Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Friday, December 3, 2010

Old Mattel Commercials +1









Plus One

And to think this all started with my brother, Terry Kuntz:


Monday, March 30, 2009

High Adventure and Low Humor

But if serious purpose is integral to a successfully ongoing campaign, there must be moments of relief as well. Such counterplots can be lesser and different themes within the whole whether some side dungeon or quest, a minor altercation between petty nobles, or whatever. Occasional "pure fun: scenarios can be conducted also. That is, moments of silliness and humor help to contrast with the grinding seriousness of a titanic struggle and relieve participants at the same time. After all, ADVANCED DUNGEONS & DRAGONS is first and foremost a game, a pastime for fun and enjoyment. At times the fun aspect must be stressed.
The above quote appears in Gary Gygax's magnum opus, the Dungeon Masters Guide, immediately before sections in which are offered rules conversions between AD&D, Boot Hill, and Gamma World. As a younger person, this section was one of my favorites, precisely because I could still find enjoyment in flinging the PCs, via a cursed scroll, to Tombstone, Arizona on October 26, 1881 or having them face off against a band of Knights of Genetic Purity, armed to the teeth with blasters and photon grenades. I'd not yet taken the game too seriously, which was a common malady afflicting some of my older contemporaries in the hobby and one to which I eventually succumbed in turn.

It's a very common story in my experience. Nearly everyone I've ever met in this hobby started off with an expansive understanding of "fantasy," one that could accommodate literally anything their mind could conceive, no matter how outlandish or "silly" it might seem. Then, bit by bit, that understanding contracts, becoming more rigid and codified, with clear boundaries distinguishing what is acceptable and what is not. Gone is the genuine open-mindedness of childhood, replaced by the feigned seriousness of adolescence. Banished along with that open-mindedness are the infinite possibilities that first drew us into the hobby in the first place.

If we're lucky, we eventually grow out of this serious phase and recognize the wisdom in the paragraph quoted above. No, not everything in one's play must be silly or nonsenical, but then neither must everything be deadly serious. As with so many things in life, balance is key. Knowing when to introduce a little levity is one of those skills all good referees acquire, just as all good players learn to enjoy it and introduce some of their own.

My friends and I long ago realized that the most satisfying fantasy campaigns were those that freely mixed high adventure with low humor. Many of the situations that arise in a long-standing fantasy campaign are genuinely absurd, if looked at with a dispassionate eye, and there's absolutely nothing wrong in occasionally allowing that absurdity to step into the foreground. Indeed, we would argue that it's essential that this happen every now and again, to ensure both the freshness of the campaign and to maintain interest in it. Nothing is surer to kill an ongoing campaign than unrelenting seriousness, which is why, even now, I try very hard to remember how I originally approached the game and to use that knowledge to keep the game fun for everyone, most especially myself.

Monday, March 16, 2009

On the Power of "Primitive" Art

My own initiation into the hobby began with a copy of the Dungeons & Dragons rules edited by J. Eric Holmes. It wasn't until several years later that I obtained copies of the original rulebooks, the famed "little brown books" and supplements. I remember flipping through those small volumes and marveling at them. Crude and amateurish though they were in some ways, there was something primal about them, something that spoke to me on some unconscious level that I couldn't then explain.

The art played a big part in engendering this feeling in me. Greg Bell, an illustrator otherwise unknown to me, created much of the art in those early D&D books. The entirety of Supplement I's artwork was Bell's and, even though I could make many criticisms of it on a technical level, I nevertheless find it strangely compelling. It evokes a lot of odd feelings in me -- not unpleasant feelings by any means, but weird ones. Those early illustrations bring to mind the kinds of sketches I imagine one might find in the diary of an explorer to terra incognita, hastily drawing all the strange sights he sees in his fantastic journey. They're not precise; indeed they're downright impressionistic. And I think that's key to understanding their power. Like the little brown books themselves, what they don't show is as important as what they do.

That's why mysteries and enigmas have such a powerful effect upon one's imagination as well: the mind can't help but ponder the possibilities hitherto unrevealed. When I first acquired the original D&D books, I felt as if I'd stepped into terra incognita of my own, which was all the more odd, because I had been playing D&D for years beforehand and was certain I knew the game already. How wrong I was! Or rather, not "wrong" so much as limited in my perspective. The possibilities of fantasy are indeed vast and not easily cut and dried, to be placed in mental boxes and forever understood. There's a continual process of rediscovery and the renewal of the imagination it engenders. It's an amazing thing when one steps back to consider it and I think it's the reason why, even after 30 years of participating in this hobby, I'm still very much in love with it.

Wednesday, March 11, 2009

Wither DnD??--EDITORIAL

Well, it never died, but not for lack of of certain companies trying, it seems. Most people know that I am an Elder (not Old School, never quite agreed with the many, too many connotations associated with that word, though I let it pass when applied to me, whatever) of the creative sort. My grounding was in games: miniatures, board games, parlor games, then RPG with OD&D (but also AD&D 1E & 2E, 3E, 3.5, C&C). Most people today would take that OD&D part and run with it, figuring I was some old fart or such (well, at times, but I thought I closed the blinds then when nodding off with my wool blanky and rocking chair)... I was the youngest of the three who shaped the game early on. When asked by Flint Dille at GaryCon1 what exactly had I contributed to the game, and in front of Luke and Elise Gygax, I related a part, that when Gary was stuck balancing the upcoming classes for Greyhawk Supplement #1 to D&D that he called me at Don Kaye's house, requesting help (I had already handed in my parts for the MS, but was still there for my ole buddy and pal, of course). He was worried about hit dice. Every class in OD&D got a d6 per level, so MU's seemed on par with fighters but had spells (our biggest worry). Well it simply blurt from me over the phone that we should use d8 for fighters, d6 for clerics and thieves and d4 for MUs (later changed in AD&D to d10 for fighters and so on).

Boy has the game come a "long way" since then. I must admit to sharing the view here expressed at this fine blog hosted by Tim Knight, and that about D&D 4th Rendition. It's not that we can't reinvent the wheel whenever this is needed, but why? Errr. Money? Again, I embrace free enterprise (just don't want it to embrace me too hard), so I am not against companies who creatively and earnestly seek dollars. But at what expense has this been bought in the past?

I am afraid these days that such appellations as "Fantasy Role Playing Games," and as compared to D&D here and present, are losing ground as by-products of their two most important words: Fantasy & Games. Fantasy is the enchantment that led us to play to begin with; and the game is what keeps us there. Drain the life out of either of these two ideas and you are left with a shell, a ghost of both at best, and those that attach to it and call it the "gift," their eyes perhaps twinkling all the way to the bank.

In my upcoming book of interrelated essays (The Rise and Fall of TSR Hobbies: It's Impact Upon the Fantasy Fiction and FRPG Markets) I most strongly assert the above statements and then some, while offering remedies. Unfortunately, I have yet another essay to include in that book as the tally is in and WotC once again proves that their fantasy and Games are lacking. One could take exception with this as always, and one can always find the road that is best suited to travel. But I must voice ever so strongly that with the push on to rediscover our roots in gaming, and especially RPG, and then distill from those roots and streams and springs what has fed our industry for so long, that the Coastal Wizards might have learned their lessons if they had cared to. Such are the machinations of those whose plans are laid in the future and not the present or past.

There is a person here on this blog who passed along a book title to me. It is not fantasy, but it contains a lot of what is part of it. So besides WotC's managers reading the "Art of War," I suggest a perusing of it as well: "Defending Ancient Springs," by Kathleen Raine.

In between, I hope you never get caught in a dead end by an iron golem!

Rob Kuntz