can imagine it would have been very appealing to referees of science fiction RPGs.

"Strikeback" by Marcus L. Rowland is an adventure for use with Champions or Golden Heroes. The scenario is a fun one involving time travel, the Bavarian Illuminati, Baron Frankenstein, Dracula, Sherlock Holmes, and more. It's a kind of League of Extraordinary Gentlemen romp before the fact and, speaking as someone who made use of the adventure at the time, I highly recommend it. "Chun the Unavoidable" by Oliver Johnson, meanwhile, is an adaptation of certain elements of Jack Vance's The Dying Earth for use as a low-level AD&D scenario. I really liked this in my youth, largely for its write-ups of archveults, deodands, and pelgranes, in additional to the eponymous Chun the Unavoidable. 

"For a Few Credits More" by Thomas Price looks at the subject of money in Traveller. This is a solid treatment and I appreciate the way Price considers the ways that technology, whether high or low, might impact currency. Naturally, as an article written in the pre-Internet age, some details look dated – or perhaps "quaint" is a better word – but then Traveller has always been slightly retro, so this isn't really a knock against it. "Thinking in Colour" by Joe Dever and Gary Chalk presents helpful hints on the matter of shading, highlighting, and mixing paints for miniatures. Once again, I find myself wishing I'd devoted more time and effort to learning how to paint in my youth.

"Cameos" by Peter Whitelaw presents two short scenarios for use with RuneQuest. Both are set in Pavis and are quite short, so the referee will need to flesh them out considerably before making use of them. That said, they're both quite flavorful and do a good job of showing off what makes Glorantha such a compelling fantasy setting. "Bigby's Helping Hand" includes yet more ideas for using AD&D spells in unusual ways, along with ideas for using beggars as NPCs. Also included in this month's issue are further episodes of "Gobbledigook," "Thrud the Barbarian," and "The Travellers," the last of which receives a two-page spread.

This is a very good issue of White Dwarf and one whose content I enjoyed and made use of once upon a time. Re-reading it, I was reminded on several occasions of just how vibrant the magazine was at its height. There's a good variety of material and it's quite well presented. Though I was naturally more well inclined toward Dragon, there's little question in mind that, when White Dwarf was firing on all cylinders, it was the superior magazine. Issue #58 is a good example of that superiority. 

Tuesday, November 1, 2022

White Dwarf: Issue #56

Issue #56 of White Dwarf (August 1984) features a cover by Chris Achilleos, who's probably most well-known for his contributions to Heavy Metal magazine. This particular illustration doesn't do much for me personally, but it's very much in keeping with the brash tone of the magazine during this time. In his editorial, Ian Livingstone sees a possible silver lining in the troubles of US game companies like TSR, namely, the emergence of "a thriving British RPG industry." Games Workshop certainly benefited from the decline of TSR in the mid-1980s; whether any other UK companies did so is an interesting question.

Speaking of the mid-1980s, what could be more appropriate than an article about ninjas? "Night's Dark Agents" by Chris Elliott and Richard Edwards is fairly typical of this surprisingly resilient genre of article. Rather than focus on how to include ninjas into any specific RPG, the authors instead talk about the reputed training, skills, weapons, and attire of ninjas in history and legend. It's fairly well done for what it is, but it's hardly groundbreaking in an era when nearly every gaming periodical published multiple periodicals of this sort.

"Open Box" reviews Games Workshop's "Battlebikes," giving it 7 out of 10. This game piqued my imagination at the time, but I never saw it in stores, let alone owned it. Also reviewed is "Turbofire" from Auto Ventures, a product and a company of which I've never heard. The product, which is given 8 out of 10, is apparently a multi-system adventure/campaign scenario designed for use with Car Wars, Battlecars, and Highway 2000 – how strange! Hârn, Cities of Hârn, and three installments of the Encyclopedia Hârnica are all reviewed together, collectively scoring 8 out of 10. The reviewer (Simon Farrell) speaks well of all the products; his main critique seems to be that, because they are presented in a system-neutral fashion, the referee will have to do a lot of work creating game stats for NPCs, monsters, etc. Finally, there's a review of Mayfair's The Forever War game, which garners a 7 out of 10.

For a change, Dave Langford's "Critical Mass" includes discussions of books I've actually read, like Donald Kingsbury's Geta (released in the USA under the title Courtship Rite, which is how I know it). It's a strange work of imaginary socio-anthropology about a colony of humans who survive on a hostile planet where only a handful of Earth plants can grow and whose diet must be supplemented by cannibalism. The book is better than it sounds! Langford also reviews Jack Vance's Lyonesse, which he likes less than The Dying Earth and its sequels, an opinion I share. Later in the column, Langford offers his opinions on the best, worst, most pretentious, and most sexist SF authors.

It's an idiosyncratic list to be sure.

Since we're on the subject of bad writers, the next article is devoted to translating the fantasy novels of David Eddings into Dungeons & Dragons. Predictably entitled "The Belgariad," the article by Peter Ransome is thankfully short. Much more worthy of one's time is "The Last Log," a science fiction Call of Cthulhu adventure by Jon Sutherland, Steve Williams, and Tim Hall. Set in the early 23rd century, the scenario involves checking in with a corporate mining planet whose colonists haven't delivered any reports in over seven months. Naturally, something eldritch is afoot and it's up to the player characters to deal with it. I liked this adventure so much that I used a version of it in my college Traveller: 2300 with great success. Even now, I consider it one of the most original things ever published in the pages of White Dwarf.

"Mortal Combat" by Dave Morris is a collection of rules alterations and additions to the RuneQuest combat system. While I have no doubt that articles of this sort were of great interest to RQ fans, it was precisely this obsession with adding complexity to an already complex combat system that has long prevented my wholly embracing the game, which is a pity. Part 1 of "The Sunfire's Hart" by P.G. Emery is an excellent kick-off to an extended AD&D scenario for low-level characters. The initial premise is that the PCs are hired by the Guild of Sages to travel by boat a series of volcanic islands to find out why contact was lost with the last group to travel there – a common theme in many RPG scenarios, it would seem! The islands were once ruled by the defunct Solarian Empire, which maintained power through the use of an artifact called the Sunfire's Heart. The scenario involves not only discovering what happened to other inhabitants of the island but also the secret history of the Solarian Empire. It's far from a perfect adventure, particularly in terms of its presentation, but I am a sucker for adventures where ancient history plays a role.

"Plying the Spacelanes" by Paul Vernon is an alternate take on random starship encounters in Traveller. Vernon does a good job, I think, of expanding on and rationalizing the original tables without complicating them unnecessarily. The next time I referee a Traveller campaign, I might well make use of these. "To Boldly Go" by Joe Dever and Gary Chalk takes a look at sci-fi miniatures, including those produced by Grenadier for Traveller. "High Planes Drifters" is a collection of four D&D monsters from the planes beyond the Prime Material. As you'd expect, they're a mixed bag, with none of them really standing out as must-use additions to the game.

"Don't Touch That Dial!" by Phil Hine is an odd little article, in that it's ostensibly about the introduction of high technology into a D&D but is in reality simply about the introduction of two specific types of high technology: gunpowder and mechanical flight via ornithopters. The former is a perennial topic of interest to fantasy gamers, while the latter seems to stem largely from Moorcock's Runestaff series and Herbert's Dune. It's a mostly forgettable article, much like "The Psytron!" by Carol Hutchins, which reviews a 48K Spectrum game of the same name. I say that not because the game in question is a bad one – the reviewer gives it 9 out of 10 – but because it doesn't seem to have been a particularly successful or influential product. I'd much rather read the latest installments of "Thrud the Barbarian," "The Travellers," and "Gobbledigook," all of which I enjoyed more.

White Dwarf continues to trudge along solidly. At this point in its run, most issues were decent enough to hold my attention without much complaint and would often include one or two articles that I still remember even now. This is one of those issues, largely because of "The Last Log," which is a genuinely clever take on Call of Cthulhu. I look forward to seeing more like it in the issues to come.

Thursday, October 13, 2022

Wyst: Alastor 1716

Though Jack Vance is probably best known among fans of roleplaying games for his works of fantasy, such as his The Dying Earth and its sequels, his works of science fiction are every bit as remarkable, filled with the same memorable characters, imaginative locales, and wild reversals of fortune that are the hallmarks of his long career as a writer.  

During the 1970s, Vance wrote three science fiction novels set in an area of human-colonized space known as the Alastor Cluster. The third of these, Wyst: Alastor 1716, follows the travels of a restless young man who enters and wins an art contest, the prize for which gives him a round-trip ticket to any world in the Cluster he chooses, along with some spending money. The young man chooses Wyst, whose society is governed by the philosophy of "egalism" that decrees that every person is equal to every other – with somewhat predictable results. Like so many of Vance's works, Wyst is thus equal parts adventure story and satire.

I mention this all because Sword Fish Islands, the company behind the excellent Hot Springs Island, has published an illustrated, fine press version of Wyst: Alastor 1716 in cooperation with Spatterlight Press, which preserves and promotes Jack Vance's literary legacy. Sword Fish Islands very kindly asked me to write the afterword to this edition, which touches on, among other things, the role Vance's stories played in inspiring many of the earliest creators of roleplaying games, particularly Gary Gygax.

If you're a fan of well made, limited editions of classic literature, you might find this lovely new edition of Wyst to your liking.  

Monday, September 26, 2022

My Top 10 Favorite Imaginary Settings (Part I)

My recent retrospectives of both Dragonlance Adventures and Greyhawk Adventures got me thinking about my favorite settings for roleplaying games, which, in turn, got me to thinking about my favorite imaginary settings in general. Before long, I realized that I had the makings of a couple of posts in which I listed, in order, my favorite imaginary settings, along with some thoughts on how I first encountered them and why I still like them. Like all my previous lists of this sort, this one is intentionally personal. It's not intended to pass judgment on these or any other imaginary settings in any absolute sense. If your favorite isn't to be found here, that only means that you and I have different tastes, nothing. I doubt there will be many surprises here for long-time readers, except perhaps the order in which I rank the various settings I've chosen. 

10. Middle-earth

Growing up in the 1970s, J.R.R. Tolkien's Middle-earth was probably the most well-known example of literary fantasy in popular culture. The Rankin-Bass cartoon of The Hobbit was released in 1977, with Ralph Bakshi's The Lord of the Rings coming out the following year. This is also the decade of the Brothers Hildebrandt Tolkien calendars and the Ballantine paperbacks with covers featuring Tolkien's own artwork. Consequently, it would have been nigh impossible for me not to have been pulled into the orbit of one of greatest fantasy settings of all time. 

Tolkien invested Middle-earth with a richness of detail that has, I think, become a model for every creator who's followed in his wake, even those who explicitly reject his particular take on fantasy. I know that's true in my own case, which is why I include the setting in this list. However, my fondness for Middle-earth is a distant and somewhat cold one – respect might be a better word to describe it. There's much I admire about Tolkien's creation, but very little I've directly emulated in my own (admittedly paltry) efforts, hence why I rank it lower than every other setting I'll discuss.

9. Barsoom

Mars, as envisioned by Edgar Rice Burroughs, is one of the oldest science fiction – or fantasy; take your pick – settings of lasting significance, inspiring innumerable writers (and scientists) to consider what life might be like on planets other than our own. I can't quite recall when I was first exposed to Barsoom, but it's been a setting I've loved for almost as long as I can remember. In my younger days, I simply thrilled to the exploits of John Carter, as he struggled mightily against a wide variety of nefarious antagonists, none of whom possessed an ounce of his courage or honor. Nowadays, I'm much more interested in Burroughs's worldbuilding, which is surprisingly rich and deep.

Barsoom is a great example of an adventuresome setting, by which I mean one where almost every detail exists to provide fodder for tales of derring-do. That undoubtedly limits the scope of Barsoom somewhat, but I can't say that bothers me much. Sometimes, all you want out of an imaginary setting is a fun environment for exciting stories and Barsoom provides that in spades. Considering the importance of the Red Planet to the creation of the hobby, I'm not the only person who thinks so.

8. The Known Worlds of Fading Suns
This is the first (but not the last) roleplaying game setting to appear on this list and with good reason. Since its appearance in 1996, I've enjoyed the 51st century of this "futuristic passion play," both as a referee and as a writer. Much like Barsoom, the Known Worlds are an adventuresome setting, perhaps even more explicitly so, since it was created for use in roleplaying game campaigns. This means that (also like Barsoom), the setting doesn't stand up to close scientific scrutiny, despite the fact that it's supposed to take place thousands of years from now in our world. It's closer to a fantasy setting in many ways and I have found that most objections to one or another aspect of it are best met by explaining that.

On the other hand, the Known Worlds are almost unique among futuristic settings in the pride of place they give to philosophy, religion, and spiritual matters. This is a setting, like Frank Herbert's Dune, that recognizes that mankind will bring religion with him as it travels the stars and, if anything, will only become more influential because of it. That's catnip for people like myself, who take great interest in questions of this kind, especially since the setting isn't interested in providing answers to those questions but rather occasions to ask more of them against a back of interstellar adventure.

7. The Hyborian Age

The 1970s was also the decade in which the works of Robert E. Howard managed to break into popular culture, thanks in no small part to Marvel's Conan the Barbarian comic book series. Though I of course read the comics, I was even more devoted to the short stories and novellas that I found on a spinner rack in my local library. Through them I became acquainted with the prehistoric Hyborian Age in which the Cimmerian lived. A heady mix of real world history and Howard's own flights of fancy, the Hyborian Age was simultaneously familiar and alien to me, which made it all the easier for my youthful self to fall in love with it. 

My appreciation for the setting only grew with age. I read REH's own essay about the Hyborian Age and his thoughts on its creation and immediately understood what I had only dimly grasped previously, namely, that real world history and cultures could be used to create something that nevertheless felt fresh and exciting. There is no need to create entire worlds from whole cloth, nor is there any shame in borrowing from the examples of the past. The trick is in using these raw materials imaginatively, as Howard had done, to present something that was a compelling back drop for adventure.

6. The Dying Earth
I've often said that science fiction is my natural medium. Despite that, I've spent more time roleplaying in fantasy worlds than in science fiction ones. Given that, I suppose it was inevitable that I'd fall in love with Jack Vance's Dying Earth. Set untold eons in the future, the Dying Earth is a setting in which science has become indistinguishable from magic and has changed the face of the planet – and its inhabitants – forever. In some ways, it's an ideal setting for someone with my conflicting interests and experiences, allowing me to have my cake and eat it too, so to speak. (I'm sure the fact that D&D's magic system is based on that of the setting endeared it to me as well.)

The other thing I adore about the Dying Earth is its overall feel: cynical, exhausted, and mysterious. You never know what you're going to find over the next hill or whether the traveler with an extra-broad smile you meet on the road is a friend or a foe. It's a place that keeps you guessing, sometimes until it's too late to extricate yourself from the trouble in which you've now found yourself. It's the stuff of enjoyable stories and captivating adventures.

Saturday, August 28, 2021

Jack the Clever

I honestly can't recall the first time I saw the adjective "Vancian" used to describe the magic system of Dungeons & Dragons. It might have been in the pages of Dragon, but I can't be certain. Wherever it was, I was initially baffled by it, because I didn't read any of Vance's work until after I had started playing RPGs. When I first picked it up, I associated D&D with Robert E. Howard's Hyborian Age, Fritz Leiber's Nehwon, and J.R.R. Tolkien's Middle-earth. The influence of any one of these authors on the game seemed so much more obvious to me at the time, but Jack Vance? Who was he?

Fortunately for my literary education, I eventually picked up a copy of Cugel's Saga and soon fell in love with its arresting combination of "high" vocabulary, picaresque adventures, and wondrous setting. Vance was an unexpected surprise to me at the time. I'd read several authors whose works contained elements I'd also found in Vance – such as Clark Ashton Smith's penchant for archaisms – but I'd never found them all in those of a single author before. So impressed was I that I immediately sought out first its follow-up, The Eyes of the Overworld and then The Dying Earth, both of which likewise impressed me, sending me on a quest to read everything by Vance I could get my hands on.

I bring all this up because today is the 105th anniversary of the birth of John Holbrook Vance. Born in San Francisco in 1916, Vance led a remarkable life. During the Great Depression, he took up a variety of menial jobs to support himself and his mother, during which time he also attended university, eventually graduating in 1942. During World War II, he joined the Merchant Marine, an experience that led his lifelong love of sailing and the sea. Throughout this time, he made his first efforts at published writing in science fiction and fantasy, genres he had loved since he was a teenager. By the end of the 1940s, Vance started to achieve success as a writer, which encouraged him to devote himself to the craft fulltime. The rest, as they say, is history.

There's a great deal that could be said about Jack Vance and his influence on fantasy, science fiction, and the hobby of roleplaying. Rather than do that at this time, I will instead urge you to read one of his many stories. Whether you choose one of his Dying Earth tales, the Lyonesse trilogy, the Planet of Adventure series, or almost any other with his byline, you'll find joyful stories tinged with melancholy and wild, unpredictable imagination presented through singular prose. Vance is truly one of the Giants of fantasy fiction and he deserves to celebrated by all who appreciate superb writing and creativity. 

Happy Birthday, Mr Vance.