Showing posts with label Robert J. Kuntz. Show all posts
Showing posts with label Robert J. Kuntz. Show all posts

Thursday, October 21, 2010

THE MACHINE LEVEL: SPECIAL WEB INTRODUCTION



I finished the essay-introduction for The Machine Level on 10 October.  Here it is with some inset images.  The latter images, excepting perhaps for Andy Taylor's fine image, above, will not be included in the printed version. Some of the text as used for this web introduction will be omitted from the final printed version as well.

Special Note! Kyrinn Eis (aka TIMESHADOWS) and I are also sculpting a fantasy-sf adventure which I am quite excited about as it includes a very unique creation of mine called the Whools and incorporates her intense and imaginative writing in a shared plot we devised.  Not sure as yet who we might publish that one through when finished.  But for now, the MACHINE LEVEL!

Prelude:  In Dragon Magazine #17 James Ward penned an article entitled, "BOREDOM AND THE AVERAGE D&D DUNGEON."  Here is the reverse-highlighted extract wherein he reveals some details on the Machine Level:


Also note that James, a regular player in our campaign then, makes a sidelong reference to my large level he'd adventured on, "Horsing Around," otherwise known as the "Greek Mythos Level."

That gives some historical grounding for the level from published matter.  What follows is the full, first draft introduction...



The Machine Level – A Glimpse at the Machinations of Fantastic Fiction in the Original Campaign

©2010.  Robert J. Kuntz.  All Rights Reserved.

A long time before Expedition to the Barrier Peaks was published, EGG and myself had been experimenting with machinery and science fiction in the Original Campaign.  Our aim was to always befuddle our ever-wary players and to keep the sharp edge of suspense and expectancy rising within the story. Both of us deemed suspense to be a high mark in adventure storytelling; and it is no wonder, looking back, that both of us appreciated the films of Alfred Hitchcock that we were to watch together quite often whenever they were televised. 


The Master of Suspense, Alfred Hitchcock.

On top of that, EGG and I were both naturally creative individuals whom as co-DMs sought out expansion (and expression) of concepts and ideas as these gathered to us.  These ideas were often spawned during game play, by reading a book the night before an adventure, through scouring our ever-growing notes and sometimes were derived from voiced, but errant, surmises on the players’ parts, such as … “I bet it’s a…”  …or … “It seems like a watcha-ma-jigger” or, more emphatically, “It’s a (fill in the blank for a monster or situation)!”

It was all fantasy to us and so there were no holds or stops put on the range or type of experimentation used in furthering our stories. To our glee this measure was satisfactory for our gamers. They had not only grown to expect anything from us, they indeed looked forward to change.  I sometimes suspect that they knew that we were going to do what we wanted to as DMs anyway and upon that realization also knew that it meant we were having as much fun as they were.  And believe me, OUR players wanted us to have fun, for a grouchy DM was in no way wanted sitting across from them at the gaming table!

So before EGG was about sending his son’s PC to Mars, I had been creating for Castle El Raja Key a level with machinery.  But it was to be no ordinary level, as it was to soon host EGG’s PCs.  His “grouping” of PCs (described in various works related to the World of Greyhawk) were started in my Castle El Raja Key and only by creative transition through the melding of parts ERK and parts WoG did they then root themselves in the latter setting. I soon started co-DMing in the original Greyhawk home campaign; and this became a catalyst, by great urgings from EGG, for moving many of ERK’s original levels into EGG’s and my own 2nd Castle Greyhawk.  The Machine Level (also known as EAST 8 in our original campaign terminology) is one such level from ERK that made the transition soon after being adventured upon by EGG and crew.  Such luminaries as James Ward’s PC, Bombadil, were to later venture into its precincts.

What is (and was) to be expected within this level?  Pure and simple:  mayhem.  It was designed to continue challenging EGG’s voracious play, so therein is the real clue to its design intent.  It was not meant to challenge other players, though it finally did so by its later inclusion in Castle Greyhawk.

But, “Why machines,” you ask?  Gary and I would have simply answered back then,  “Why not?”  This was a time when the literature we read was a mix of many subjects and genres:  fantasy, horror, noir fiction, history, military history, science and science fiction.  Therein lies a clue to the richness of our adventures, a richness which I often feel is now partly lost to succeeding generations of DMs and gamers.  And that is:  A story is a story, no matter how you wrench the mechanic to make it fit into a game.  Gary and I were well read storytellers.  Our players were well read gamers.  Storytelling and story “acceptance” was a natural state between its then participant groups.

Even though our genre inclusive game experience was soon to be fragmented into several RPG types—with medieval fantasy claiming sole rights in the original version of the game--this initial segmentation was a weighed choice made for D&D’s immediate commercial introduction only.  We had previously felt that the game had more range and infinitely more possibilities than what the lone S&S element produced.  


While perusing the DMG’s sections for including different genres within the expanding game, one does not feel that these are hurried attachments of after-matter by EGG. To the contrary, EGG’s up front insistence of Barsoom’s relevance in his original foreword had already paved the way for Hiero’s Journey in Appendix N.  This “addenda” was in fact the natural outgrowth of both our realized views as experienced through play, 1972 onward. While EGG honored Jack Vance with his Dirdir level, I did the same for C. A. Smith & Lovecraft with my Lost City of the Elders (which more recent convention-players have experienced and where mutated creatures and hovering metal devices were seen and fled from).



After D&D’s release, Gary and I continued to experiment with SF and other genres, but this time by way of both play and through publication: We were to co-create Expedition to the Barrier Peaks; we encouraged the creation of Metamorphosis Alpha and adventured upon the Starship Warden; there could soon be found my mysterious and wily visitor from the stars known as Cosmodius that Ward’s Bombadil contested with for his vast knowledge of technology; select items of a SF nature were placed at key locations in both our castles; and there would be some inclusions of M.A.R. Barker’s Tekumel “magic” and creatures in the Bottle City level and upon the outdoor. I created many SF-variant creatures and sluiced them into our city, one by the name of “modern man.”

Extracted Cosmodius page from the RJK Collection.


Further, horror would often closely meld with SF and S&S elements to promote a cosmic terror by way of alien locales, their technologies and an ancient, arcane magic, all of which was realized through play in secreted settings (ala A. Merritt, C. A. Smith or Lovecraft). One such place was Fomalhaut, yet another large adventure I designed to keep the adventurers quite curious of their newfound surroundings just prior to terrifying them. As you can note, EGG and I were very diligent in keeping our adventures, and the adventurers, fresh.

These were not meaningless contrivances by us; and neither of us lacked the creative verve for producing solely mundane or earthly elements or situations.  We knew the players would not only be intrigued through such imaginative story matter, but they would be wondrous about where it derived from.  Through these relations we were promoting story by introducing several elements that good storytellers use:  intrigue and suspense.

Because of our openness to elements that could be easily fitted into any storyline Gary and I never lacked for stimulating or compelling story matter. We were both willing and able to include whatever it took to keep the story interesting for the players.  And that’s the real answer to the question, “Why machines?” Just as important, and from a design view, this kept us constantly fresh as DMs, as we were always alert to the possibilities of creative inclusion of any type of material, however varied in content.

So.  Now is the time to strap on your gear as EGG did back in 1973! And forget your prayers.  For upon this level there reside no gods of flesh…

Rob Kuntz
10 October 2010




Tuesday, October 19, 2010

Kings and Things Update

Z-Man Games will be releasing this classic in November.

Here are some snaps:



Monday, October 18, 2010

Dungeons n Dragons: Cartoon Ideas Worth Using

In Greyhawk Supplement #1 (TSR, 1975, Gygax and Kuntz) to the Dungeons n Dragons game there can be found some magic items that were influenced by cartoons, most notably the portable hole and the bag of tricks.  Though I assume that most informed fans might be aware of this, I include hereafter those two inspirational cartoons:  one is a Looney Tune, "The Hole Idea"; the other, "The Magic Bag" from Felix the Cat.  EGG was influenced to create the portable hole name and in combination with the effect/item described in Jack Vance's Dying Earth story, "Chun the Unavoidable"; and I was so inspired by the Felix' cartoon to create the bag of tricks.  Note that both were changed substantially from their original idea base.  Also note that one can easily re-imagine different creative matter from these, as I am now doing for a couple of projects.



The Hole Idea
After years of futile experimentation, Professor Calvin Q. Calculus astonishes the world with his amazing invention, the "portable hole." Unfortunately, the Prof's invention is stolen by a shadowy criminal, who uses the mobile hole to rob a wide variety of banks and jewelry stores, ultimately "graduating" to Fort Knox. Meanwhile, Prof. Calculus comes up with a devilish method of escaping his eternally nagging wife. Watch for the "inside" references to Denver, Colorado, home town of director Robert McKimson, who always regarded The Hole Idea as one of his favorite cartoons. ~ Hal Erickson, All Movie Guide.



Felix the Cat 1959 The Magic Bag




Friday, October 8, 2010

Black Blade Publishing Press Release--Repost

BLACK BLADE TO PUBLISH ROB KUNTZ’S LAKE GENEVA CASTLE & CAMPAIGN™ PRODUCT LINE


8 OCTOBER 2010
WICHITA, KANSAS


Black Blade Publishing is proud to announce an agreement with Robert J. Kuntz to publish his Lake Geneva Castle & Campaign™ (LGCC) dungeon levels.  Jon Hershberger, President of Black Blade, said, “It is a privilege to publish these Lake Geneva Castle and Campaign dungeon levels in partnership with Rob Kuntz. Their historical value dating back to the origins of the RPG hobby is significant. Rob's distinctive adventure modules are very creative and serve as both challenging settings for veteran gamers and as inspiration for future game designers.”

The agreement includes the publication and distribution of:

Six original Lake Geneva Castle dungeon levels, including The Machine Level, The Boreal Level, and four additional levels that feature such famous and infamous encounters as the Giants Pool Hall, the prototypical set-piece encounter for The Garden of the Plantmaster, and connections to several other planes of existence for off-world adventuring.  Each dungeon level will be published upon completion by Mr. Kuntz, beginning this winter with “The Machine Level,” which will be 32 to 36 pages in length.
  

.PDF editions of Kuntz’s out-of-print adventure modules CAS1 Cairn of the Skeleton King and CAS2 Tower of Blood, with additional titles to follow as their print runs sell through (including RJK1 Bottle City).  

The .pdf edition of the adventure module Ice Grave (originally published in Troll Magazine #1 in 1997), the proceeds from which Kuntz will use as a special fund to be awarded on a recurring basis to excellent up-and-coming RPG game designers.

Future publications will release the full scope of Kuntz’s massive original manuscript collection that spans the history of the development of the first fantasy role-playing game, as played in the Lake Geneva campaigns.  These publications will primarily be issued in .pdf format, with select titles also targeted for in-print releases.

Robert J. Kuntz said, “Black Blade was my first choice as a publishing partner due to their commitment to producing high-quality, printed books.  I can trust them to reproduce my manuscripts with the respect, fidelity and attention to detail that reflects their historical value and context.”  Allan Grohe, co-founder and editor for Black Blade, will manage the Lake Geneva Castle & Campaign™ product line.  Grohe said, “Rob Kuntz’s designs stand out across the history of RPG publishing for their originality in design and challenge to player skill.  It’s a pleasure to continue my long-standing publishing relationship with Rob under the auspices of Black Blade.”


About Robert J. Kuntz

One of the founding fathers of the RPG industry, Robert J. Kuntz helped to design, playtest, and expand the original Dungeons & Dragons game with Gary Gygax and Dave Arneson from 1972 to 1975. Mr. Kuntz co-authored Greyhawk: Supplement I, created Kalibruhn—the third RPG campaign setting, and one of the first RPG worlds created from the top down—and co-DM'd the famous Greyhawk campaign with Gary Gygax for many years. He also co-wrote the classic Gods, Demigods & Heroes with Jim Ward, which was later revised and expanded as Deities & Demigods in 1980. His game designs have been published through 12 companies world wide, including TSR, Paizo Publishing and Hobby Japan. His articles, interviews and fiction have appeared in 10 magazines, including Dragon and Dungeon.


Mr. Kuntz founded Creations Unlimited in 1986 to publish the "Maze of Zayene" series and Garden of the Plantmaster. Mr. Kuntz has republished and updated his classic Creations Unlimited adventures, and has also designed several board games, including King of the Table Top, Magus, and Kings & Things (which won the Charles Roberts Award for Best Fantasy/Science Fiction Game of 1986; and re-released 2010 through Z-Man Games). Mr. Kuntz was honored with the 2005 Gold ENnie Award for his design of the super-adventure "Maure Castle" (published in Dungeon Magazine's 30th Anniversary Celebration issue #112 by Paizo Publishing).  In 2006 he founded Pied Piper Publishing which has to date printed 10 titles, including his recently released novella, “Black Festival”. His creative interests extend to writing novels, short stories, screenplays, non-fiction essays and his personal memoirs about the founding of the RPG industry.


About Black Blade Publishing

Black Blade Publishing is the publisher of the Swords & Wizardry game line, under license from Mythmere Games, including the ENnie-Award-winning Swords & Wizardry Core Rules and Knockspell Magazine; Robert J. Kuntz’s Lake Geneva Castle & Campaign dungeon levels.  Black Blade also publishes First Edition Dungeon Crawls,  conversions of Dungeon Crawl Classics adventure modules, under license from Goodman Games.  For additional information, please visit www.black-blade-publishing.com.

Black Blade Publishing and the Black Blade sword logo are trademarks of Black Blade Publishing, LLC. All other trademarks, service marks, registered trademarks, or registered service marks are the property of their respective owners.

Original Press Release is here.

Wednesday, March 10, 2010

One Eye: A Short Story Co-Authored by Rob J. Kuntz

Below is the story that evolved between Lord of the Green Dragons and Journalizer in the comments field of the post Re: Creative Stirrings. What is that metallic ball that has a sponge-like substance within it?
Lord of the Green Dragons started Part 1 and explained, "anyone can add to it... or change it completely."



artwork original © JournalizeThis 2010



One Eye

January 23, 2010 6:45 PM
Lord of the Green Dragons said...

This mysterious globe, or eye, is in part the representation of the sacred ibis, revered by the Egyptians, each globe otherwise known as the "One Eye" which was so esoterically popular as a symbol among them. The fight with the birds by Hercules was in fact the beginning of the cultural myth challenging the Egyptian preeminence in knowledge and ascendancy. These were manufactured in strange ways much as their pyramids or the Labyrinth were constructed, under divine guidance, and were in turn lost after the destruction of Alexandria and the burning of the Great Library-museum there. Certain entrusted merchants took these south where they ended up at a southern island mass (modern day Madgascar, later to be referred to by Clark Ashton Smith as an island comprising part of Zothique [perhaps Ullutrol], part of a dying land reeking of ancient magic). The eyes in fact contained the knowledge of those eldest of mysteries preserved through divine intercourse and as transferred from the papyri of the Great Library, especially the over 6,000,000 scrolls detailing astrology and astronomy, and as copied from the most ancient of Babylonian texts.

From there they later find a home in Southern Africa, whereat their history becomes obscured in the wars of petty tribes and witch-doctors who fought for their mystic knowledge. A rite partially written, partially etched in pictographs, and which was found on a petrified tree-etching near Johannesburg, notes that a very hard and glassy substance similar to ebony was used as a table to spin these upon, much in the same manner as it occurred for Rod Taylor in the adaptation of H. G. Wells, "The Time Machine," where he spins the rings shown to him by the Eloi, thus summoning a greater knowledge of the past via interaction with the Ether.

The three concentric rings found on one of the objects in fact relate to their origin, one being so inscribed to note their association with the many tripartite arrangements of gods formalized in the Labyrinth, whereat these were actually utilized in open air ceremonies...


January 23, 2010 7:27 PM
Journalizer said...


The inscriptions on the objects later led to a map being discovered that detailed the entrance and maze of the Labyrinth. By decoding the map and understanding the Labyrinth, further knowledge of ancient Egyptian wisdom was revealed. The map proved essential in decoding the knowledge of those eldest of mysteries contained in the eyes...


January 23, 2010 8:05 PM
Lord of the Green Dragons said...

As further maps were found within the Great Labyrinth, enlivening a growing reason as to why these edifices were at various times and epochs created worldwide.

A peculiar inscription, first thought to be of the hieroglyphic set, was incorrectly translated as "At Corners They Arrive." This was later debunked by Doctor I. R. Bhyz of Transvaal University. Supporting this idea of energy and matter converging at specific points in space and time within such constructions was a Conjunction Theorist from Aestaphally, Germany, Dr. Jourese Haukenlaurm. Dr, Haukenlaurm immediately departed for points south, taking with her a great store of formerly cached sacred objects that she felt sure were partial if not whole keys to the mystery...


January 24, 2010 9:39 AM
Journalizer said...

... of the Ether, because Dr. Haukenlaurm had a hunch that the sacred objects would fit perfectly into "keyhole" shaped cracks in the eyes. However, despite Dr. Bhyz's research that debunked the translation of the peculiar hieroglyphics, she could not help but wonder if there was some connection with the peculiar inscription, "At Corners They Arrive" and the sacred objects that appear close matches to the cracks in the eyes.

Upon further inspection of the eyes Dr. Haukenlaurm was amazed to discover that the cracks were actually perfect circles matching the circular shape of the sacred objects. Clearly, she would need to send them out to the lab to be professionally cleaned of the residue accumulated over the millennium. As the eyes were being restored her mind kept coming back to the debunked inscription, "At Corners They Arrive." She thought to herself, "after all, isn't there always a little truth to every conspiracy theory?"

These thoughts prompted a thorough investigation of Dr. Bhyz's research, along with the map and other images. Scientific investigations of the Ether by Carl Jung held essential information needed to decode those eldest of mysteries that would reveal the Truth. Jung's investigation read, "the entire Cosmos is filled with a hidden, flowing, geometric energy matrix commonly called “zero-point energy” or “aether” that is the source of all things, including life, and is therefore alive in its own right. With this matrix, all elements of the Cosmos are very intimately and directly connected through “synchronicity” (defined by Dr. Carl Jung, pg 9 The Science of Oneness by David Wilcock).

The statements, “Zero-point energy” and "At Corners They Arrive" kept running through Dr. Haukenlaurm's head. What was the connection to the eyes and the sacred objects and would this answer the fundamental question that science cannot explain? Would this connection be the key to understanding the Ether? She was determined to figure it out because she knew that greater knowledge of the past was available via interaction with the Ether.

But, she was stumped about the inscription. What corners is the inscription referring to: if Dr. Bhyz was in fact wrong about debunking? Then, as she flipped through past research, she came across powerful statements about ancient wisdom. She read, "There's only one corner of the universe you can be certain of improving, and that's your own self" by Aldous Huxley. The statement stopped her dead in her tracks. "Corner of the universe," she repeated in her head.

That's when she realized the inscription was symbolic! She realized that "At Corners They Arrive" was not referring to actual corners, but to the infinite nature of the universe. With that revelation she continued to flip through the pages of research on her desk.

Then she came across two pages paper clipped together. The large paper had a detailed drawing of symbols depicting wormholes and the space time continuum... then she read the small scrap of paper attached.


Reading this scrap is when she knew it was all about the shape of the eyes and the shape of the symbolic objects: it is all cyclical! The wisdom of the past is present today, but we are looking in the wrong places. Dr. Haukenlaurm realized, that the answer was within her, and not outside her in the artifacts. She was certain of this when she reread the scrap of paper, "'When there is no more separation between 'this' and 'that,' it is called the still-point of the Tao. At the still point in the center of the circle one can see the infinite in all things' - Chuang Tzu."

Illustrations Copyright JournalizeThis 2010:
Originals are 33” x 27” Graphite on Strathmore 400 Series Bristol Drawing sheet, framed.