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

Saturday, May 2, 2009

PPP @ North Texas RPG Con: 5-7 June, 2009 (DFW area)

Rob Kuntz and Allan Grohe will be appearing at the first annual North Texas RPG Convention, in Bedford, TX (between Dallas and Fort Worth), on Friday 5 June through Sunday 7 June.

Rob will be running two events for 1st-2nd level PCs, on both Friday and Saturday nights. Allan will be running one event on Saturday morning for 7th to 8th level PCs.

Convention details and event registration are available at http://ntrpgcon.com/ (convention admission is free).

Thursday, April 16, 2009

NTRPGCon

Just to let everyone know I will be attending the North Texas RPG CON June 5-7. I will be DMing my Castle EL RAJA KEY there. For more information go to this link.

Friday, March 27, 2009

EGG's Love Affair With Fairy


If it wasn't evident enough in all of his works, here's some more "origin" stories about 4 magic items that appear in D&D, all from the tale, Jack the Giant Killer.

I had read this as a child, of course, but EGG was always fond of retelling it, and did love to repeat the "Fee, Fie, Fo, Fum" on occasion and when you were suitably trapped in the game by a giant. He loved giants. He totally befuddled his son with a giant encounter wherein Tenser bargained for what was in the giant's bag (nothing but old clothes and such); and he certainly did them justice with the G-Series of modules, some of his best adventure crafting, in fact.

Note the extract from the downloadable PDF file, below, for the magic, of which I am sure EGG has commented upon in part or whole, elsewhere; but it is here presented in full. Note that I include the "cap" under what was to become the Helm of Understanding Magic and Languages (i.e., knowledge).




And do note that my humble creation, the Bean Bag (as included in Greyhawk: Supplement #1 to D&D, and then in later editions), was inspired by a related tale, Jack in the Beanstalk. You might say EGG and I "sprouted" from the same garden...

Thursday, March 26, 2009

Movie Time at Gary's House



As a young chap I was part of the Gygax family, virtually adopted at one point, and always in attendance at their house on a daily basis. I ate, drank. and sometimes slept there, gamed (of course) helped with the garden, adopted their religion, and most definitely watched movies there!

That I was influenced by EGG's tastes is to say the least. He would later comment upon several that held deep fascination for him and inspired him in writing many of D&D's spells, particularly, 7 Faces of Dr. Lao; and of course, The Raven, a Roger Corman film.

What we have derived from these films are:

7 Faces of Dr. Lao: Stone to flesh spell (cast by Merlin): "After Medusa turns the disbelieving shrew to stone, Lao calls an end to the proceedings and Merlin restores the now-reformed woman."

The Raven: "Craven and Scarabus then seat facing each other and engage in a magic duel. After a lengthy performance of narrow escapes..."

These scenes are of particular importance, for therein are revealed many future spells, such as shield, magic missile, fireball, meteor swarm and several others, like levitate, polymorph any object and perhaps even animate object which could have had ties to Disney's The Sorcerer's Apprentice from Fantasia, as well. I do not include polymorph (of Lorrie's character into the raven), as that proceeds the matter in many myths, particularly as noted in the Grecian myths that EGG was of course familiar with. One can stretch here or there, of course, but when Vincent Price's character, Dr. Craven, does a quick hand movement and creates a transparent, circular shield that stops Dr. Scarabus' (Karloff's) missiles, well, you just have to appreciate it all in afterthought.

I highly recommend both of these movies, the latter which features a very young Jack Nicholson to boot.

Wednesday, March 25, 2009

UP ON A TREE STUMP #2: Humor in the Original Campaign


Up on a Tree Stump™
(or) All I Know about D&D™ I Learned From Life

©2009 Robert J. Kuntz

#2: Humor in the Original Campaign

Alastair Clarke explains: "The theory is an evolutionary and cognitive explanation of how and why any individual finds anything funny. Effectively, it explains that humour occurs when the brain recognizes a pattern that surprises it, and that recognition of this sort is rewarded with the experience of the humorous response, an element of which is broadcast as laughter." The theory further identifies the importance of pattern recognition in human evolution: "An ability to recognize patterns instantly and unconsciously has proved a fundamental weapon in the cognitive arsenal of human beings. The humorous reward has encouraged the development of such faculties, leading to the unique perceptual and intellectual abilities of our species."

Humor in the Original Campaign was rife; and quite honestly if it hadn't been, the experiences would not have been as rich as they were, and thus not as memorable as they now truly are. Gary did not pretend that he was not humorous, quite the contrary. Very early on in our friendship he pushed book after book into my hands, urging me to "read them." One such gem was Jack Vance's The Eyes of the Overworld. I will forgo describing it and let those who have not graced themselves with Vance's penetrating wit, and indeed, biting sense of irony and drama that interweaves throughout it all, partake of it, and I do highly recommend doing so.

What is revealed here might seem a dichotomy. Humor, however, never equated as some may assume, to actual ridiculousness. Gary's approach was simply wherever he found humor, he expressed it. This is only indicative of his quick mind, as a quick wit does not otherwise rise above that potential but only equals it. There were too many instances of humor in the Original Campaign to really conclude that all was non-serious, for the stories and other data available point to the contrary even if we side with a "fun and games" view as EGG might have himself expressed. He has been quoted many times as expressing such an ideal, but ultimately this becomes his distilled afterthought and his poignant sense of it all, for the adventuring milieu he spawned so early on was a mix of terror, high adventure, horror; and within that he sprinkled, just as the very best dramas have done, slices of humor.

But, one may then ask, what was the purpose of all this humor? We can go many directions with this and even adopt the point that Mr. Clarke exposes above, that "An ability to recognize patterns instantly and unconsciously has proved a fundamental weapon in the cognitive arsenal of human beings."

Facet One, Disarming the Opponent: One must remember that EGG's grounding was in table-top and miniature wargames. Imagine a gathering of us nere-do-wells in his basement, squared off against each other on separate sides of a 6 x 10 sand table. Now imagine the interchanges as we, the generals of one side of the table, quipped with the other side's commanders. Provocation? Most definitely! It may well have been the same thing that the Scots and Edwardian Englishmen could have traded squared off as they were, awaiting the outcome of an upcoming battle. A summoning of courage? Most certainly! The superior force responds on all levels of emotional output, and this was no different in our games, whether staged or instinctual, or where-ever such "harmless" chiding bore from. As the battle wore on, as the field changed hands, and as the final victory was in view, the other side crushed and in rout, well, you can imagine that we didn't just sit there wringing our hands and noting it in a perfunctory manner. And although some were calmer in their expressions, EGG was most expressive in victory (especially if it had been a very hard-fought battle hinging on last minute shifts and on the fly changes), so it is not to say that he didn't sound like a Confederate soldier on occasion, perhaps imagining himself pursuing the blue-bellies amidst howls and hoots after the Union's rout at the First Battle of Bull Run!

Now transfer this particular part of his mindset into the D&D game with him as DM. His opponents were the players, we all knew that, and he did too. There wasn't an ordering of political correctness and a false cloud of pretentiousness which I've seen portrayed in modern RPGs. This was a game of strategy and tactics, and that meant, on both sides, that outwitting the opponents involved was now at hand...

Facet Two, Never Reveal Your Hand: EGG was constantly bluffing and had a poker face. I reminded Eric Shook the other day of a tactic EGG and I both used when DMing, in this instance when parties hit a down slant, elevator room or transporter, which secretly moved their PCs (without their in/out-of-game knowledge) to another dungeon level. Well, inevitably at those times EGG and I would create an out-of-game distraction, and I indeed learned this from him while Co-DMing with him on so many occasions, such as: getting up to go to the restroom. Well, this took the focus off of us as DMs, and the party usually took this opportunity to discuss matters of planning and approach and other details in game context. I'd return to such a scene and they'd still be at it, so as I sat down, that is when I'd turn the page to the level they'd been recently transported to, and without them noticing. This tactic merges with DM-craftiness and keeps the upper hand of information in proper control of course; and this was also accomplished through us telling a humorous aside (a joke)--to which the players responded by laughing--and during the uproarious interlude is when we effected our "changes", the level-shifts, etc. DMs have to be magicians, you know.

The poker face comes in handy especially when applying these types of nuanced forms, and certainly helps retain a balanced (neutral) side to the affair, which is indeed the DM's goal to begin with and thus, in our cases, were just part and parcel of the suggested outcome. Styles may differ in attaining these most singular points, of course.

Facet Three, Dispelling Tension: Humor was also used in dispelling tension and thus in informing players in a round-about manner, and thus intuitively, that we may have been in a good mood that day as the DMs. More often this tactic was used with newcomers who we were not going to handle too roughly... at first. This tactic merged with "Disarming the Opponent." When used up front on veteran players they often, if not always, took it as a warning sign instead, and with good reason, as it more often meant to them that we were about to test a new situation or thing upon them, the guinea pigs; and so the more intuitive of the bunch would react with a more guided approach and careful manner, especially if there were veterans mixed with newcomers, the latter having no idea of the "fun and games" ahead. The best players in this regard were Ernie Gygax and my brother, Terry. Ernie especially would pick up on this charade of ours, having for many years understood his father's humor and mind and thus, by transference, my own. Keenly perceptive and eyes rooted to ours, he was always searching for clues in our manner, but more often than not only got in return shrugs and a poker face, accentuated at times by wry smiles...

So, when you hear that humor has no place in a "serious" game, think back. Are the tales of Nehwon at a loss for it? Do L. Sprague DeCamp's or Fletcher Pratt's stories fall to the side and not embrace such? Does Jack Vance not include it in many of his tales? Then too, does the dark side of this in C. A. Smith's tales not rise time and time again to relish it? Where else can we find this form, this dramatic mixing which works so well in a game merged with the fantastic? If certainly within some tale as recounted by Shakespeare, then I have no qualms at all for being included in such company! Humor can thus be offset, and rightly so, from joking around. This is a serious business outwitting an opponent in a game; and this is made even more notable if you can do it with a smile...

Friday, March 20, 2009

Tidbits: "Little Roots" in the First Fantasy RPG



"Consequently, Little Wars influenced my development of the Chainmail miniature rules and the Dungeons & Dragons fantasy roleplaying game. For example, it established the concept of a burst radius for cannon rounds, an idea that was translated both into the Chainmail catapult missile diameters and the areas of effect for Fireballs in D&D. ..."

"...Well's treatment of subterranean humans in the Time Machine certainly reinforced my concepts of underground adventure areas other than dungeons (as did Jules Verne's Journey to the Center of the Earth...)"

--Excerpted from E. Gary Gygax's foreword to H. G. Well's "Little Wars," 2004, Skirmisher Publishing.

Wells also influenced David L. Arneson with his City of the Gods and without a doubt myself and Gary on yet another level with Expedition to the Barrier Peaks.

Verne was a favorite of mine, and I was always enthralled by the movie adaptation of Journey to the Center of the Earth starring James Mason and Pat Boone. One can almost feel being underground and project themself into those twisting caves and passages. The favorite maps that I've drawn over the years involve large, complex cavernous areas, and I am sure I was influenced by that movie to a great degree.

The D-series by EGG: This has roots in Burrough's (and later Holme's treatments) of Pellucidar (and Mars), and certainly we can draw parallels to pieces written by HPL (At the Mountains of Madness, et al) and of course A. Merritt (Face in the Abyss, et al), and most certainly more of Verne's "A Journey..."

I have admitted to REH's influence upon my creating the terrible iron golem and more recently to Poes's influence from Fall of the House of Usher and the movie Forbidden Planet, both of which contributed different aspects to the Maure Castle family and adventure information as conceptualized for Dunegon Magazine (#112, #124 and #139), such as the ID Core.

My upcoming project, Dream Land is part OZ, part Matrix, part Alice in Wonderland, with a sprinkling of Lovecraft's The Dream-Quest of Unknown Kadath.

I have admitted elsewhere over the years that Tharizdun (EGG's take on the 1 1/2 pages I wrote for the dark god Tharzduun©) was influenced by C. A. Smith's Lord of the Seven Hells, Thasaidon.

"Lord of the sultry, red parterres
And orchards sunned by hell's unsetting flame!
Amid thy garden blooms the Tree which bears
Unnumbered heads of demons for its fruit;
And, like a slithering serpeat, runs the root
That is called Baaras;
And there the forky, pale mandragoras,
Self-torn from out the soil, go to and fro,
Calling upon thy name:
Till man new-damned will deem that devils pass,
Crying in wrathful frenzy and strange woe."
-Ludar's Litany to Thasaidon

My work Dark Chateau has some solid and related roots pointing back to one or more of the authors as noted above, and if anyone here can correctly guess these, I will send them a special certificate of "Roots Detectivity," signed by C. Auguste Dupin himself! E-mail me at rjk@pied-piper-publishing.com with your deductions.

There are certainly more roots that others have "unearthed" in their quest to discover these, and I will add this encouragement to those quests, as I love a mystery myself: Be looking for more to come from this author's pen!

Thursday, March 19, 2009

Magic and Artifacts in the Original Campaign

This became today's article due to Endymion's fine questions and examinations posted at our forums.

(Endymion): D&A is the first I've gone through (ERKAT and Stalk soon to follow) and I had some questions and comments. They all display Rob's usual fertile imagination and really bring home the uniqueness of the original campaign(s). I was startled, though, at the power of many of them -- most of these seem more like artifacts than magic items. How common were these types of things in your campaign? Did you ever encounter game balance problems? Also, many of the items seem to have random, unexpected or layered abilities. How common was it for players to actually explore and discover all aspects of these items? Reading these over almost rewrites my sense of magic in the AD&D campaign -- you look at the DMG, see all those lists of "standard" items, and you almost can't help but feel magic is assembly line stuff. Reading over these items, you almost feel as though each magic item is like a loaded gun that could blow up in our hand: you never know what these things are going to do and when they're going to do more harm than good. I like that, but it's a real alteration in my perception of AD&D magic.

(In response): I will go out on a limb here (and let Eric do so later for his items in ERKAT) and say that EGG was very impressed with my ability to create items of unique abilities and multi-layered powers and dimensions, etc. Recall that players played a lot in the campaign, some almost daily, and due to that their levels increased proportionately; and that was the way, whether right or wrong, or needed or not, that it had to progress anyway, as the rules were being play-tested at the time and this perforce meant that all of the areas in them had to be fully examined, included higher ranges of campaign play. That is not to say that we forced the issue and let folks run over the rules as then existing and as they expanded, it just happened that they did a lot of playing, and that was that.

This led to me crafting a plethora of higher-level items to challenge them in the later stages. The idea of "artifacts," is rather artificial for a division sought between mundane and named items in OD&D Supplement #3, and should be considered in light of existing fact: all magic is ultimately unique, all magic has an originator (an artificer) and can thus be named. This is the generic side of things which D&D embraced on so many levels colliding with the reality of merging with the real facts, just as spells did with those named and those generic. For who indeed created the first "light" spell, and so forth?--the extenuation of this creative thrust, so apparent to EGG, found little expression in D&D's front end design as all was coming to fruition then, and thereafter found room for expression through named items as such matter was revisited with time permitting (Aladdin's Lamp, Vance's many named spells, and sundry items named and apparent throughout folklore, legend and fantasy ultimately influencing this addition).

As for artifacts being dangerous, that is an in the box statement and again, IMO, worthy of examination: The ring of contrariness, and other cursed items, were dangerous, too. The wand of wonder could certainly be dangerous through self use, as could the deck of many things, etc. There are so many it is hard to list, but then the incorrect casting of a fireball was more lethal than any artifact I ever saw employed in the game. This gains the point, really. These things were only as dangerous as players made them. There was ample warning, ample proofs, but in the end, I will guarantee that the players "touched it," just like in that closing scene of Time Bandits ("Don't touch it. It's Evil!").

EGG's assigning of curses to these powerful items (which in reflection rarely had more depth than rapid fire guns, as these for the most part were lists of spell powers that were usable and already known to players) were meant to "balance" the power of it all--real fast work-around, and in some cases rather in keeping with his ideas, I guess, that magic was volatile in the wrong hands (other than immortals who had crafted these, or had had mortals craft these for them, etc). I found these ultimately boring, really, and rarely sought the things as a player or used that design concept as a DM or designer; and was always straining to add more dimension to regular items and thereby name as many as possible, making them truly unique, and not by virtue of their relation to the DMG's concept of "artifacts". In Tolkien, for example, we have unique swords (Glamdring, for example), but in D&D these things become generic, which was useful in many ways (i.e., campaign tweaking by DMs). I sided with the strange and unique, adding history and thus extending the adventuring factor outwards. Not that artifacts in the DMG didn't do that on some level, I just took larger strides towards making magic other than as cookie cutter repeats disguised in different trappings.

So in reality, there are 2 different design sets that manifested in the original campaign game about the same idea, EGG's and my own, and we both appreciated our conceptual ranges on different levels. In fact, EGG loved my magic and was bent on finding it en total at times (i.e., Rings of Wizardry, as noted in his UoaSoapbox article of same); and I was indeed spellbound with his ring of spell turning. But as far as artifacts go, I guess I see it much differently, and as ENS would say these days, "more organically."

Wednesday, March 18, 2009

"Grayland Fables"

Just for fun many years ago, I started writing short pensees, or fables, "derived" from the original campaign, which is to mean, I imagined them spawning from anonymous personages therein and becoming part and parcel of that backdrop consisting of folktales, legends and other trivia repeated about camp fires and at wayside attractions. Below are two of the many I've penned.

Fables of the “Graylands” Copyright 2009. Robert J. Kuntz. All Rights Reserved.

Excerpts and famous quotes from anonymous to well-known historical figures.

On Subordination

An unruly knight being asked by a local baron on how he felt about being a subordinate, replied: "Have you a regular damsel that you see, Lord?"

"Well, no." replied the Baron, somewhat confused by the questioning response.

"Then have you a wife?" pressed the Knight.

"Why, yes." replied the Baron.

"How do you feel about it, Lord?"

The Baron made the Knight his closest personal adviser from that point forward.

--Anonymous


The King's Adviser

The King decided one day to test his adviser's knowledge, having not done this recently.

"Why do women pretend to be pure when this is unattainable?" he asked.

The sage replied: "For they seek godliness but are confused by its limits."

Encouraged, the King continued: "Then why is man content with being impure?"

"For," replied the sage, "they have seen these limits and know them as unattainable and thus are reconciled with their dispositions."

Thinking to catch him unaware, the King blurted, "How is it that you answer all of my questions unflinchingly?"

Non-plussed, the sage replied, "For you are the King and I but your sage; thus it is your whim to ask and my duty to respond."

Slamming his fist upon the table between them, the King shouted, "How do you know these things!?"

Smiling, the sage said, "If I knew that, I would now be the one with the sore hand."

--Anonymous

From Stratego to Sieges




















I include two pictures here: one of Ernie Gygax playing the red side and I the blue, in Stratego, snapped by John Bobek (see below) in Chicago 1968-1969, at the same convention I first played "Little Wars" at; and then at Lake Geneva Gaming Convention #1, where the members of the Castle & Crusades Society and honored guests and friends had gathered for Paul Stormberg's scenario, using the Chainmail rules, the Siege of the Moat House (as recreated from the Temple of Elemental Evil).

I'm the blonde-haired lad in the "Monkey's" boots opposite Ernie Gygax at the table; and the next picture, left to right: John Bobek (IFW Alumnus, Game Designer) being rabbit-eared by Bill Hoyer (IFW Alumnus, former President IFW, former employee of the RPGA/TSR); myself with Castle & Crusade shirt with King's COA (IFW Alumnus, etc., somewhat paunchy, have lost a lot of weight since); in blue and glasses, Jim Lurvey, former editor of the Great Plains Game Players Newsletter; next to him, Martin Wright the "Scanmaster" (may he rest in peace); in front of him Ernie Gygax (the one and only Tenser); and Paul Stormberg, who had the moat house constructed as seen at great personal expense, and who judged the event, a very good man indeed.

Monday, March 16, 2009

The First "Living" Campaign


I have read with great interest several articles around the net describing the start of Living Campaigns. The idea is that these started with a certain edition of the D&D rules proceeding the original brown box version. I am now casting my two pennies into the mix, not just because I can, but because that's the only way to get rid of copper pieces these days. ;)

First, the term "Living" strikes me as a misnomer, really, but for clarity sake I'll use it here, as the idea of campaign play seems less understandable within its multi-tierd meaning.

When EGG created the one map for City of Greyhawk and the first Castle Greyhawk (12 levels), we had the start of the first campaign in Lake Geneva, 1972. As noted in EGG's introduction to my adventure, Mordenkainen's Fantastic Adventure (WG5), Gary played in a castle/area that I had designed, (N.B., but I had designed no supporting town or city as he had). That was about a month into him starting Greyhawk. So this is the second campaign created in Lake Geneva (late 1972 to early 1973). Both of us were using the Outdoor Survival game map for outdoor adventures then as there was no area map for either of our imagined locations. Gary in fact started in the "mists" when rolling his first PC, Yrag. Later, he was to adventure with other rolled PCs, Mordenkainen, etc., as EGG was very much taken with building his own clan based around what he later named the Circle of Eight in my mileu, which we located on the same OSMap. Note that EGG had two main PCs as I allowed for him to have an additional one as I was for the most part running him solo (but do read hereafter). Then there came a rash of his NPCs as noted in his Up on a Soapbox stories of his adventures within my "campaign" structure and as appearing in The Dragon magazine, a goodly run of 30 stories, in fact. Note an extract from one hereafter (bold emphasis mine):

...#11. Roleplaying for the Dungeon Master: Virtue brings more than its own reward.

Back in those early halcyon days of D&D, all of my time was not spent developing the Greyhawk campaign environment and then serving as Dungeon Master for the ever-growing throng of players. Indeed, after only a few weeks time there were plenty of others working to create campaign settings like that I was doing. So I was offered many opportunities to play, and I did so in about a dozen different settings with as many different DMs. Thus came into being my first PC, Yrag. Now it so happened that the most eager of these other fledgling DMs was Rob Kuntz. Because he took to the new game like the proverbial duck to water, playing in his campaign was a lot of fun, and I did that wherever I could, side by side with many of the regulars from my own campaign. It was in one such adventure that Rob introduced a new cursed magic item, the ring of contrariness. Likely because I was a very intense player myself, Rob made sure that Yrag ended up with the item. The doughty fighter being a risk taker, Yrag immediately put the ring on his ringer. At that point, I was taken aside, and the properties of the ring were explained to me. Laughing silently to myself, I returned to the group.

... someone asked. “What does the ring do?” To that Yrag replied, “None of your business!” As the adventure was just beginning, another player said the matter could be set aside until later, as his character said. “Let’s go” and moved away. The other PCs followed. Yrag sat down. “Come on,” someone urged him. “No, I am staying here.” Being a close-knit band, the others then came back, saying they too would stay. “In that case, I am leaving,” muttered Yrag, as he stalked off.
... After about 10 minutes of this it became apparent to the other players that I was roleplaying, that Yrag was under some malign magical influence that made him uncooperative. Of course I played it to the hilt. For example: “You can’t take the ring off, can you?” Terik tried, to which Yrag responded, “Yes I can, but that’s what you want, so I won’t.” Then, “Yrag, pummel yourself!” suggested Murlynd. “No, I won’t do that, but I’ll smite you!” roared the fighter now in a growing rage. ... Finally, they came up with a means of defeating the contrariness curse ...

So Murlynd (Don Kaye) and Terik (Terry Kuntz) had started as PCs in Greyhawk and easily moved between that area and my own. Also note that EGG refers to that area as an "environment," which is indeed a better descriptive, as there was no defined area, per se, just a relative image in our minds due to the position that each castle and environment maintained on the Outdoor Survival map in relation to the City of Greyhawk.

And so here we note that, indeed, this is the start of the first true "Living Campaign," which was to go on to merge as one with me becoming the co-DM of Greyhawk and thereby transferring my creations, such as levels, gods, magic items and sundry ideas into that combined campaign structure. After that time there was only one campaign, really, as EGG and I had never thought otherwise about such divisions, and the process seemed a natural outgrowth of play. However, when we realized that this could ultimately mean an over abundance of sharing across many campaigns then starting (Ernie Gygax's, Terry Kuntz's, Don Kaye's, et al), then EGG & I instated a firm rule that PCs adventuring in our campaign would thereafter have to obtain permission to do so in others, and this was not usually forthcoming, especially if the DMs were known to be of the lax sort who gave away too much bounty.

Sunday, March 15, 2009

Mood in the Original Campaign: An Essay Into the Mind and Imagination of E. Gary Gygax

Extracted from the upcoming book, Lord of the Green Dragons™
Copyright 2009. Robert J. Kuntz


... Far from feeling fear, I was possessed with a sense of awe and wonder such as I have never known. I seemed to be gazing at the personified elemental forces of this haunted and primeval region. Our intrusion had stirred the powers of the place into activity. It was we who were the cause of the disturbance, and my brain filled to bursting with stories and legends of the spirits and deities of places that have been acknowledged and worshipped by men in all ages of the world's history. But, before I could arrive at any possible explanation, something impelled me to go farther out, and I crept forward on the sand and stood upright. I felt the ground still warm under my bare feet; the wind tore at my hair and face; and the sound of the river burst upon my ears with a sudden roar. These things, I knew, were real, and proved that my senses were acting normally. Yet the figures still rose from earth to heaven, silent, majestically, in a great spiral of grace and strength that overwhelmed me at length with a genuine deep emotion of worship. I felt that I must fall down and worship--absolutely worship. ...
--The Willows, by Algernon Blackwood


...In regarding HPL's influence. Without a doubt such mood pieces (one of EGG's favorites was the non-Mythos story "Rats in the Walls" and another "Pickman's Model") had substantial impact on the campaign. Compare this to his love for Algernon Blackwood ("The Willows") which he insisted I read, and EGG's many "real-life" stories he himself told me about, especially hauntings he'd experienced (and one which, me being a very impressionable and imaginative lad then, kept me from sleeping on my stomach for months while guarding my back), well it was then all too apparent later, and in my reflective moments, that this heady stuff got transferred into the campaign's structure.

Was EGG a master of mood during play? Yes, but mostly when he wanted to achieve reactions at specific moments from his players. He could certainly paint the pictures in your mind when he wanted to. Here again I found, as one of the earliest participants in the Greyhawk Campaign, an amalgmanation of fantastic moods working on different levels in play and no doubt, by relation, just as these had been inpressed upon his mind in earlier years. When these mood changes occurred (such as when Robilar was trapped at 2nd level near abandonned cells by two wights), EGG had you foxed if you were not attentive to them, as I had not been at that instant. One can also call it "fore-shadowing," and in a sense that is true, but we were participating in the story on a primary level (interaction) and not gauging the story from a distance, as readers do, so "mood" stands as a more definite descriptor.

EGG came into grand form with extracted fictional pieces that he held in high regard, and then by transference of his delight in these pastiches, so to speak, their full weight and mood was felt, such as in his transferences of Vance's Dirdir Hunting Grounds, Kong (Isle of the Ape) or of Lewis Carroll's Alice in Wonderland and Through the Looking Glass. He bacame very animated with these fictional transferences to a degree that one actually felt what he had naturally felt reading those stories. This is hardly mentioned to reinforce that the same was not true when he applied similar reactions to his own ideas and creations (and there were many that he did do this for and with equal fervor), it is just to note that his animation regarding such matter was so obviously inspired at those times; and thus his animation was immediately compelled and compelling at once.

Mood had a pace in the game. Certainly there were the highs and lows, or hills and valleys, associated with the rising and falling story line. But that is where the mood became very important, and that is where EGG got you caught up in it. It wasn't even as close to when someone looks at the cover of TOEE and then took their first step into said temple. What we have there is only a picture and an action. But when EGG emphasized where you had been (outside in "normalville") by setting that mood, that HPLish lurking oppression, with carefully chosen words spread amidst the changing scenery, then you knew you weren't in Kansas any longer. Further, that party pause due to this change, that telling time in space, was enough to inform EGG that he had achieved his purpose, that the players were thinking and perhaps, just slightly, leaning on the edge of doubt.

That is the respect the man commanded; and we must always recall that his players for the most part consisted of grown men, and that he had achieved instilling this doubt by tapping into similar real moods that they too had experienced in the past, be these real or imagined. The conditioning afforded the participants therein merged with their own straining perceptions, and thereby created that brooding expectation. There is no wonder, also, that this worked to inform the players of the inherent dangers which could lie ahead, made them prepare, as well, as EGG was no softy DM, quite the opposite. It was as much, in his way, of saying, "Yep. Get ready. And don't say later that I didn't warn you." And all this with but a few chosen words of description at the right moment...

Next: Humor in the Original Campaign

Thursday, March 12, 2009

Keep it Simple... Yet let Creativity and Imagination Soar

I thought that an article I wrote for Crusader Magazine several years ago might be of interest for those who have not read it.

Mimir's Well


Games As Fun?
© 2009 Robert J. Kuntz.

by Rob Kuntz


Imagine this...

The first day you discovered games. Really discovered them. Like: Wow, this stuff is great! Where can I get a copy? Remember that day? You were hooked. There was a feeling of never ever having been there before and an equal feeling of wanting to find that road again. To walk, nope, run along it pell-mell. You couldn't wait, remember?

Now imagine this...

The first day you discovered FRPG. It was like someone had let the floodgates loose, right? So much at once and not enough at the same time. And as a new participant it was all strange but exciting. There were hints of dragons, treasures and undiscovered lands. Strange places where you could roam, where your imagination was to be given a range of expression. Someone was asking for your input instead of you just rolling dice and moving about a track! How wonderful! Then they plopped lots of rules down and you remember groaning... But it was just so strange and wonderful that you continued despite the numerous rules (which you learned to choose from, condense, or change to your liking, anyway, god bless those designers with foresight).

Now, let us proceed with a surmise...

You stare at a game-store's shelf replete with myriad choices of games to purchase. What you want is condensed fun in FRPG form. It must come with minimal instructions, allow you to provide the additives, such as using your imagination to add to it and learn and enjoy as you interface with its rules set. The learning curve must be simple but have breadth. The only obstacle would be in finding other fellows who want to enjoy a simple game like you do. It sounds too good, you say? Why yes, it is; but that's what a good RPG is all about isn't it? Simple, unadulterated, fun in a style reminiscent of the days of FRPG in all its golden glory.

Let us rewind a bit...

Before there were massive rules sets to define the military actions of regimental-sized combats, a fellow by the name of H. G. Wells created a simplistic game called "Little Wars". I had a chance to play LW at a convention one year, and oh boy, was it fun! Toothpicks shot from spring-loaded cannons! It took me back to my days of youth, which some say we cannot recapture. While some games today have progressed beyond this point and have matured the hobby, some others have also mutated the idea of a game, and thus gaming, into drudgery. Somewhere in between games being too simple (rock-paper-scissors) or ultra-complex (insert your War and Peace-sized game here) is where the maximum "fun factor" lies, hidden like a treasure waiting to be discovered and enjoyed by all.

Some folks might challenge the idea that in keeping a game simple--especially an RPG--that you maximize its fun factor. But in the realm of FRPG, imagination is King. Without it there is no game, notwithstanding the rules used. FRP games are only as good as the people who play them. Then too those same players are only as good as their expressed imaginations. No rulebook can cover everything in life, and thus we find this constant reflected in the earliest and most successful FRP games. If there was a rule for everything in such games for your imagination, then we would soon find less reason to participate in the game, less incentive to find our own creative range, and we would certainly derive less enchantment from the experience. The very things we wish to cultivate would thus be driven from us or voided.

In other words, RPG rules should guide only. Participants should ultimately decide on direction, intensity and types of rules to be utilized. Some are basic, the types you need to actually play the game in its most simplistic and skeletonized form. Beyond that you have the additives which allow for everyone involved in its ongoing process to use to their liking. This is the base idea on which our industry was built and which Gary Gygax promulgated in his earliest written works. Simple. Fun. Mutable. This core idea has lost none of its former potency or flavor, but is in fact beginning to resurface in many games, such as in TLG's forthcoming Castles & Crusades.

Back to the present...

Many designers today, like myself, have to take hard looks at their proposed works while answering base questions every time: Is what I'm writing/designing going to be fun to play? What is the learning curve for the players? How is it different or better? Moreover, does it remain a game or just a bunch of rules piled on top of each other? These are games, not realistic portrayals or some new form of art. These are fun-filled escapades into the imaginations of those playing them. So, yes, they must contain guidelines which help us on our way to enjoy and participate in a process, but these should not limit the range of each players imaginative expression. That's where enchantment roots and is expressed through participating in the story, not in some dice roll which is only the tool of the player for determining outcomes during that process. Likewise each game designer is faced with avoiding endless details or page upon page of litanous description which ultimately bores the participants. We must always remember that we escape the real world for that dose of enchantment for the time in which we are playing. Does the game then present roads easily taken to find the fun, the enchantment, or are there unnecessary hurdles involved?

KISS

"Keep it Simple Stupid." An old saying, but one which should be remembered by game designers and GMs. Finding this balance is a chore. It's an adventure in itself. But we have indicators, and they face us during play each and every time--the players. I'll guarantee that your players are having fun if they're working their imaginations as opposed to endlessly rolling dice and moving about the "track" of the game. It'll be revealed in their looks, by their excited interjections and by their intensities. It can be described as being enchanted, but in the end, it's just a whole barrel o' fun.

Monday, March 9, 2009

Orcus, God of the Underworld


Something I have in the works and so wanted to share. The image is rendered by Jason Braun.

ORCUS
A Rethinking of the Ancient, Roman God of the Underworld

by Robert J. Kuntz
© 2009, Robert Kuntz.

Preface: Introductory Matter/Mythological Occurrences

The Roman god, “Orcus,” was a god of the Underworld, parallel with Pluto and thus with the Greek god, Hades, and by some affiliations with Dis (Dis Pater) and Tartarus. He seemed to have many forms and faces in keeping with the changing cultural view influencing this. There have also been relationships drawn between him and the Etruscan myth; and a depiction of a Cyclops at Tarquinia was errantly confused for him.

We can with all certainty put these gods in one basket, so to speak, and from there draw forth matter for use in creating FRPG material. The most extant matter on the amalgam of these classical underworld gods exists in the form of Pluto (Hades).

“Mortals, when they called on his name, beat the ground with their hands, and, averting their faces, sacrificed black sheep to him and to his queen. He is also known as Dis, Orcus, and Tartarus.”--Classic Myths In Ancient Literature, C. M. Gayley, 1893. [Emphasis points mine.]

That E. Gary Gygax included Orcus in the 1st Edition of the Monster Manual as a ram-headed “demon prince” of the Underworld, and in connection with the undead, gives more than ample proof to the derived source for this. In classical myth Hades was the least revered of gods, the least called upon and the most cursed, and common opinion of him was in fact so negative that it equated him with personified evil, which might be noted in particular in Aristophane’s play, “The Frogs,” wherein the Underworld is described according to the prevailing opinions of the time as a foreboding place of horrors. That mortals sacrificed black sheep to him is also noteworthy when comparing the rams head that EGG describes Orcus as having. In conjunction with this, that “mortals beat the ground” and averted their faces while offering this sacrifice is notable.

“When a person imitates the evil he would repel--grinning like a wolf to ward off wolves, smearing his face with blood to ward off blood and death, making thunderous noises to drive away thunderstorms--anthropologists speak of homoeopathic magic; when he makes use of some object, such as hair or nails, which has been a part of or has been in contact with the individual, the name contagious magic is given. The general term sympathetic magic is applied to both types, for a mysterious sympathy is supposed to exist between the object to be influenced and the object which is like or has been in contact with it. Often the rite is both contagious and homoeopathic at the same time.”--Taboo, Magic, Spirits: A Study of Primitive Elements in Roman Religion; Eli Edward Burriss, 1931. [Emphasis mine.]

We can assume here that the ancient Romans beat the ground to get Pluto’s (Orcus’) attention; and in so doing they averted their eyes, as he was the god of death and was not to be looked upon if he should appear. To this precise formula they added a sacrifice of a black sheep, no doubt due to another ritualistic reason which likely had a deeper meaning beyond a simple offering. And perhaps this related to his appearance, imagined or legendary.

Sheep were offered to gods on many sacrificial occasions, and thus a black one could have meant nothing more than a similar color relationship with that of the dark Underworld. But if this were the case, then the sympathy part of the normal ritual would have had no room for full exploitation in this instance, and in petitioning gods the Romans and Greeks were very elaborate and precise in their details. Therefore every action and material conveyed through these had a specific meaning, and more often compound ones. Did they offer the black sheep because he was like it in some form or another?

Though the true answer to the question of his appearance remains beyond our grasp, the citations provide enough primary and secondary information to build upon this by way of imaginative extrapolation. Thus one can easily create information about Orcus and the cults that worshiped this aloof god in his many forms...

Friday, March 6, 2009

Origin of the Black Pudding? Roots in CA Smith Conceptions?



One might wonder where EGG came up with all the puddings, slimes and oozes apparent in OD&D and later expanded (pun intended) into so many forms.

I have thought about the pulp story connections, especially those aligned to Clark Ashton Smith's mythos contributions. Strangely, Smith was never recognized as a primary influence in EGG's DMG Recommended Reading list, which I later, and gently, took him to task for while pushing a copy of Timescape's City of the Singing Flame into his hand, which he indeed read, thereafter complimenting the stories therein [1980, while he was visiting with me at my house]. How could Smith, being part of the great triumvirate of REH>HPL>CAS which was so recognized in the pulp community of the 30's & 40's on through the Arkham House reprints, and into the present, have been missed by him?

But I digress. I have tracked many influences for the "puddings" over the years, and I could even extrapolate (and have) from Star Trek's "The Devil in the Dark" episode's "monster" that bored tunnels and was very "pudding-like" in appearance. Of course there is also the "Blob," and perhaps even more to think about, no doubt. We shall never know, unless EGG recounted the influence somewhere I am not aware of.

But do read with care the following about C. A. Smith's "Formless Spawn," and then reference the monsters we described on page #63 of Greyhawk: Supplement #1 to D&D, particularly noting the second to last paragraph there. Could these manifestations have been influenced by such a source as well as used by EGG? At the time there was no connection to Smith's stories by myself (this would begin in 1976, as I had read almost all of the SF & F books that EGG had recommended from his shelves then, and Smith had been completely absent ). We contrived these Greyhawk monstrosities rather quickly then, especially the ogre jelly, as it had that double meaning that we both found humorous thinking future-wise about when its description would (gleefully, for us) elicit the suitable reactions of horror we foresaw from our players. But if Smith was the source, then why no mention of him at all? I have always found Smith's decidedly dark and fantastic stories very inspiring on a fantasy level and have always wondered of his omission from the earliest days of OD&D.

Formless spawn [as referenced from the Wikpedia article]

The basin ... was filled with a sort of viscous and semi-liquescent substance, quite opaque and of a sooty color.... [T]he center swelled as if with the action of some powerful yeast [and] an uncouth amorphous head with dull and bulging eyes arose gradually on an ever-lengthening neck ... Then two arms — if one could call them arms — likewise arose inch by inch, and we saw that the thing was not ... a creature immersed in the liquid, but that the liquid itself had put forth this hideous neck and head, and [it was now forming arms] that groped toward us with tentacle-like appendages in lieu of claws or hands! ... Then the whole mass of the dark fluid began to rise [and] poured over the rim of the basin like a torrent of black quicksilver, taking as it reached the floor an undulant ophidian form which immediately developed more than a dozen short legs.
—Clark Ashton Smith, "The Tale of Satampra Zeiros"
Tsathoggua's will is carried out by the formless spawn, polymorphic entities made of black goo. They are extremely resilient and very difficult to dispatch. Formless spawn can take any shape and can attack their targets in nearly every conceivable way. They are surprisingly flexible and plastic-like, and can quickly flow into a room through the tiniest of cracks. They attack by trampling their targets, biting them, or crushing them with their grasp. The Call of Cthulhu roleplaying game's entry on Formless Spawn also claims that they are powerfully acidic in substance and can dissolve human flesh with even a slight touch [bold emphasis points mine--RJK].

Formless spawn often rest in basins in Tsathoggua's temples and keep the sanctuary from being defiled by nonbelievers.

Thursday, March 5, 2009

The Sphere of Many Eyes

Though many of the monsters of Dungeons & Dragons have their origins in mythology and folklore, many more are wholly original creations. Perhaps one of the most iconic is the beholder, which first appeared in Supplement I to OD&D, Greyhawk, in 1976. As I recall, the beholder was not a Gygaxian creation, but instead the work of Terry Kuntz, player of Terik and the Monk with No Name.

I've often wondered about what might have inspired the beholder. Did it have any antecedents in pulp fantasy literature? Was it based on a piece of artwork, like the remorhaz in this earlier entry? A nightmare perhaps? The seeds from which great ideas spring can be found almost anywhere and that's certainly true in the case of D&D, whose monsters have origins as diverse as rubber "dinosaur" toys from Japan (like the rust monster and bulette) or fondness for a particular movie from one's youth (like the iron golem).

I personally find tales of the origins of D&D monsters fascinating and would love to know more of them. Do any of my fellow contributors have any insights to share on the beholder's genesis?

Tuesday, March 3, 2009

"Ph’nglui mglw’nafh Cthulhu R’lyeh wagh’nagl fhtagn."

I've spent a lot of time over the last year delving deeply into the literary origins of Dungeons & Dragons -- the books and authors that influenced its creators and its earliest players and referees. My "Bible" for this is the fabled Appendix N from the Advanced D&D Dungeon Masters Guide, where Gary Gygax laid out a list of "inspirational and educational reading." The books and authors Gygax noted as being most immediately influential on him were almost all fairly old -- some might even say "old fashioned" -- by the time the DMG was published in 1979: L. Sprague de Camp, Fletcher Pratt, Robert E. Howard, Fritz Leiber, Jack Vance, Abraham Merritt, and H.P. Lovecraft.

The last name in that list is quite interesting, since Lovecraft is the only author among them that's generally considered a "horror" rather than "fantasy" writer. Leaving aside for the moment that such a fine distinction is of fairly recent vintage (and not completely accurate even in this case), HPL does rather stand out as an anomaly. Lovecraft's protagonists are scholars rather than swordsmen and are often "rewarded" for their efforts with the insanity that comes from the knowledge of humanity's ultimate insignificance within the cosmic scheme -- hardly the stuff from which D&D adventures are made!

Or is it? Certainly Lovecraft's worldview was very different than that of his friend and correspondent, Robert E. Howard, for example, but it was by no means devoid of heroism. For Lovecraft, humanity and all its works are as nothing compared to the Great Old Ones and their servants. Despite the inconsequential nature of human existence, some few soldier on, braving the dark and sacrificing their lives and minds to preserve all that they've known and loved for just one more day. There may be no stopping the inevitable time when the stars shall again be right and dread Cthulhu and his minions arise once more, but a heroic few will nevertheless attempt to stave it off for as long as they can and their struggles to do so make great fodder for D&D.

The earliest players of the game recognized this, which is why issue 12 of The Dragon included an article on "The Lovecraftian Mythos in Dungeons & Dragons," much as early printings of 1980's Deities & Demigods did as well. The Original Campaign was no stranger to such horrors either. The Temple of the Elder Gods was one of its early adventures and it drew heavily upon Lovecraftian themes, as did its "sequel," Fomalhaut and even parts of the Bottle City. And of course, the faction of drow attempting to establish an alliance with the giants in the classic G-series modules worshipped a tentacular deity known as the Elder Elemental God, a being of writhing, amorphous appearance. Likewise, the evil deity Tharizdun -- whose name was derived from the earlier Tharzduun -- has decidedly Lovecraftian overtones, being imprisoned to prevent his destruction of the world and served only by madmen.

Like so much in D&D, even Lovecraftian ideas are imported to serve the game, not vice versa. Consequently, a HPL purist would probably balk at the somewhat humanistic spin given to many of the Old Gent's ideas, never mind the treatment of the Great Old Ones and their servants as mere monsters, albeit very powerful ones. In D&D, victory against the dark isn't necessarily eking out just one more day of respite before the final, mind-shattering End comes. That approach, so powerful and poignant in Lovecraft's own writings, is a poor fit for the pulp fantasy superstructure of D&D. The earliest creators of the game understood this, but it didn't stop them from drinking deeply from the works of Lovecraft and his imitators, all of whom left an indelible mark upon the game that's visible, however faintly, even today.