Monday, December 14, 2009

The Original Living Room Product Update

The Original Living Room has sold out and is out of print.  We will be offering an expanded version of this in bound format next year.

Castle El Raja Key, small Partial of the Introductory, Historical Essay

Hereafter follows a small snippet from the accompanying essay which (in full) delineates the first Blackmoor adventure in LG, the initial reaction to this by Gary and myself in a meeting between us the day afterward, the formulation of the OD&D first draft, the crafting of Castle Greyhawk and El Raja Key, the composite Lake Geneva Campaign as it grew, and includes some slices of these adventures later written about and detailed in "Up on a SoapBox" in the Dragon Magazine and at various forums, and in unpublished form (both in EGG's mss and my own).  The whole in depth essay is a wealth of history regarding the advent of FRPG in Lake Geneva in 1972.

"...As I was ostensibly part of the Gygax extended family since 1968, I was at their house and with Gary almost every day.  After the initial Blackmoor adventure events proceeded at a furious pace.  Phone calls to Dave.  Letters exchanged between the two.  During this time EGG noted that he had begun crafting a “dungeon” setting similar to Dave’s Blackmoor. About two weeks after this adventure, Gary handed me a slim manuscript which had been mailed to him by David.  I sat down and read for the first time the rules that David had used during it.  They consisted of “16 pages of [typed] notes” (as EGG emphasized while I was perusing them).  He and I both noted that they were based off of EGG’s Fantasy Supplement to the rules Chainmail (Gygax & Perren, Guidon Games 1971) but with copious additions of formulas which I faintly (at least then) equated to those from the miniatures game Strategos N (David Wesley, 1967) that I had watched being played at GENCON 2.  Gary informed me that these notes were in need of streamlining and that he would be doing this over the coming weeks as well as continuing to craft a dungeon to play-test the refined rules.

The First Draft of OD&D -- Greyhawk Castle is Born -- El Raja Key Quickly Follows.

"Within 4-6 weeks of our first adventure into Blackmoor Gary had a rough first draft of the new rules and several levels of the new dungeon, Greyhawk, to play-test these.  His daughters and Ernie were the first adventurers; the second one consisted of myself (Robilar), my brother Terry (Terik), Ernie Gygax (Tenser) and Elise Gygax (Ahlissa).  Within 4 weeks of this second adventure and the ones that followed on a daily and nightly basis, I crafted the first levels of El Raja Key, at first with the intent of only judging Gary therein, as he had been pulling double duty with writing the D&D rules as well as designing the levels beneath Greyhawk Castle.  After starting his PCs Yrag and Mordenkainen within it, Gary took his first step at making me the co-DM of the Greyhawk “Campaign” as then understood.  As the play-tests had been fast and furious,  many of the earliest PCs had grown very quickly in level and were moving to the outdoor.  I was allowed to DM these outdoor adventures just prior to completing my journey as Robilar to “China” (which earned me the co-DM mantle permanently and on all levels). ..."

Sunday, December 13, 2009

Front Cover Preview: Castle El Raja Key

This is in post production and final design and/or prices could change depending on actual printing end costs and options.  Enjoy the preview.


Saturday, December 12, 2009

On The Horizon: Castle El Raja Key Collector's Edition

PPP is finishing, among other planned releases, the first three levels (in color) of Castle El Raja Key.  With notes, keyed encounters, opening essay about the original campaign in which this was shared and adventured in by Gary Gygax, Don Kaye (co-founder of TSR Rules), Terry Kuntz, and others. Historically many rules, iconic D&D magic items, spells, and monsters for the Greyhawk Supplement (and later finding their way into other editions of the D&D game) sprang from this castle and its adjunct campaign, Greyhawk.

We will also be including a special limited edition print of two personages that this product is being dedicated to (more on this later).  The illustration for the cover is by Eric Bergeron.  We are shooting for the end of January for releasing this.

Convention Updates

In March I will  be attending GaryCon 2 at the Cove in Lake Geneva.  During that time I will be DMing select people in my Castle El Raja Key.  For those who will be attending, see you there!

In June I am scheduled to appear at NTRPGCON2, courtesy of that fine group and Doug Rhea.  I will be using Ramsey's DUNGEON SET #1 as a design template for the dungeon delve I am planning then.  The usual mayhem; and I might DM other things as well as I am bringing along quite a lot of original material including my Castle El Raja Key which is now in production (that was our secret project I have not spilled the beans on as yet).

The adventure for NTRPGCON is very special in that it incorporates the NT Gamers' PCs in several ways.  It should be a hoot.

More to follow on all as these events come up on the calendar.

ERKAT PRODUCT UPDATE

I don't celebrate X-Mas, but for those that do we have a large stocking stuffer on sale through Jan. 2010.


I knocked off $3.00 for El Raja Key's Arcane Treasury for those wanting a really nice present of a great sourcebook.  96 pages of really imaginative material that will keep you engrossed for quite some time.  Here's a few pieces of the artwork that occurs therein.

WROB's WRUNDEROUS WORKSHOP #1

Villains in D&D Adventures

© 2009 Robert J. Kuntz

I have often exposed through examples believable and multifaceted villains in my adventures (and upcoming fiction).  While researching this topic recently, I came upon a simple entry on the net.  An extract  and url address follows:

http://character-development.suite101.com/article.cfm/creating_believable_villains_creative_writing

"In terms of a fantasy framework – an excellent example of an unconventional villain might be a coven of druids and other natural magicians whom are conjuring forces of nature to strike at any outpost of civilization, beginning with frontier towns at the beginning of the novel and culminating with a deathly entanglement of a nation's capitol with poisonous, power-leeching vines. The motivation of these politically radical spellcasters is to combat what they see as the destruction of the earth via pollution, urbanization, and disregard for the natural sphere of life. Not only does this allow for a socially relevant commentary to be held within hypotheticals in your own narrative, but it also gives far more emotional and intelligent gravity to your antagonist and allows for deeper reading."

The above bit about the "coven of druids" and their motivations seems almost to a tee extracted from  my adventure, Dark Druids, which is a politically motivated adventure.  The U.S. had gone to war in Afghanistan during the time I was sculpting it and Bin Laden was being sought out for his crimes. Do note certain correspondence to the evil cult of Druids and the Taliban, and their past leader's name, therein.


Note for comparative sake an extract from the adventure itself: 

"Through divination they have learned of a growing evil in Fang Forest, an evil which does not distinguish between humans, plant life, or animal life while committing its foul atrocities.  This group is called, for lack of a better term, the Dark Druids, and their members are inimical to all life.  Their philosophy is simply this:  The advance of civilization threatens the future of nature and all that reside within it.  In order to forestall and destroy the invaders, the Dark Druids have resorted to assassinating key political figures and to destroying any human or demi-human settlement which immediately encroaches upon the wilderness. Their plan is to make that noose tighter, eventually bringing the battle to major population centers.  To help with this plan, they have been changing nature, distorting it to their evil ways, with the hope that this will deter and eventually stop such migrations.  In doing these things, they threaten the fabric of existence.  Their terror must stop!"


Back to the meat of this: What is an unconventional villain?  And by extension, how does this inspire the adventure-crafting and thus your campaign or design?

I have recently written about the expansive qualities inherent to the D&D game and its horizontal and vertical inputs which are constants and variables depending on how the DMs, and sometimes, players, interject to its base thereafter.  See this link.

Here is another example of verticality to measure your villain thereby and gauge (with that Dial of Design) whether what you have is the standard foil or something of merit and thus unconventional when viewed side by side with others in the villainous line-up.

Applying the 5 Ws and the Honorary How?  Who, what, where, when, why and how.  Use this template whenever possible in design and writing.  Let's apply it to a villain you are crafting.

Who? (Well, the Villain, of course, his name and oftentimes in overlap HOW he came to be who he is?)

What?  What are his motivations, goals, desires, race, age, gender (or non-gender for certain aliens, etc), and sometimes in overlap what powers he has and HOW he uses these to define and attain his goals?

Where?  Where is this villain from, where is he/she going, where is he/she situarted and in overlap for the last, WHAT is the villain doing to extend his/her personal range of expression while doing so?

When?  When did he/she arrive in this area?  When will the villain complete his or her plans?  When will they move to strike?

Why?  Why are they doing what they are doing?  Why must they succeed or utterly fail?  Why must they be stopped at all costs?  Why must they have the power or territory they desire?

How?  How did they come into being (history). How will their plan(s) come to fruition?  How can they succeed withe the resources they have?  How can they be defeated or their plans brought to ruin?

Through this little question-answer session you as the creative DM can and more often, will, craft a memorable character worthy of the title Villain, one that will live on in the minds of your players and in the history of your campaign.

Friday, December 11, 2009

Memoirs Extract 2

As I have informed the blog-readers here, I am about crafting my memoirs.  I try to write 2 pages a day and look to publish these in about 1.5-2 years IF I AM STILL ALIVE BY THEN.  :)

In my 42 years of involvement in this industry, as IFW member, TSR employee, owner and operator of 2 companies, convention chairman for GENCON, friend and student of EGG, and generally as an inquisitive, curious and deep thinker, I feel that there is a lot of territory to be covered within these memories and a lot to be derived from them by those who eventually read these:  The history of this game industry, the advent of fantasy in games, my shared experiences with EGG, Dave Arneson and others of note from 1968 onward, as well as my insights into art and its processes on many levels, as well as inspirations and thoughts which continue to incite and extend the creative thinking process, the latter which I feel is sorely lacking in our industry today when compared with the past.

Here are some extracts which you might find strange, enjoyable, or utterly useless:

"It is not the creep of nihilsim that worries me, but the human condition which cannot recognize it."...

"Stating and restating problems is a negative illusion; solutions are positive realities."

"David Arneson always appeared to my inner sense as a fervent and excitable boy.  There was absolutely no way of escaping wanting to play with him."...

"Am I living in the future tense of a past present?"

Thursday, December 10, 2009

The RJK LEVEL, By Yesmar

Ramsey has posted a dunegon level he conceptualized/drew while talking with me by phone some weeks ago.

The link is here.

The Lake Geneva Campaign: The Ongoing Aspect of PLAY

Here is a letter partial I recently sent to a fan who is transitioning from 3rd Edititon D&D to a more loose AD&D/OD&D play style.  This was recently touched upon at Gene Palmer's excellent blog as well, and my notes here appear as an afterthought.  The real idea as promulgated then was to keep "PLAY" open and moving and not tied to a constant mechanic.  By comparison, one may consider this style as the open mind set expressed and shared among a group of creative children who play together, changing and adapting as they continue interjecting into that endeavor.  Later, they will remember parts of that process and even reincorporate salient parts of those past, shared mechanics and principles, but they will always be seeking to expand upon these self-imposed limits as the search for creative expression continues.

"Hi Johnny,

Fast and loose was the typical game in LG.  The game rules were codified to cover as many circumstances that were common.  As this is a representation of a real world environment, everything cannot be so explained.  That would cover a list of rules which are endless or in turn would limit the same expression if creativity and a flowing probability range was not introduced.

It's all basically inputs which arrive at probabilities.  Plus/Minus until the final influence on the die/dice roll is arrived at.  This is accomplished through taking in what the circumstances are as opposed to what the players are attempting to do within these.  This is then introduced to a curve (Bell curve, for example of a 2 six-sided die roll), which is what EGG and I did in many circumstances where the rules could not define outcomes.  The game is open-ended and mutable.  Some things naturally were seen as doable.  Like hiding.  If you use the base as a thief, then just pare it down by 80% in unusual circumstances or apply other inputs.  Anyone can hide, it is just that thieves are more practiced in it and at instantly accomplishing it over a constant range of application.  In all cases it is specific to the circumstances and is not a general idea which is an abstract applied to a set rule of hiding. Each case will be judged for its variable nuances within the developing situation.

As far as weaponry and classes.  These were included to affect game balance, almost reverse engineered to strike balances between classes, as were the sliding HD system I created for classes in OD&D and thus can be used or ignored at will.  Explain them as you will.

The rules are guides.  The moment you realize this, the realms of possibilities expand as you as a creative implementor of them are outside of the box.  That is how they were designed to be, not set in stone and limited. Fantasy cannot exist within a box, it has no limits, thus it must continue to expand outward, up and away, reaching new levels of extrapolation.   The day this ceases to be so, you are no longer playing an open-ended game of fantasy, but a set-in-stone game with fantasy motifs and elements only, and that is not the game as we designed it back in 1973.

Best Regards.

Rob Kuntz"


Tuesday, December 1, 2009

Friday, November 27, 2009

Boreal Level Sample: Wynsom's Icicle




Here is a new magic item sample from the Boreal Level due out in December.  Text sampling by me and the illo by great ole Andy "Atom" Taylor.


Wynsom’s Icicle

This is the permanent habitat of Wynsom the ice-sylph.  She was imprisoned herein by the Frost King, Iraggo, many years ago; and he at times summons her to answer his questions of what she knows, or to entertain him.  He has earlier informed her that the more she cooperates with his desires that the more likely he will be disposed to releasing her from the containment.  Wynsom has been no fool, however, and she often tells the giant only fragments of what she perceives he wants to hear and often couches her advice in the riddles of her kind.  The latter infuriates Iraggo, but he has kept an ever-growing journal (see the entry for Ice Sheaves) of their back-and-forth communications.  Most of these unsolved riddles are just the indecipherable remains of their banter, but some have within them traces of truth and wisdom that Irrago cannot fathom.

The icicle has a flat base and tapers to a point at 9” in full height.  Operating it requires setting it base-first upon one’s palm.  However, the icicle emanates an extreme coldness that damages the holder for 6hp/round held.  During this time no concentration can be maintained to invoke the icicle’s power and thus summon her presence. Only those employing protection from cold (i.e., spells or similar) may wield its powers without harm or interruption.

When first observed, its outer surface portrays an opaque ice, rough and encrusted with an icy film.  If held in one’s palm for more than a turn, the film begins to noticeably melt, and as the liquid runs down its length the encrustations are replaced by a clear and polished surface.  An image of a silver-haired and blue-eyed lady rises from its depth, a miniature but animated bust of a white clad elfin-like figure, which is Wynsom. ...

Sunday, November 22, 2009

Shipping Update: Dungeon Sets & Other Orders

Just to let everyone know, I let many of the orders accumulate and will be shipping all of them between Monday and Wednesday of next week.  This rather than making run after run to the Post Office.  There were a lot of orders too, and it has kept me pretty busy.  :)

So, get ready for some playing and reading while munching on your "turkey specials".

Saturday, November 21, 2009

Dungeon Set #3 Update/Dungeon Trappings Insert

Dungeon Set™#3 (levels 13-18) will be released at the end of December/beginning of the New Year with The Boreal Level.  Ramsey will be finishing he maps by the 3rd week in December.  As previously announced, we are pleased as pixie-punch to announce that Gene Palmer (of Old Guard Gaming Accouterments) has designed a special 2,000 word+ DUNGEON TRAPPINGS™ insert for it, detailing many bits of magic and treasure that can be used immediately in stocking these levels or can alternately be used in a DM's campaign however they see fit.  I read Gene's first pass with glee, in fact, and wrote him back that it was spot on.  Gene will be doing some design work for the DUNGEON TRAPPINGS™ full sets and is a very fine writer and very creative, so we welcome him to do as much for us as he likes.  More on this as the 'TRAPPINGs take form.

New (Old) Map For Original Campaign/Boreal Level Update/Other

I am redrawing a very large level (see sample) that EGG adventured on with his group back in the day.  The original was lost so I am redoing this from memory:  "The Orcky Level" (or aka, "Grumch's Grotto").  It was originally placed 100 miles NE of the City/Castle.  This is where EGG found the Iron Bands of Bilaro (from Unearthed Arcana).

After I do all of the penciling I then outline in black ink and place secret doors in red and down-slants in green.  I will update on its progress at various stages.  Just like my memoirs I try to do a little on it each day.




Also, the manuscript for The Boreal Level, the first in the Original Castle™ level releases, is over 5,000 words finished and I should have this in the pipeline for purchase by December (mid to late). We have a Frost King, a "strange" white dragon, ice imps and more, but for dessert:  white pudding...  ;)

Also:  The Cursed Village.  This is a cooperative design between myself and another (as yet unrevealed) designer.  My task has been to create all of the history, monster detail and framework (including mood, background, specific adventure/map details and salient magical/curse treatment and introduction) which is about 4,000 words of matter. Then the co-author will give this the once-over, then back to me for the finalization and editing/additions.  I am  currently 2,500 words into the treatment; and then we will announce who is helping with this when it's finished on my end.  The Cursed Village is a design I envisioned for the Original Campaign™ back in 1995, so it is a late addition, but it's quite deadly as a 4th-7th level adventure, and expands upon the release of one of the NINE from the Original Castle™by my old PC, Lord "R". The good thing about this one that I hit my creative stride with it and this will be great for the co-author.  Usually, and as my friends know, if I start a project it will reach its end only if I am satisfied with its total design (i.e., it maintains a consistently high creative component throughout) or else I will not force it. For those who have always wondered why about this, I am kinda like the commercial for Paul Masson done by Orson Welles (though PM is a horrid wine in most cases) where "I never release a project before its time" (or prime).