Archive for the ‘news’ Category

the give and take of D&D and fiction

Friday, November 25th, 2011

Here’s an example of cross-pollination between D&D and pulp fantasy:

Roger Zelazny began his series of “Dilvish the Damned” fantasy short stories in 1964. Zelazny was influential on D&D: Gygax says that Zelazny’s Shadow Jack inspired the thief class, and Dilvish’s Elf Boots inspired the Boots of Elvenkind.

In Zelazny’s 1981 Dilvish the Damned story “Tower of Ice”, the influence seems to be going the other way:

Black completed the spell. They remained motionless for a brief while after that. Then: “That’s it?” Dilvish asked.
“It is. You are now protected through the second level.”
“I don’t feel any different.”
“That’s how you should feel.”
“Is there anything special that I should do to invoke its defense, should the need arise?”
“No, it is entirely automatic. But do not let that dissuade you from exercising normal caution about things magical. Any system has its weak points. But that was the best I could do in the time that we had.”

Maybe Zelazny re-invented the concept of second-level spells, but there’s no reason to think he did. And there’s no reason to think he should. An environment where authors are free to borrow from each other is one where they can build on each others’ work. A lot of D&D-influenced fantasy and fantasy-influenced D&D from the 80’s is kind of like the Chthulu Mythos in this way: written by multiple authors, but sharing so many genre assumptions and pieces of lore that they’re practically set in the same universe.

Now here’s something that Zelazny’s “Tower of Ice” can give back to D&D:

He had escaped from Hell itself, after two centuries’ torment. Most of the humans he had known were long dead and the world somewhat changed. Yet the one who had banished him, damning him as he did, remained–the ancient sorcerer Jelerak. In the months since his return, he had sought that one, once the call of an ancient duty had been discharged before the walls of Portaroy. Now, he told himself, he lived but for vengeance. And this, this tower of ice, one of the seven strongholds of Jelerak, was the closest he had yet come to his enemy. From Hell he had brought a collection of Awful Sayings–spells of such deadly potency as to place the speaker in as great a jeopardy as the victim should their rendering be even slightly less than flawless. He had only used one since his return and had been successful in leveling an entire small city with it. His shudder was for the memory of that day on that hilltop, rather than for the icy blasts that now assailed him.

Use Awful Sayings as a form of treasure for wizards. More powerful than spells, they can have campaign-level impications. Once memorized, an Awful Saying stays memorized until you use it – then it is gone forever.

Casting an Awful Saying requires a saving throw. Failure results in some terrible, random, Deck of Many Things-style misfortune happening to the caster and his friends.

Because these spells can only be used once, and they might backfire, they might provide a tantalizing form of temptation/resource management for the wizard.

Example Awful Sayings:
Raze City A city, or an area the size of a city, is completely blasted and destroyed.
Damn A single being is killed and sent to be tortured at the bottom of the Abyss for all eternity.

escape the city within an hour

Friday, November 18th, 2011

“You might call it a game,” said the youth. “When the bell completes its song, several strokes hence, the maze will be laid. You will then have an hour until it strikes again. If you have not found your way out of town and away from here by that time, you will be crushed by the buildings’ rearranging themselves once more.” “And why the game?” Dilvish asked, waiting out another tolling before he heard the reply. “That you will never know, Elfboot, whether you win or lose, for you are only an element of the game. I am also charged to warn you, however, that you may find yourself under attack at various points along whatever route you may choose.”
–Dilvish the Damned, Roger Zelazny

Wow, this sounds more like the setup of a D&D set-piece adventure than it does a piece of fiction! You don’t have to go very far to turn it into quite a usable episode.

This would work quite well in older versions of D&D, with their emphases on mapping and time management, but this adventure would also be a good excuse to bring such elements into a 4e game, as a sort of minigame.

The maze in the story features two guys who keep on popping up, and Dilvish isn’t sure which to trust. This is sort of a disguised liar-and-truthteller problem, with the addition of a time limit, which makes things less cut-and-dried.

There are also fun events like this one:

Immediately the flagstones about him were raised like trapdoors and figures rose up from out of the ground beneath them. There were perhaps two-score men there. Each bore a pikestaff.

Nothing like bad guys popping simultaneously out of 40 trapdoors to tell the PCs “Don’t go this way”.

how to make a werewolf creepy

Monday, October 31st, 2011


“The meat!” came a panted whisper. … He picked up the piece of meat and tossed it outside. It vanished immediately, and he heard the sounds of chewing. “That is all?” came the voice, after a time. “Half of my own ration, as I promised,” he whispered.

“I am very hungry. I fear I must eat you also. I am sorry.”

“I know that. And I, too, am sorry, but what I have left must feed me until I reach the Tower of Ice. Also, I must destroy you if you attempt to take me.”

“The Tower of Ice? You will die there and the food be wasted, your own body-meat be wasted.” …

The white beast panted for a time. Then: “I am so hungry,” it said again. “Soon I must try to take you. Some things are worse than death.”

–Roger Zelazny, Dilvish the Damned

I think that similar creatures in other books – often wolves, perhaps – apologize for their desire to eat the protagonist. Am I thinking of the Neverending Story? Something in Narnia?

Anyway, it’s not a bad trick for making a random encounter feel very creepy and personal, and a little sad as well. Play up the creature’s struggle as much as you want – maybe make it indebted to the PCs, to increase its guilt and anguish.

Ultimately, as much as a PC may feel sorry for such a creature, they’ll have to kill it, now or later; and it will be a mercy killing.

Like so many things in fantasy (and horror), including vampires, this creature’s relationship to the PCs seems like a symbol for some other, more disturbing human relationship. Fantasy handles these layers well. This is one of the reasons I’m not particularly interested in dealing with real-life disturbing issues in-game. Fantasy seems to me like a genre where these monsters are best transformed before they are fought.

lowering shipping for od&d poster

Sunday, October 9th, 2011

I’ve mailed 30+ wandering monster posters so far! After having been to the post office a few times and sending a bunch of international mailer tubes, I’m finding that I’ve been charging too much for international shipping. I’m lowering all int’l shipping by $5: it’s now $5 to US and Canada and $10 to other international destinations. I’m also giving $5 paypal refunds to the Canadians and Brits who already ordered. United Kingdom, consider this my “thank you” for coming up with the Flumph.

I’m also trying two shipping methods: one padded with newspaper and one without. Let me know if you get a poster in non-mint condition, and how it was padded: I’ll send a new one.

buy this OD&D Illustrated Wandering Monster poster!

Wednesday, October 5th, 2011

I originally drew this poster for the Gygax Memorial. I sold out of my first run at Gen Con for $10. Now you can buy them for $7.50!

The 18×24 poster contains the complete rules for random dungeon and wilderness encounters in infographic format, and illustrations of every single OD&D Brown Box monster (200+ monsters), including the rarely-used ones like “thoat,” “thoul” and “titanotheres.”

OD&D Wandering Monster poster
Put this on your rec room wall, and you can use it to generate random encounters without having to flip through books, or just stare at it glassily while descending into a spiral of madness.

Price: $7.50 + shipping

Sold out!

This poster is currently sold out, but I’m running a kickstarter to get it back in print, and also to print a new poster, “Random Dungeon Generator as a Dungeon Map”. Check out the kickstarter and help me get the poster back in print!

the ghost pirates

Friday, September 30th, 2011

William Hodgson is kind of an amazing early horror writer, and his 1909 “The Ghost Pirates” makes sea travel scary for the same reason that a haunted house or a dungeon is scary: a ship is an isolated environment. It can be even lonelier than a dungeon, because a ship is frequently months away from the nearest port, instead of just outside of town.

In “The Ghost Pirates”, the isolation is heightened because the ship seems to be drifting into a twilight zone where they can’t count on contacting the natural world:

It was thus that I came to see something altogether unthought of–a full-rigged ship, close-hauled on the port tack, a few hundred yards on our starboard quarter. … Away aft, hanging from the gaff-end, was a string of flags. Evidently, she was signalling to us. All this, I saw in a flash, and I just stood and stared, astonished. I was astonished because I had not seen her earlier. In that light breeze, I knew that she must have been in sight for at least a couple of hours. … How had she come there without my seeing her, before? All at once, as I stood, staring, I heard the wheel behind me, spin rapidly. Instinctively, I jumped to get hold of the spokes; for I did not want the steering gear jammed. Then I turned again to have another look at the other ship; but, to my utter bewilderment, there was no sign of her–nothing but the calm ocean, spreading away to the distant horizon.

The ship is drifting into another plane – possibly the shadowfell. In the shadowfell, there are ghosts. And in a book called “The Ghost Pirates”, those ghosts are possibly pirates.

“My idea is, that this ship is open to be boarded by those things,” I explained. “What they are, of course I don’t know. They look like men–in lots of ways. But–well, the Lord knows what’s in the sea.”

And that’s the advantage of the sea as an adventure location: your ship might be skimming above empty sea beds, sea monsters, or a nest of Chthulhus. The Lord knows what’s in the sea.

miles of gor

Monday, September 26th, 2011

You know you’re reading an Edgar Rice Burroughs Mars pastiche when you need to memorize new units for distance and time.

Here are some passages from John Norman’s first Gor book, Tarnsman of Gor:

“What a tarn!” he marveled. “I had a full pasang start, and yet you passed me!” The pasang is a measure of distance on Gor, equivalent approximately to .7 of a mile.

(A tarn is a bird that you fly.)

The shadows of the pasang stones had grown long, and, judging by the angle of these shadows (for the stones are set in such a way as to serve also as sundials) it was past the fourteenth Gorean Ahn, or hour. The Gorean day is divided into twenty Ahn, which are numbered consecutively. The tenth Ahn is noon, the twentieth, midnight. Each Ahn consists of forty Ehn, or minutes, and each Ehn of eighty Ihn, or seconds.

Apparently John Norman gets pretty crazy with the slave girls in later books, but Tarnsman of Gor is a pretty unremarkable ERB Mars clone.

Mars clones are an interesting subgenre: interesting in how boring they are. Most never experiment with the formula in a meaningful way. Here’s what you’ll find in every clone:

  • Modern man goes to another world, where he is stronger because of the reduced gravity
  • Man bests everyone in all warlike pursuits
  • Man learns new systems of measurement, which he is compelled to share with the reader
  • Man wins the love of a princess, who is immediately kidnapped

Slavishly formulaic, but I always find them pleasant reading. Some day I plan to make a chart showing the conversions between times and distances from my various not-Mars books, by Norman, Moorcock, Kuttner, Fox, etc.

do you want to play some D&D in NYC?

Thursday, September 22nd, 2011

I’ll be DMing October 1, Dave Arneson Memorial Gameday, at the Brooklyn Strategist.

The Mule Abides has set up a Kickstarter to raise money for Dave Arneson’s charity of choice, juvenile diabetes research.

  • If you’re not in NYC, you can donate, and get the usual collection of kickstarter prizes, including a copy of my OD&D Wandering Monster poster and various interesting gamebooks.
  • If you are in NYC, you can come by the Brooklyn Strategist any time from 9am to 11pm and play games with a bunch of “celebrity DMs”, including the authors of Burning Wheel and Mouse Guard, Adventures Dark and Deep, Adventurer Conqueror King, Death Race Z, Stonehell Dungeon, and, most importantly, ME! You will be amazed at how majestic I am in person, how I command a room with my very presence, and how urbanely I TPK your PCs while flicking an imaginary piece of dust from my perfectly-tailored lapels.
  • cheers, gary sold out

    Wednesday, September 14th, 2011

    We’re officially sold out of the first print run of Cheers, Gary. I’m not sure exactly how many the Gygax Memorial Fund printed (two or three hundred? When we were carrying the boxes into the Gen Con exhibitors’ hall, it felt like more.) We sold most of them at Gen Con, and over the last two weeks, sold the last 50 or so online. The only copy left in my house is my own dog-eared personal copy.

    My apologies to anyone who ordered a copy and hasn’t gotten it yet. We just sent out the last orders yesterday, so even now, words of Gygax wisdom may be winging their way to your house.

    If you’d still like one, I think the Gygax Fund is planning a second printing: hardcover, with an index and ISBN number this time. Sounds deluxe. Since they’ll be hardcover, I un-volunteer to schlepp around the boxes next Gen Con.

    This was my first experience selling something I had a hand in making, and it’s been magic. I feel like people have been kinder about my editorial choices than I perhaps deserve. I’m glad everyone went easy on a first-time editor and bookseller, and that everyone from the Memorial Fund was so supportive and helpful. And I hope that everyone who got a copy enjoys reading the Gygax voice again.

    identical advisors

    Friday, September 9th, 2011

    I liked The Warlock In Spite of Himself when I was a kid. Rereading it, I see a few more flaws than I did. The one that bothers me the most is the colloquial, already-dated topical references in a story that’s supposed to be three thousand years after the present day.

    Here are some of the jokes that people will still get in 3000 years:

    “This was as dark as Carlsbad before the tourists came.”

    “Well, I wouldn’t exactly qualify for first chair in the Philharmonic, but…”

    “Matter of fact, she was stacked like a Las Vegas poker deck.”

    There are good moments, though: for instance, all of the nobles come with their own creepy alien Wormtongue advisors:

    Next to each of the great lords sat a slight, wiry, wizened little man, an old man; each had an almost emaciated face, with burning blue eyes, and a few wisps of hair brushed flat over a leathery skull. Councillors? Rod wondered. Strange that they all looked so much alike.

    In a D&D campaign, I think I’d have it become apparent that none of the nobles knew that the advisors were there.