After some deliberation I decided to open posting for all readers here who have a Google account.
Please respect the nature and professional tenor of this Blog and its contributors.
Have Fun while I'm in Texas, the 5th-7th.
Rob
Tuesday, June 2, 2009
Tuesday, May 19, 2009
Been Busy
I apologize to the followers here for my recent absence. With company business, writing, my daughter's recent college graduation, my upcoming trip to Texas and preparations for that, I have been in a word swamped.
I will no doubt get back on track after my return from Texas. I encourage authors here to post when they can. I am also thinking of making the blog open to all. The main point being: professional acumen. I have no reserve at all for deleting posts that are inflammatory or derisive of others here. Opinions about eventually doing this--opening comments for all--would bve appreciated by the current authors.
Enjoy our great weather.
Rob Kuntz
I will no doubt get back on track after my return from Texas. I encourage authors here to post when they can. I am also thinking of making the blog open to all. The main point being: professional acumen. I have no reserve at all for deleting posts that are inflammatory or derisive of others here. Opinions about eventually doing this--opening comments for all--would bve appreciated by the current authors.
Enjoy our great weather.
Rob Kuntz
Wednesday, May 13, 2009
D&D Archival and Paper Collections
I need your help. I need to locate archival collections related to Dungeons and Dragons, or perhaps papers donated by individuals involved with the game (in any era). Does anyone know if Gygax, Arneson, or others, donated their personal papers to a local, state, or university archive? I am aware that R.A. Salvatore donated his papers to Fitchburg State College (MA), but I need to find additional collections. WotC must have a corporate archive too, I'm guessing. Our initial database searches haven't turned up much. I thought perhaps a call within the LotGD community might bear more fruit. Thank you in advance.
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).
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).
Labels:
convention,
Grohe,
Kuntz,
North Texas RPG Con,
PPP NEWS
Thursday, April 30, 2009
Wednesday, April 29, 2009
Ship of Fools Contest
I'll be announcing the Ship of Fools contest started earlier this month in about a week. I've had several interesting submissions but not a huge run. If you are feeling creative, give it a go.
Tuesday, April 28, 2009
Etretat in Dinnsenchas
Burning crows in amber dawn,
Shattered waves shine through gold
In arcs of drops and silvery foam
As years fade in childish games of old.
Beaches and cliffs dancing in half-light,
Sea gulls flirting with rain and cloud,
My heart beats and shivers with delight
As my soul cries memories so loud.
Sacred groves and blessed hawthorns,
Venerable oaks and hidden thorns,
Ancient oaths and promises fade away
As gentle spines lead my lonely way.
Glorious battle born from an alliance
Covered the grass with tender crimson.
Salty tears and memories kill vengeance
As mothers' mourns ramble in off-season.
Dream-like birds and kites in dawn
Recalls a forbidden childhood
For which today I quietly moan,
Creating verses for our brotherhood.
Burning crows in amber dawn,
Shattered waves breaking in rays of gold,
Arcs of pearls shine in silvery foam
As years fade in childish games of old.
Note : Composed according to the Irish Dinnsenchas. Etretat is well-known in France for its cliffs and beaches. It is located in Normandy, where I used to live when I was a child. The "Glorious battle born from an alliance" evokes of course memories of D-Day. I thought the Lord of the Green Dragons could use a few of my own verses. Please let me know what you think.
Shattered waves shine through gold
In arcs of drops and silvery foam
As years fade in childish games of old.
Beaches and cliffs dancing in half-light,
Sea gulls flirting with rain and cloud,
My heart beats and shivers with delight
As my soul cries memories so loud.
Sacred groves and blessed hawthorns,
Venerable oaks and hidden thorns,
Ancient oaths and promises fade away
As gentle spines lead my lonely way.
Glorious battle born from an alliance
Covered the grass with tender crimson.
Salty tears and memories kill vengeance
As mothers' mourns ramble in off-season.
Dream-like birds and kites in dawn
Recalls a forbidden childhood
For which today I quietly moan,
Creating verses for our brotherhood.
Burning crows in amber dawn,
Shattered waves breaking in rays of gold,
Arcs of pearls shine in silvery foam
As years fade in childish games of old.
Note : Composed according to the Irish Dinnsenchas. Etretat is well-known in France for its cliffs and beaches. It is located in Normandy, where I used to live when I was a child. The "Glorious battle born from an alliance" evokes of course memories of D-Day. I thought the Lord of the Green Dragons could use a few of my own verses. Please let me know what you think.Saturday, April 25, 2009
The Academic Study of Dungeons and Dragons
(Below is an excerpt from a larger work. I thought it might be of interest to LotGD followers. I've made a few edits of interest here and there. I'd be happy to read your questions and comments. Thanks to Benoist for getting the ball rolling.)
Despite the 40 year history of the game, and the very recent development of Game Studies as an interdisciplinary field of study, no critical mass of cultural research exists on Fantasy Role-Playing Games (FRPGs) or Dungeons & Dragons (D&D) specifically.
However, there are individual studies and pieces of research notable for their contribution to this subject. Fine’s often-cited landmark study of FRPGs as social worlds, published in 1983, is the only sustained, full-length ethnographic study on D&D subculture. Given the time period of the early 1980s, his monograph was forward-thinking in relation to the application of ethnographic methodology to an object of study from popular culture. Alas, no scholar extended Fine’s work.
With few exceptions (Toles-Patkin, 1986; Lancaster, 1994), published studies of D&D between the mid 1980s and the late 1990s came not from the developing fields of cultural studies or popular culture, but rather from psychology. These studies, somewhat stereotypically, examined the personality traits of gamers as they relate to issues of deviance and emotional instability (Simon, 1987; Derenard and Kline, 1990; Blackmon, 1994; Carter and Lester, 1998; Raghuraman, 2000). These studies found no correspondence between gamers and these personality traits.
In the last ten years, a group of young interdisciplinary scholars from around the world have sparked the study of D&D and FRPGs (Marshall, 2007; Mona, 2007; Williams, Hendricks, and Winkler, 2006; Patri, 2006; Borah and Schaechterle, 2006; Hernandez, 2006; Chrulew, 2006 and 2005; Waskul and Lust, 2004; Mackay, 2001; Ronnick, 1997). These studies likely stem from the demographic of original or second wave D&D gamers (such as myself) now in their 30s with their PhDs. In contrast, Master of Arts (MA) and Doctor of Philosophy (PhD) level graduate students in their 20s study MMOs almost exclusively, with little beyond a brief acknowledgement to D&D. Academic conferences and research on MMOs far outstrips the work on D&D and FRPGs today.
The above research provides a foundation, and does indeed point towards recent and increased attention from interdisciplinary scholars. However, the research on D&D/FRPGs does not constitute a critical mass of secondary academic literature.
Why does no body of research exist on this topic? I can explain this situation with each of the following three factors contributing equally to the current academic context. First, the lack of research has stemmed, at least in part, due to what Brian Sutton-Smith calls the “Triviality Barrier.” By Triviality Barrier he references that - despite politically correct claims to the contrary - not all subjects are considered appropriate for study in universities (not all subjects will get you hired either). Without question, a broadening of the definition of “appropriate” has taken place in universities in the last decade. However, the ontology of scholars stills suggests the unworthiness of D&D as a topic for study. When calls for research do come forward they emphasize ethnographic approaches - a point reiterated in the inaugural issue of Games and Culture. Second, as a subject hidden in full view, D&D subculture takes place quietly at dinner tables during weeknights or weekends and remains at the fringe, outside of the contemporary social spotlight. Finally, the D&D gaming phenomena reached its peak in the early 1980s prior to the development of academic units devoted specifically to the interdisciplinary study of popular culture subjects. By the mid-to-late 1980s, when the disciplines of Cultural Studies and Popular Culture began to coalesce, D&D had already moved to the margins and was effectively missed as an object of study.
Despite the 40 year history of the game, and the very recent development of Game Studies as an interdisciplinary field of study, no critical mass of cultural research exists on Fantasy Role-Playing Games (FRPGs) or Dungeons & Dragons (D&D) specifically.
However, there are individual studies and pieces of research notable for their contribution to this subject. Fine’s often-cited landmark study of FRPGs as social worlds, published in 1983, is the only sustained, full-length ethnographic study on D&D subculture. Given the time period of the early 1980s, his monograph was forward-thinking in relation to the application of ethnographic methodology to an object of study from popular culture. Alas, no scholar extended Fine’s work.
With few exceptions (Toles-Patkin, 1986; Lancaster, 1994), published studies of D&D between the mid 1980s and the late 1990s came not from the developing fields of cultural studies or popular culture, but rather from psychology. These studies, somewhat stereotypically, examined the personality traits of gamers as they relate to issues of deviance and emotional instability (Simon, 1987; Derenard and Kline, 1990; Blackmon, 1994; Carter and Lester, 1998; Raghuraman, 2000). These studies found no correspondence between gamers and these personality traits.
In the last ten years, a group of young interdisciplinary scholars from around the world have sparked the study of D&D and FRPGs (Marshall, 2007; Mona, 2007; Williams, Hendricks, and Winkler, 2006; Patri, 2006; Borah and Schaechterle, 2006; Hernandez, 2006; Chrulew, 2006 and 2005; Waskul and Lust, 2004; Mackay, 2001; Ronnick, 1997). These studies likely stem from the demographic of original or second wave D&D gamers (such as myself) now in their 30s with their PhDs. In contrast, Master of Arts (MA) and Doctor of Philosophy (PhD) level graduate students in their 20s study MMOs almost exclusively, with little beyond a brief acknowledgement to D&D. Academic conferences and research on MMOs far outstrips the work on D&D and FRPGs today.
The above research provides a foundation, and does indeed point towards recent and increased attention from interdisciplinary scholars. However, the research on D&D/FRPGs does not constitute a critical mass of secondary academic literature.
Why does no body of research exist on this topic? I can explain this situation with each of the following three factors contributing equally to the current academic context. First, the lack of research has stemmed, at least in part, due to what Brian Sutton-Smith calls the “Triviality Barrier.” By Triviality Barrier he references that - despite politically correct claims to the contrary - not all subjects are considered appropriate for study in universities (not all subjects will get you hired either). Without question, a broadening of the definition of “appropriate” has taken place in universities in the last decade. However, the ontology of scholars stills suggests the unworthiness of D&D as a topic for study. When calls for research do come forward they emphasize ethnographic approaches - a point reiterated in the inaugural issue of Games and Culture. Second, as a subject hidden in full view, D&D subculture takes place quietly at dinner tables during weeknights or weekends and remains at the fringe, outside of the contemporary social spotlight. Finally, the D&D gaming phenomena reached its peak in the early 1980s prior to the development of academic units devoted specifically to the interdisciplinary study of popular culture subjects. By the mid-to-late 1980s, when the disciplines of Cultural Studies and Popular Culture began to coalesce, D&D had already moved to the margins and was effectively missed as an object of study.
Friday, April 24, 2009
Interesting gaming historian
I thought folks might be interested in Rob MacDougall's blog @ http://www.20by20room.com/2009/04/the-new-history-of-old-gaming.html, in particular his observations on the need for a good, reliable history of RPG gaming.
Tuesday, April 21, 2009
What applies to Game Rules applies to Game Settings
“The secret we should never let game masters know is that they don’t need any rules”
This quote has been attributed to E. Gary Gygax. I do not know if it truly belongs to him, but I sure see the wisdom in these words.
We’ve been talking for a while now about rules systems and how they stole the thunder of role-playing games. How they have been progressively worked on, refined, and balanced to the detriment of immersion, fantasy and enchantment.
The solution to this death spiral of game design, I believe, is to take a step back and consider the rules as a tool, a mean, and not an end. Rules help bring entertainment at a game table, but they are no substitute to the cooperation and good sense of the people participating around the gaming table. Rules help to support and share the make-believe but don’t replace the imagination of those who end up playing the game.
In game design, I believe one should at all times remember that the game elements offered via products are just that: unfinished, unassembled pieces of a puzzle that will ultimately be pieced together by other people around a game table.
The same goes with game settings. Any world of fantasy presented via sourcebooks is composed of set pieces that aren’t worth anything in game terms until they are brought to life and pieced together at the game table.If the designer should keep this in mind and make sure these set pieces can be used effectively in a number of different circumstances by a wide variety of users, the user himself should also make sure that the set pieces themselves do not hijack the creative process of role-playing games.
I’m alluding here to the idea of “canon” as it refers to setting materials. To put it simply, the notion that there is a canon to consider when running a game in a particular setting originally designed by someone else is anathema to the raison d’ĂȘtre of role-playing games. If we consider the rules as tools, support for actual role-playing and rulings at the game table, it makes no sense not to consider a published setting any other way. It is a support, a collection of unassembled set pieces which support the backdrop the DM and players use at the game table, but no substitute for the actual process of bringing the setting to life by piecing it together.
This means there is no such thing as “canon” in role-playing games. When a DM peruses through a boxed set searching for ideas and inspiration, he shouldn’t need to consider any of the ideas developed on the paper as more than just ideas. There is nothing sacred in this instance, nothing that would be set in stone, and thus nothing that should or could be considered heresy when the world comes to life at the game table.
Let us start a Greyhawk campaign, for instance. We know that the campaign was run by EGG and Rob in some way. We sure can benefit from the knowledge of how these men managed their games, and came up with this or that element of the backdrop and pieced them together themselves, but it makes no sense to me whatsoever to consider it the right way to play a Greyhawk campaign.
What if I don’t want any Iuz the Evil? What if I want to use the Greyhawk Wars or, God forbid, the Dragonlance Cataclysm components to alter the setting and make it my own? If I discuss it straight and make the changes clear to my gaming partners from the get-go, there can be no objection that this wouldn’t be “the real Greyhawk”.It is. It is my Greyhawk.
My point here is that role-playing settings are not and should not be evaluated the same way literary settings are. Role-playing game settings are not complete settings in the sense that they only exist when they are actually put into play. Using a setting under the assumption that it has to be played in a particular way described by this or that sourcebook or boxed set is in essence committing the same mistake as assuming the rules have to be played as written.
There isn't, and shouldn’t be, any such thing as “canon” regarding role-playing game settings outside of a theoretical discussion of written sources, but even then, it should be clear that the written material alone is not alive. It is not yet used as it was designed to be used: at a game table, with real people, real needs and wants, real imaginations.
To quote the old-schooler: imagine the hell out of it! Don’t shackle yourselves to game materials written by others. You have to trust in your good sense, your wits and imagination to make the game world come alive. If it contradicts some clause of the written product, so be it! Your game will be all the better for it.
Monday, April 20, 2009
Anima Mundi
The distillation of wonder is always before us as gamers and as game designers, and is no where more prevalent than in life itself, where from all of our imagination springs, but a mirrored reflection which we try to express time and time again.
This cannot be accurately expressed or portrayed through the simple overlay of images and numbers, but only through the derivation of feeling as we attempt to immerse ourselves in these impossible and unyielding moments, timeless in their exercise, unending in their passion.
Enjoy the wonder of life, the ultimate fantasy.
This cannot be accurately expressed or portrayed through the simple overlay of images and numbers, but only through the derivation of feeling as we attempt to immerse ourselves in these impossible and unyielding moments, timeless in their exercise, unending in their passion.
Enjoy the wonder of life, the ultimate fantasy.
Sunday, April 19, 2009
PPP Contest

Ship of Fools, Inspired by the above picture.
Detail in 1,000 words or less what this ship does, how it affects its passengers, who might be associated with it in worldish-terms, etc.
The winner will receive a $25.00 honorarium prize when published and will be listed in the credits for designing the piece.
Open up your creativity and email me your submissions at rjk@pied-piper-publishing.com. Only the winning submission becomes property of PPP.
Saturday, April 18, 2009
The Gladiator
Thursday, April 16, 2009
PPP NEWS: Call for Designers & Graphics People
I am looking for designers and graphics people to assist PPP with several projects.
For details, please forward your credentials, or if unpublished, samples of your work (in both cases) to rjk@pied-piper-publishing.com
Please feel free to cross-post this announcement elsewhere.
Rob Kuntz
For details, please forward your credentials, or if unpublished, samples of your work (in both cases) to rjk@pied-piper-publishing.com
Please feel free to cross-post this announcement elsewhere.
Rob Kuntz
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