Monday, July 11, 2011

Wizards: Peter on the Cusp, Part Three

Tom Dowd, who directed Peter to GAMA 1990
The evening of Wednesday, 23 May 1990 was one of those pivotal moments in the history of Wizards of the Coast. It's when Peter took the concrete planning for Wizards of the Coast beyond himself and Ken, when he invited his immediate gaming circle to join him in launching Wizards of the Coast.

This first year was a time of naive, energetic optimism, in which a band of friends took on roles based on their enthusiasm and hope rather than on their abilities, experience, or follow-through. It was a time of biting off more than they could chew, a time to discover that their bandwidth and abilities fell short of their dreams, a time to discover that wanting to do something as an idea and wanting and being able to do the actual work involved are very different things. It was also a time to discover that to measure up, to become a great company that surpasses existing standards, one must first fall short of those standards and be shamed and angered, be stimulated to try harder, to do better, and not to accept mediocrity, especially one's own.

Beverly Marshall Saling, who advised Peter to do better
When Peter reacted to his disappointment and his friends' frustration by deciding to set high standards of quality for Wizards of the Coast, he laid the crucial foundation for their every later success. Many company founders are incapable of accepting their own inadequacy, of swallowing their pride and committing themselves to do better than they've ever done before, which may be why so many companies do not survive this difficult and little-discussed transition, but new organizations must go through this stage if they are to survive long enough to become successful. Later, I'll tell the tale in detail, but for now here's Peter's quick overview of the period, as he continued his narrative in 1993:
May 23rd, 1990, is a date that will forever stick out in my mind. I invited everyone in our gaming circle over to my small apartment and we sat around in a circle and brainstormed product ideas until about two o'clock in the morning. I still have that list in my files and there are enough ideas on that list to keep us in business for ten years. Out of that meeting was born our capsystem philosophy, although it was to be refined many times in the future.

In the months that followed we started putting together a corporate structure, assigning projects to project managers, and so forth. We started working on four books, and this list soon expanded to five, including The Primal Order, TaoGM, and three system-independent compendiums (one on bars, one on mages/magic items, and one on keeps/castles). Our goal was to have them to first-draft stage by the end of 1990. Meanwhile I set out to try and collect information about the gaming industry.

In August I went to a local gaming convention called Dragonflight, and at that convention was Tom Dowd from FASA. He chaired a panel called "Writing for the Gaming Industry" and it was mostly about submitting modules for FASA/Shadowrun. Still, it was fascinating to me, and I learned a lot about what was involved in writing and such. At the end of the panel I told him that I was starting a gaming company and he gave me that glazed-over look that I find myself trying not to give to the hundreds of people who tell me that. He told me the same thing I tell them--go to the Game Manufacturers Association (GAMA) trade show which is held every spring in Las Vegas. This is a wonderful show, and it's where you can learn everything about the industry; there are retailers, distributors, and most of the other gaming companies of note, and there are panels on how to package products, pricing, distributor relations, and so forth.

Meanwhile things were going slowly on the writing front. We started going through a phase where people learned that this was going to be real work. By the end of 1990 we had two products that we thought were at first draft stage, The Primal Order, and The Compendium of Mages and Magic. At about that time we started consulting with Beverly Marshall Saling, a professional editor who I was a friend of, but who hadn't been involved much to that point. I told her I had two books for her to edit if she'd be willing and she said she'd take a look at them. Similarly to Tom Dowd, Beverly had that glazed-over look in her eye that I try not to give to the dozens of unpublished authors who give me something they think is a "first draft."

Beverly was very polite, but she couldn't hide her amusement at our puny efforts. What we gave her "wasn't even close" to "publishable" in her estimation and during the first part of 1991 we had many internal squabbles along the lines of "What does she know?" and "Looks good to me" and "How much quality do we want, anyway?" We were getting closer and closer to our projected release date, July 1991, and things were getting tense--it was not a pretty time.

Sunday, July 10, 2011

Wizards: Peter on the Cusp, Part Two

Ken McGlothlen, 6 August 2007
Peter's early history of Wizards of the Coast, written 23 January 1993, continues, including the pivotal role of long-time friend Ken McGlothlen in the beginning:
Over the next few years we sorta used "Wizards of the Coast" as an informal name to attach to various amateur things we did. In fact, we actually published one amateur game back in 1981 called Castles & Conquest, which forms the basis for some of the thinking that's going into The Military Order, which is what I'm working on right now. Our byline was "What's D&D without C&C?" It was really really amateur, made Arduin and Judges Guild stuff look like Time Magazine, but I managed to sell enough of them to make my way at conventions and such. Eventually I quit doing it because I wasn't satisfied with the product and this wasn't something I took very seriously at the time.

Other uses for the Wizards of the Coast logo over the next few years included a campaign newsletter that I published for my Chaldea campaign, "sponsorship" of some convention events and tournaments, etc. It basically came to symbolize the gaming group I played with, which at one time included about fifty active players. From about 1982 through 1990, Chaldea was my life (when I wasn't going to college, and then working at Boeing as a systems analyst). Even when I was taking twenty credits of college classes I'd GM three or four times a week, and a lot of that was power gaming where the fundamental principles of The Primal Order were playtested and developed. Yes, we played and ran deities, even as PCs--I can admit that now. :-)

In the spring of 1990 I was starting to go through that phase where I'd paid off my college loans, I was getting married, and I'd worked at Boeing long enough to feel that my career was secured. At this time I started thinking about life, and the thought of being a computer programmer for the rest of my life was really starting to scare me (it was becoming really boring). I realized that gaming wasn't something that I was going to "grow out of," but I was starting to feel a need to justify it in light of the incredible amount of time I was spending on it. Fortunately my wife plays, but I guess that was inevitable since I refused to date women who wouldn't play--roleplaying games that is. :-)

So, one day in April of 1990 as I was talking back and forth with Ken McGlothlen (Terry and Darrell had left the scene by this time, although we're still friends and have occasional contact) on the Internet during my Boeing lunch hour, Wizards of the Coast came up. We started reminiscing about the "good old days" and then the idea popped into my head, "Why don't we do it?" So I typed it across the Internet to Ken, "Why don't we start a gaming company? Wizards of the Coast, only for real this time?"

There was a long pause.

Ken knew me well enough to know I was serious, and that I also realized the implications of starting something like this. His response was, "Something like 90% of all businesses fail within the first two years, but if anyone could pull if off, you could." Ken is someone who very rarely gives complements, and that statement was something I emotionally fell back on many, many times over the next couple of years.

So, we spent the next couple weeks talking to each other over the Internet for a couple of hours every day. Some of those conversations are still logged somewhere. :-) We talked about every conceivable thing, like what we wanted to do, who we'd need, pricing, fund raising, etc. One thing that came out of that conversation was that we "wanted to do it right." That we were going to approach it as a business venture, spend ample time planning it out, raising money, print professional-quality products, and find professional editing, art, typesetting, printing, binding, etc.

Saturday, July 9, 2011

Wizards: Peter on the Cusp, Part One

The ancient Greeks noticed that because people are such excellent mimics, they often don't show you who they really are but rather who they think you want them to be or who they wish they were. Worse, because we're so good at losing ourselves in the roles we play, often the last person in the world you should ask to find out who someone really is is the person himself, because he is the most committed to the role and not the reality.

The Greeks believed the best way to find out who someone really is is to put him under such extreme levels of pressure that he has no energy left for pretense and has to fully engage with the problem with nothing left but his own authentic resources, the truest, strongest part of himself. Since it would be sadistic to conduct such experiments on real people, they conducted them upon artificial people, putting them under pressure to reveal their innermost character, and so the art of tragedy was born.

Sometimes, though, life decides to run that experiment anyway.

In some ways, Christmas 1992 was the most characteristic time in the history of Wizards of the Coast. Under extreme financial pressure from a harassment lawsuit, Peter was forced to write his last paycheck to his small staff for the foreseeable future. Everyone struggled to keep moving the company forward while simultaneously worrying about out how they could each pay their rent and other bills to survive through the crisis. Poised between hope and despair, the true nature of the relationships the team had forged came to the forefront.

It was while under this pressure in January 1993 that Peter was asked by James A Seymour on a mailing list:
Peter, could you please post a brief history of your company? I'm curious from both a casual standpoint, and from a game writer wanta be viewpoint.
Peter's response, which I will quote in its entirety over the next several posts on this blog, is where we will begin our exploration of the early days of Wizards of the Coast. I chose it in part because the story he tells is true, in part because it came before the distractions of Magic: The Gathering and Dungeons & Dragons changed the way we looked back at our origins, and in part because its hopeful, honest, and friendly tone even at a time of extreme pressure shows something important about the character of Peter Adkison:
Jeez, this could take hours--make that days! Asking a gaming company president, er, I mean janitor [We'll discuss the "janitor" another time --Ed.], for a brief history of his company is like asking a historian for a brief history of the world.  :-)
Thanks for being interested; I'll try and be brief.
Along about 1979 or so a product came out called "The Overlord's City" or something like that from Judges Guild. [City-State of the Invincible Overlord --Ed.] A friend of mine named Terry Campbell saw that and was really excited about it--thought it was an incredible piece of work and was really inspired to make up his own city module. He suggested to myself and two other friends, Darrell Judd and Ken McGlothlen, that we start a gaming company. Darrell came up with the name, Wizards of the Coast, from the name of a mage guild that one of his characters belonged to in another guy's campaign. We sat around and discussed it but figured that there was no way we had the time, experience, or funding to pull something like this off. The discussion sorta ended with a "maybe someday after we have real jobs." Little did we know.
To be continued . . .

Friday, July 8, 2011

Wizards: To Rescue Dungeons & Dragons

It was a dream of Peter Adkison's (and many of the Walla Walla D&D players) to some day work for TSR and contribute to the game we loved. Wasn't that every young but serious gamer's dream? The Walla Walla gamers were young and serious, but we thought we were just dreaming.

When Peter's dreams shifted to starting his own game company, his motivation was, as he once told me, that he had a filing cabinet full of great gaming material, and he had a circle of friends with filing cabinets of their own, so together there simply had to be some way to make a living doing what we loved. Taking our hobby professional just seemed like the right next step in growing up.

In the early poor-but-not-desperate days (before the teetering-on-the-edge-of-bankruptcy days to follow), when we fantasized about where we wanted Wizards of the Coast to go, what we wanted it to become, we started out with the short-term goal of breaking even - maybe even becoming barely profitable! - but when we really stretched our imagination we imagined doing work that would make our heroes at TSR proud. We wanted to be like them - maybe even as good as them someday.

In those days, when the office was the basement of Cathy and Peter's house, we were tiny and spending more than we brought in (which for a long time until we got our first product to market was nothing). The idea of actually becoming bigger than TSR and buying them was sheer fantasy back then - but even then we dreamed of it. Most D&D fans who go into the gaming business must have at least imagined it from time to time, but when you're wondering if you're ever going to finish your first book and whether anyone will like it, it's hard to take your own dreams seriously.

And yet.

We would say "Maybe someday we'll even become big enough to buy TSR," and we would laugh it off to show we weren't serious. But we were. We did take our dreams seriously. We were embarrassed and ashamed and afraid to admit even to ourselves that we were seriously dreaming that big about something we couldn't do when we were having trouble doing even the little things, but it didn't matter. We worked like crazy and kept on dreaming.

Meanwhile, hardly anyone liked the direction TSR's business owners were going with the company. Peter certainly did not. When Gary Gygax left TSR it was unthinkably shocking to those of us who grew up with D&D, but then things got worse. We were afraid the management would run it into the ground, which they then did. When TSR got itself stuck - unable to pay bills to get products printed that would have earned the money to pay those bills - many of us were frustrated and outraged. Peter wanted to rescue D&D and ensure it could never be imprisoned again.

Another time I'll tell the story of how the TSR purchase actually came about, but for now let's cut to the chase about why it happened.

This is the part in today's post where I must switch pronouns. Although I remained close to Wizards until shortly after the Hasbro purchase, about the time they shifted from the basement to their first office building I became a bit more outsider than insider, so Wizards must become a them rather than an us in my little narrative. You'll see this shift a lot over the posts ahead, I'm sure.

When Magic: The Gathering became such an unexpected hit, it made Wizards of the Coast successful enough to save D&D. Of course Peter bought TSR and rescued D&D - any D&D fan in a position to do so would have done so. There were plenty of tactical and strategic details that made it a good move for this company at this time to buy that company, but those are merely the things that allowed Peter to do what he wanted to do anyway, what most role-players want to do - to be the hero and do the right thing, to save the object of his affections from clear and present danger.

So there was half of Peter's dream for D&D accomplished, to rescue it. The other half - to make it immune to future danger - required figuring out a way to keep it rescued, and that took more thought and work. The Open Gaming License (OGL) was the direct result of that search.

The OGL was not designed to screw the gaming industry nor to lead to the domination of Wizards of the Coast and the d20 system. Wizards hoped it would be good for the company and that edition of the rules, but that's not why they did those things - that's only why as a business they were allowed to do those things. The core motivation predated even the existence of Wizards of the Coast, let alone d20 - the love of a gamer for his game and the desire to protect it forever.

And that's one of the reasons why I'll always think of the first (pre-Hasbro) Wizards of the Coast as a success, because it let us fulfill one of our most cherished dreams for our industry. If you ever bought Magic cards, you too helped save Dungeons and Dragons forever.

Thursday, July 7, 2011

Hammers of the God, First Review

Many people who buy modules don't play them anymore. They buy them, flip through them, but don't always read them; if they do, they're more likely to read partway and then lose interest. Less than half of consumers ever play with modules any more. The rest just sit on shelves, collecting dust, adding bulk to gaming collections.

Look around your gaming room. You know what I'm talking about. How many gaming supplies do you own that you've never seriously gamed with?

Those of us who do sometimes actually play with the modules we buy do so because once upon a time we had a great play experience with a module. For module consumers, the challenge is to set aside all the so-so experiences and recall what was so special about the very best of them, why they stick with us even years later.

Modules like James Raggi's Hammers of the God can help us remember why we fell in love with modules, why we wanted to interrupt our reading partway through not to put them on a shelf but to call our friends and schedule a time for them to play in it.

First, movement through the dungeon is original and interesting. This is not a high-circulation design with multiple alternative paths, like B1, In Search of the Unknown. Rather, it demonstrates that even a simple branching pattern can create great gameplay through a combination of fascinating settings and a series of original and tactically interesting choke-points. Structurally, it reminds me more of S2, White Plume Mountain, though with all the details different.

Second, also like White Plume Mountain, Hammers of the God has some interesting tricks, traps, and environmental challenges. As I read each of them I thought about how a party would puzzle through solutions that don't get them killed, and it seemed to me these challenges were just as interesting and difficult as those in the classic modules I love.

Third, the setup itself is a classic, or rather the classic - a treasure map covered in dwarven runes - and so is the setting . . . but I can't tell you why. In Raggi's words, all the players get to know is "Treasure map!" and "Dwarf related!"

The details are supposed to be a surprise, and they are, so I'm not going to spoil it. I can say this about it: we've all seen this kind of Dwarven setting before, but it was never done quite like this.

Dwarves are an odd choice, since Raggi prides himself on making interesting settings, and dwarves have long become painfully predictable. Everyone knows what dwarves are like, which makes them a tough subject to break out of the box with. I know four interesting takes on dwarves - the Norse Sagas, Tolkien, James Maliszewski's Dwimmermount dwarves, and this module. Like Moria, the setting of Hammers of the God is chock full of unexpected history, but without giving too much away I can say it also contains an important and fascinating form of art, and literature, and religion, and people. Only partway through the read I found myself genuinely interested in dwarves again, which was no mean feat. To take an ordinary ingredient and make it sing again is one of the defining characteristics of the best chefs.

Clearly I'm going to have to find the time to run some players through this James Raggi cuisine. When I do, I'll write a second review. Like all his modules, this one's not just for reading. It can only be fully savored at the table.

Memorable, lethal, and crying out for a party of characters to explore it: that's a classic module.

Wednesday, July 6, 2011

Holmes: A Palimpsest

Part of the reason Holmes fans enjoy detailed analysis of his text is that there are inconsistencies in it that reflect his self-defined role as primarily an editor rather than an author. The text must be read as a palimpsest with at least four layers that derive from four different goals for his book.

His first goal for his book was to edit the original 1974 Dungeons & Dragons rules into a clearer, easier-to-learn format. Contrary to about half of what Gary Gygax later said on the subject (even great men are subject to lapses of memory), and contrary to what the final text says and what most readers have concluded, Dr. Holmes began this work before Mr. Gygax began assembling his own edits into the manuscripts that would eventually become Advanced Dungeons & Dragons. The blue book was not originally related to AD&D at all. Much of the text in Dr. Holmes's Dungeons & Dragons is word for word the text from Mr. Gygax and Mr. Arneson's Dungeons & Dragons text, as it was intended to be.

His second goal was to address the text to beginners, to create an introduction to the original Dungeons & Dragons that made it easier for new players and DMs to learn the game. He focused on just the lower levels of the game - though he still kept many higher-level monsters - and omitted complicated rules that could be considered add-ons to the core foundation of rules. Likewise he stripped down the advice to DMs, along with the wilderness and siege rules. In some cases, his excision of these supplementary rules is not complete, leaving the fingerprints of his editing in the final manuscript. Although later the project to create the blue book was described as always having been motivated by the second goal alone, there is reason to believe this second goal was arrived at later, that at first he planned a complete re-edit but after discussion with the folks at TSR decide to limit its scope to a beginner's guide.

His third goal - unstated, but evident in the text - was to reflect Gary Gygax's evolving vision for the game. We see this goal with his import of options like the Thief class from Mr. Gygax's Supplement 1: Greyhawk, with his adoption of the five-part alignment system from Mr. Gygax's article "The Meaning of Law and Chaos in Dungeons & Dragons and Their Relationships to Good and Evil" in the February 1976 issue of The Strategic Review magazine, and with borrowings from Mr. Gygax's draft Player's Handbook and Monster Manual manuscripts. These updates were sometimes worked smoothly into Dr. Holmes's emerging text, but they often introduced inconsistencies that betrayed their supplemental nature.

A fourth goal - not his but imposed upon the text by TSR during the production process - was to advertise the forthcoming Advanced Dungeons & Dragons game and to generally try to repurpose the text as an introduction to that game instead of to the original Dungeons & Dragons game. Although TSR and Mr. Gygax originally approved Dr. Holmes's goal of creating a re-edit of and introduction to original Dungeons & Dragons, the further Mr. Gygax proceeded with his Advanced Dungeons & Dragons project the less he liked the idea of having Dr. Holmes's project point new players and DMs toward what Mr. Gygax increasingly began to think of as the past. In 2005 Mr. Gygax wrote on the EN World forums that he was the one who inserted the AD&D material into Dr. Holmes's book. This layer of edits was rushed and created numerous inconsistencies in the final text.

Some will find these claims noncontroversial, but others will find them bold. In the series ahead I hope to examine each of the four layers in details.

Tuesday, July 5, 2011

Wizards of the Coast: A New Series

I was close to the people who founded Wizards. We gamed together for years in Walla Walla long before Wizards was more than a vague idea. We attended each other's weddings, supported each other though breakups and tragedies, and generally understood each other's character and intentions.

I never worked for Wizards, but my wife did as did most of my friends - indeed, there was a time when I seemed the only one of my circle of friends who did not work there - and many times we talked together about why they did what they did and what they hoped to achieve. In the early days, in the basement of the house that Peter and Cathy mortgaged twice to try to keep their dream alive during the difficult years, I attended almost all of the weekly staff meetings, and I often hung out at the company - since after all most of my social circle was there. After the move to the first and second office buildings I was still there almost every day, however briefly, since I drove my wife to and from work and often came inside and hung out, and I attended many staff functions.

I was such a part of the company without being an employee that even during their later, more security-conscious years even employees who did not know me would let me into the building without pause. The newer employees saw me so often they just assumed I worked there, and the older employees all knew me too well to think of me as an outsider. The funniest example of that was when the head of security let me in the very week he personally enacted strict new guidelines to protect building security. It just didn't occur to anyone that I was an outsider, but I was. I was as inside as an outsider could have been.

Eventually we'll talk about why I never became an employee, but for now my point is not that I'm one of the cool kids because I'm friends with the cool kids - my own career where I've chosen to make my mark on the world has nothing to do with gaming. My point is that you're never going to get a more inside look at Wizards from an outsider than I can give you, because the only people more inside than me were actually inside.

That puts me in an interesting position to write a series like this. It's because of my background that I know from first-hand experience that most of the histories written about Wizards of the Coast miss a good deal of the story. It bugs me. If we don't understand what happened, if the true story is never told, how are we supposed to learn from it?

Peter and I once talked about how weird media coverage is. When we were younger, we just assumed that the media was more or less right most of the time, aside from occasional errors that had to be corrected in the next day's paper. We figured outrageous errors only happened because of conscious bias.

It was Wizards's experience with the media that taught us both how naive that view was, how wrong the media is most of the time about most things. In the entire time I was associated with Wizards, I never once read even a short article about Wizards that didn't get something really basic wrong, like claiming that Peter invented Magic, or that Richard founded Wizards. These were not writers with a vendetta against the company; they were just driven by the demands of their industry to hurry to press, with no time for quality control or fact checking. Peter and I concluded in that long-ago talk: If the media is this wrong about something we know, how wrong must they be about all the other subjects we don't know well enough to tell the difference?

Experience eventually teaches most of us the sad answer. Reporting is more or less always full of errors. It's organized, professional gossip. The most you can hope for is a moderately accurate and entertaining source. The only part of history we ever learn the truth about - and at best only in fragmentary form - is the history we ourselves lived through. Everything else is hearsay, exaggeration, and distortion. When I read articles and Internet speculations about Wizards's motivations for this or that action they took, I know I'm not reading the results of malice but of the logical consequences of getting our information from second-hand sources that cannot possibly offer us the truth.

The only real antidote for this is for each of us to offer, as soberly and carefully as we can, those pieces of history we can report from direct experience, with the understanding that although they are merely subjective perspectives they are at least honest ones. I have maybe three worthy stories in me, and this is one of them. Telling what I know of Wizards's origins is one of the contributions I can make toward trying to capture a little real history for those who missed directly experiencing it. I missed a lot, but I also saw a lot. We still know the rest of the players in this little drama, and their perspectives can help fill in the many gaps in what will follow.

Maybe together in this piecemeal way we can tell a little truth together. I hope you enjoy it.

Wednesday, June 15, 2011

Vornheim: The Complete City Kit, First Review

Author and artist Zak Sabbath must be the love child of Bill Sienckiewicz, David Macauley, Paolo Soleri, Dr. Seuss, and Richard Scarry. All six of those artists create layouts so complex and unexpected, so far outside the box that after flipping to a new page of art or diagrams the reader's first reaction is often to stare at it wondering "What the Hell am I looking at?" (and where's Goldbug?) After which the light bulb comes on, we are enlightened, and our concept of the world expands.

The covers of Vornheim: The Complete City Kit are random generators. The inside of the dust jacket is an intricately drawn map of the city that looks like an etching. Palaces and cathedrals look like a bizarre, titanic cyborg hands. The wilderness map looks like a quilty patchwork of expressionistically drawn city blocks. A house map is keyed with illustrations of each room's contents. Page 18 has possibly my favorite small dungeon map ever, in simplified, stylized 3D, again with illustrations of the contents. Cross-sections, silhouettes, tables, a diagram for randomly generating NPC relationships capable of generating stories, a flowchart for searching a library, and simply impossible, gravity-defying, fantasy construction of towers, bridges, arches, and flying buttresses stacked into off-balance, phantasmagorically teetering architectural piles . . . and that's before we consider the pages and pages of surprising encounters and provocative tables.

And all in a small, dense, sixty-four page hard-cover book.

Zak, James, Darren, Mandy, Maria, and the playtesters have crafted a great sandbox and improv-generation aid for DMs who want to run city adventures - and for the many DMs who don't want to yet but will if they immerse themselves in the spirit of this book.

Vornheim colors far outside the lines of recent mainstream gaming, which uses crisp art and text to lead the DM and players by the nose through scripted rules and adventures. Instead, Vornheim is Byzantine, brilliant, and exhilarating, a return to the original do-it-yourself, hobbyist tradition of stimulating the DM's imagination until he or she bubbles over with ideas and an urge to run games that express them, games that in turn excite and stimulate the players to take the game in unexpected directions, fresher than any pre-planned script can be. Vornheim is a big gift to gaming in a little package.

Vornheim is a valuable addition to the small but growing group of recent gaming releases that proves the reality and worth of the old school renaissance. Surely gaming awards are coming its way over the course of the next year. Congratulations to Zak, James, and the rest of the team. Well done!

Sunday, June 12, 2011

Holmes Roots

David C. Sutherland III's dungeon from the blue book.
Since July last year I've been working with a couple people on a little project that requires us to comb carefully through the text of Doctor John Eric Holmes's Dungeons and Dragons blue book from 1977, a work that launched many of us into our D&D hobby and still excites our imagination.

In the process, we're discovering where various rules and concepts in the Holmes blue book come from - which ideas go back to Chainmail or to the original Dungeons and Dragons set, and which were innovations by the good doctor himself. For those of us interested in the details of our game, how it came to exist, and how it was originally played by the first-generation gamers, I'm going to be posting a series that traces these individual game mechanics and concepts.

For the rest of you, alas, this will not be your cup of tea, but boy howdy is it mine.

I hope that late this year, about the time this series concludes, I'll have something more interesting to say about the underlying project that's motivating this exploration, but for now let's just treat that as one of the many mysteries to be found deep in the dungeon toward the end of our journey. For now, let's focus on the journey itself, on the analysis of the blue book.

Essential Grognards: Philotomy Jurament

Philotomy's OD&D Musings                                 

For many D&D grognards, Philotomy Jurament's website Philotomy's OD&D Musings remains a philosophical and conceptual reference that helps to define the way we think about old-school-renaissance role playing. He writes clearly and concisely about how and why he was drawn back from the more recent versions of D&D to the older ones, and more importantly about what the specific gaming experience is that these older versions capture for him. Many of us do not much write about these topics mainly because he has already captured the way we feel about it.

Contrary to the way I just described it (that is, contrary to the net effect it has upon us) his website is structured like a toolkit rather than a philosophical narrative. His site is not a blog but a simple, static website with a four-item menu across the top and a index of just thirty-six main posts. It has not been updated during the several years I've been returning to it, but remains a potent force in the community perhaps because of rather than despite its stasis.

It is not the production of new entries but the thinking within the existing ones that keeps his site fresh. Although he writes with authority about the rules, he eschews false objectivity in favor of a personal approach, always writing about gaming nondogmatically, always in terms of how he and his players like to game and what he has discovered in the rules. For those of us immersed in the details of the game over the decades, the results are insightful.

I will now fail my test of originality by agreeing with most of his fans that my favorite post is his antidote to Gygaxian naturalism, The Dungeon as Mythic Underworld, a short, evocative essay that helped me break through the straightjacket that was suffocating the life out of my games.

FrDave's Series on Holmes and Cook

Over at the blog Blood of Prokopius, FrDave has since April been running a series of posts that explore, compare, and contrast the Holmes and Cook editions of Dungeons & Dragons. He often discovers subtleties of the rules or setting missed by other writers and uses his explorations to propose explanations, extensions, and alternatives. His post from Thursday compares how Holmes and Cook describe dragons.

FrDave's been pondering role-playing games in his posts since December 2008 and has run several series of posts during that time, including Planar Cosmology of D&D, posts from his Lost Colonies campaign, World Building, OD&D Magic Champions Style, Thoughts on Sci-Fi RPGs, Meditations on various RPG topics, Druids as Monsters, and Saintly Saturdays. Of these, Saintly Saturdays is the most unusual, a series about saints celebrated by the Orthodox Christian church and related RPG topics. Yesterday's post was about the origin of the hymn Axion Estin, and about revitalizing the cleric class by emphasizing faith as a key component of the class.

Sunday, June 27, 2010

Stonehell Skye Begins

Today I started Stonehell Skye, the fourth adventure arc in my Englandia campaign, more or less by accident.

For the last two years I've been reading the blog and bulletin-board writings and maps of Philotomy Jurament, Sean "The Stonegiant" Stone, Gabor "Melan" Lux, "Evreaux", "Wheggi", Trent Foster, Allan "Grodog" Grohe, Stefan Poag, Joseph "Greyhawk Grognard" Bloch, "Mbassoc2003", Jeff "Jeff's Game Blog" Rients, James "Grognardia" Maliszewski, Michael "The Society of Torch, Pole, and Rope" Curtis, Michael "Chgowiz" Shorten, David "Sham" Bowman, "A Paladin in Citadel", James Edward "Lamentations of the Flame Princess" Raggi IV, Zak "Playing D&D with Porn Stars" and "I Hit It With My Axe" Sabbath, and many others.

It's been a heady mix of megadungeon theory, old-school theory, and just plain fun I've been soaking my tired gamer brain in, and it's reminded me in just about the best possible way how much fun it used to be to kick it old school.

Our plan for today had been just to run practice combats to get more familiar with the 3.5 rules, but as I was preparing I realized I no longer wanted to put off that old-school fun entirely. Instead, this morning I unexpectedly decided five things.

First, I didn't want to practice combat artifically, in arenas or generic settings. It would be just as easy and a lot more fun to practice combat in actual play, to learn by doing. The connective tissue of the game would make the combat mean something.

Second, if we were really going to play, I wanted to run a megadungeon. I came this close to starting my own then and there after rererereading the Dragonsfoot megadungeon threads, but I was dissuaded by that same reread. One of the commentators pointed out how personal a true megadungeon needs to be to sustain it over time. My old megadungeon from Walla Walla, Seven Levels, is no longer where my heart's at - it's not personal to who I am now - so I couldn't resurrect that, and I'm still exploring which parts of a megadungeon speak to me the most, so I'm not ready to create my own again from scratch. I knew then that I was going to run someone else's megadungeon, running it pretty straight at first and gradually making it more personal over time, and that this would be the setting for our "combat practice" today.

Third, I knew I wanted to run a mythic underworld dungeon. Philotomy's conception speaks most deeply to me. In pre-articulated form it's what long ago excited me about Dungeons & Dragons, the kind of underworld that haunted my happy childhood dreams, yet it's the form I never ran. Early on I was distracted by Gygaxian naturalism, and although that served my Dagorëa campaign well for many years, it's also ultimately what sucked the vitality out of my dungeons, why I abandoned them in the 1990s. I just know the mythic underworld is what I'm craving, so whoever's megadungeon I adapted was going to get a serious dose of mythos from the get-go.

Fourth, although my players are committed to D&D 3.5 for their characters and skills and combat, I've grown equally committed to Holmes and original D&D's approaches to experience, time, resource consumption, monster and treasure distribution, wandering-monster frequency, challenging the players rather than their characters, and above all on the focus of the game being about exploration and resource management rather than straight-up combat. I decided we'd run this as a fusion game - as Wizards-style characters in a TSR-style game - and see what happened. My goal here is not perfection, just an experiment, a light-hearted investigation into the mad science of fun.

Fifth, after catching up on the last two years of Order of the Stick on Friday night and watching the most recent eight episodes of I Hit It With My Axe Saturday and Sunday morning, I've decided one of the worst mistakes I made in gaming over the last twenty years was in approaching it entirely too seriously, in trying too hard to get it "right." Above all, it was watching Mandy, Connie, Satine, KK, Frankie, and Justine bubble over with excitement at the creative silliness of Zak's attack goblins riding in inflatable-pig balloons that gave me my epiphany this morning. I decided to kick the quest for awesome epic quality out the door for a while and replace it with sheer, ridiculous fun. My job gives me all the seriousness I need. What's missing is real play of the childlike variety.

I had to have something ready by 1:00, so I knew I'd have to pick something I'd already studied.

I thought about cobbling it together from existing classic modules, but my third ongoing Englandia story arc, Skye, is already exploring classic modules. Besides, for this fourth arc's setting I wanted something more organic in its entirety, not just a pile of unrelated dungeons one atop the next. The difficulty levels of the ideal megadungeon should flow smoothly enough that a party of beginners should be able to begin adventuring at the top and develop their entire careers within its boundaries, exploring downward as their own experience levels climb upward (not that things ever proceed so smoothly in practice). Making that possible requires a certain minimal design coherency lacking from any random assemblage of dungeons.

After reviewing many of the incredible maps in the megadungeon threads I also realized I needed something that was already keyed to make me relax enough about running this. That ruled out some truly beautiful work - I was sorry not to be able to run Gabor Lux's gorgeous and organic Khosura maps, for example - but I had no choice. I needed enough of the work already done so I could focus my energy for now on running an existing weave and embroidering it as I went rather than exhausting myself creating the entire weave myself out of nothing more than maps.

I reviewed Joseph Bloch's impressive Castle of the Mad Archmage, but ideally it should follow Gary Gygax’s Castle Zagyg: The Upper Works, which I don't yet have and didn't have time to get before game time, so I decided to save exploration of this excellent adaptation of one of our hobby's founding megadungeons for a future adventure arc. Besides, I want to be more on my game before I tackle a work of such historic importance and confident whimsy.

I spent a good long while looking again at Stefan Poag's marvellous The Mines of Khunmar, but in the end I needed something more fully keyed. That will be remedied when Stefan gets his module fully transcribed, updated, and published soon. I'll be better off running Khunmar then, but it wouldn't serve me today.

For now, I settled on Michael Curtis's excellent megadungeon Stonehell Dungeon: Down Night-Haunted Halls, which he developed in part as an experiment to prove that a megadungeon can be captured sufficiently in a publication, a subject of much speculation over the last couple years in the old-school renaissance community. Stonehell is both packed with inventiveness and also structured with great economy and discipline.

The format for the maps and keys for each level are derived from Michael Shorten and David Bowman's highly influential one-page dungeon format. The constraints of that format helped guide Michael Curtis toward complete but extremely terse text explanations for each level reminiscent of such Judges Guild classics as Tegel Manor and City State of the Invincible Overlord. The result is very interesting. The endless expansiveness of the megadungeon concept is expressed in just about the tightest possible format, which I've elsewhere described as the gaming equivalent of an epic written as a series of haikus.

So now Stonehell Skye, Michael Curtis's Stonehell reset on the Isle of Skye in Scotland in the year 991 AD or thereabouts, will be my 3.5-OSR-fusion-megadungeon playground, a more light-hearted complement to The Hebrides, my ongoing 3.5-dungeon adventure arc, and The Severn River, my long-running but currently hibernating non-dungeon adventure arc.

My thanks to more or less the entire OSR D&D community for your indispensible help in getting me restarted.

Saturday, April 10, 2010

Englandia History: Romans versus Druids

The Emperor Claudius's imperial designs on the British Isles turn out somewhat differently in Englandia.

Here's the first of three major changes to British history in Englandia:

The province of Britannia was incredibly important to the Roman empire. The Roman occupation changed Britain forever, but Rome never fully conquered the British, just enough to break the back of druidic power forever. Indeed, there is much reason to conclude that was the primary motivation behind the conquest of Britain was to stop the British from supporting the Celtic resistance on the continent, that destroying the British stronghold on Anglesey drove the shape of the conquest.

The problem is, breaking the druidic line in 60 CE destroyed some marvelous cultural complexity that I would rather have had to enrich my campaign in 1000. To recover it, I would have to find a tipping point in the Roman conquest that would have allowed the druids to survive until Emperor Honorius in 410 declined to defend Britannia (Rome was busy getting sacked by the Visigoths), effectively letting the province go its own way. Fortunately, finding what I needed was easy, inevitable, because all of Britannia already was a tipping point for the Roman empire.

The Romans never even tried to conquer Ireland, and they tried but failed to conquer Scotland, after wasting enormous expense and manpower: abandoning the Antonine Wall after 160 and losing 50,000 Roman soldiers to successful Scottish guerilla tactics during the rein of Septimus Severus.

The evidence is clear: the Romans wanted to complete the conquest, they needed to—failure to do so cost them dearly in military expenditures—but they couldn't simultaneously hang onto the rest of the empire and also finish the conquest of Britain. Rome was at its limit in Britain. Shifting that limit backward to prevent the destruction of Anglesey would not have taken much of a change.

The question for Englandia is whether the shift in the supernatural world—in supernature—would have been enough to bring that about.

On the con side of the argument, a real supernature along the lines planned for Englandia would have been great for Rome. A martial culture that revered Mars, God of War, would have found that a real Mars would have loved them, too, and his favors would have made Rome even more devastating in battle—and that's just one important god out of a vast pantheon who would have taken care of the Romans. For all the parts of life that fall between the domains of those great gods, imagine lares, penates, and genii filling up Rome with intelligence and concern, helping out in myriad little ways to keep every Roman on the path to success and out of trouble. Then, too, augurs and auspices, signs and portents, diviners and oracles, which the Romans so cherished and believed in, would have helped Rome immensely if they had been real, if they actually could foretell the consequences of their plans; imagine how many disasters they could have avoided.

Englandia's supernature would make the Roman empire and every individual Roman citizen staggeringly more formidable.

Unfortunately for Rome, there is also a pro side of the argument. In a nutshell, Rome is outnumbered; Rome is one culture trying to conquer dozens of others, and every one of those cultures also benefits from Englandia's supernature. It's one supernature against dozens of others. The further a supernatural Rome expands the more supernatural enemies it makes, just like in real history and with the same consequences, more or less.

Not exactly like real history, though. Some things would change. The intensity of the struggles would increase and acquire their new, supernatural dimensions. This would shift the texture of conquest and resistance—some cultures that had resisted Rome well would do less well against a supernatural Rome, and conversely some that fared badly would stop Rome in its tracks because of this new dimension to their struggles. Based on design principle two from last post, the crucial variable would be which cultures had the poorest supernatural traditions and which the richest.

Which brings us to the British Isles.

The British mythology was as rich as the Roman. The land would be crawling with monsters of every variety. Every Celtic subculture in the British Isles had its greater gods and goddesses, and the lesser deities would be in every well, grove, and spring, in every venerated place in Britain—and almost every place in Britain was venerated.

As for magic use, this is one place the British would have an edge. Mediterranean conceptions of magic involved mostly nonmagical, heroic mortals interacting with supernatural forces and beings, but the British conception of magic was very different. The British supernatural extended into the lives of mortals. Sure, only a few would be mighty druids and witches, but even the many had their formidable gesas, talents, and second sights. Anyone familiar with Celtic mythology knows a gesa can make even a "normal" person profoundly mighty (at least until the downside kicks in and destroys his life, but hey, that's the Celts for you), but it's the second sight and related forms of divination that make all the difference.

Many Celtic magics resulted in the ability to foresee the future. Yes, many Roman ones did, too, but this is one ability where being evenly matched favors the otherwise-conquered. The problem for the Romans is simple: as important as their military might was to their imperial conquests, their political savvy was crucially important to their conquests.

Rome, like empires before and after, relied heavily on Divide and Conquer, a strategy that in turn relies upon finding feuding groups and lying to one of them that if they side with you then only their enemies will get conquered. In this way, a people who could have defeated you if united instead split up into small enough groups to beat. Rome used this strategy over and over and conspicuously used it to prevent the warring British tribes from uniting against them and kicking them out of the British Isles.

Divination, real divination, destroys this strategy utterly, because the parties being encouraged to feud with one another can check their divinations to discover that those feuds will result in their conquest, whereas uniting against Rome will result in their being able to kick the Romans out of their homeland. The Britons were mighty warriors and highly effective against the Romans (witness the Lost Legion, among many other examples).

If the Romans couldn't convince the Britons to break into small enough groups, the Romans wouldn't have made as much progress in their conquest of Britain.

So how far would the Romans have got under these conditions? They were still mighty and would have been mightier still, but so would the Britons have been, and their powers of divination would have let them unite against Rome. I'm opting for a conservative interpretation of the results. The Romans would still have pushed into Britain and held territory for an extended amount of time, but they could not have spread so far so permanently. They would have held the lowlands, but could never have permanently conquered any of the highlands or outlying areas.

For example, just as the Romans actually had to abandon the Antonine Wall and fall back to Hadrian's Wall, so under these supernatural conditions they would never have made it as far as building the Antonine Wall, and would have been unable to hold Hadrian's Wall either, falling back further into the Scottish lowlands where they would have built the walls and fortresses they could have held, closer to the center of their power in the southeast.

More importantly, they would not have made so much progress toward the centers of British magical power, where the most mighty magics would have been brought to bear against them. Thus, the more the Romans neared Anglesey (Ynys Mon), center of druidic power in Britain, the more they would have bogged down and failed. Just as the Romans in our world failed to hold Scotland and had to fall back to line of fortifications, so in this fantasy world they would have failed to conquer Wales and would have done likewise. Where Offa many centuries later would have built his dike to hold back Welsh raiders at the Severn River, the Romans will instead build Nero's Wall to hold back the terrifying ancient Welsh.

First change accomplished:

In Englandia, the Romans never defeated the druids.

Sunday, March 21, 2010

Englandia: Two Design Principles

The more I studied history, the more trouble I had with the supernatural, with magic, monsters, and the divine. Although a great source of gaming fun and a powerful tool in the DM's arsenal for expanding the game's horizons, it's hard to avoid the conclusion that almost any magic item or spell from Dungeons & Dragons could have changed the course of history at some time in some place. If the world were a Gygaxian cornucopia of magic items and crawling with monsters, history would not even remotely have unfolded the way it actually did. Likewise, the divine.

No, to run a historically-based campaign, balancing verisimilitude and fantasy correctly would have to become a central goal. This led to my first design principle:

In Englandia, the supernatural is real but rare.

In 1997 when I was designing Englandia, I had been gaming for twenty years, so I knew this principle was going to be a problem for me. I was spoiled by the supernatural glut of my previous campaigns, in which magic was always at hand to spice up an adventure. As I've written before in this blog, I used it too readily, especially in Dagorëa, leaning on it as upon a crutch, and it delayed my ability to create convincing non-player characters by a decade during which I tried to compensate with the wild imagination of my monsters and magicks. I'd come a long way since then, but still, cutting the supernatural back enough in my games to keep the setting remotely related to real history was going to be a real challenge.

The solution lay in the adoption of a second, balancing design principle. As rare as the supernatural had to be to protect the historical integrity of the setting, it would have to be just that much more interesting than it was usually handled, to get every bit as much gaming juice out of it. That is, I would reduce its power to change history, but increase its originality and memorability.

For example, if I eliminated dwarves, elves, gnomes, hobbits, and half-orcs as choices for player-character races, I could compnsate by making human beings that much more interesting. After all, any DM worthy of the name ought to be able to create endlessly interesting player races out of the diversity of humanity: God-fearing Roman Catholic Saxons, enbattled pagan Mercians, heathen Scottish tribesmen, shamanic and tattooed Picts, headhunting Irishmen on chariots, fatalistic Northmen in long ships, sullen and xenophobic fenfolk, devout and cosmopolitan Moors, and so many more.

So that's how I would pump up my diminished supernatural, too, how the second design principle would work:

In Englandia, the supernatural varies culturally; it works the way each culture believed it did, most strongly in that culture's homeland.

So, for example, though there would be very few magic-users in Englandia, they would be extraordinarily different from one another, maybe between one and three wizards per culture to represent the range of magic in that culture. Likewise the monsters: from selkies on the Scottish coasts, to waterhorses and loch monsters in Scotland proper, to redcaps on the Scottish borders, on down to pagan Mercia where night stalkers haunted the land, to Christian Wessex with its demons and hags, and beyond.

Common throughout the British Isles was the belief that such things were disruptions, intrusions from the land of the dead, the otherworld, the faerie lands, and so I could set aside D&D's armies of undifferentiated humanoids and replace them with highly individualized beasties crossing over from beyond, each one carrying more meaning than just itself because it also represented a breakdown in the natural order of things, some unique kind of corruption that also had to be addressed.

Beverly and I already knew this was going to be fun. Even just the choice of setting combined with these two design principles was enough to solve many of the problems I'd had with my previous campaign worlds. The more we talked about these ideas, the more I could feel my creative juices flowing again. What a relief!

Still, we couldn't help feel some regrets. The price of finding a historical backwater and all the freedom that entailed was giving up some diversity, a cost we felt more keenly the more we designed a supernatural that flourished and unfolded ever more beautifully the more cultural diversity it had to work with. What we wouldn't give to be able to use fabled Baghdad, crossroads of the old world, as our setting, but its history was just too well documented and too foundational for the course of world history.

The solution, though, lay in those two design principles. The world so made not only thrived on diversity, it increased it, creating a feedback loop. The supernatural is inherently destabilizing to history, and so could increase its diversity, but also, as shaped by the second principle it could stabilize history by surprising would-be conquerors far from home.

Beverly and I studied British history in detail as we never had before to find the delicate turning points, the places where the application of these two design principles would surely have changed the course of history, searching for the fewest number of changes we could make—to keep history close to its actual course—that would both follow inevitably from those design principles and also increase the cultural diversity of the British isles in the year 1000.

Between April and September of 1997 we settled on just three changes to British history that would help to illustrate those principles and shape the character of Englandia.

Sunday, February 14, 2010

Lawful Good, Part One

On February 28, 2009 on Facebook, a few months after I joined, I took the D&D Alignment Test. The results showed me as Lawful Good.

For what that's worth.

These tests never quite offer the right choices. I consistently come out lawful good on alignment tests, but it's not quite accurate.

I'm a big believer in principles, virtues, standards, conventions, and manners, but I also believe the law is often used to enforce injustice, or worse (yes, I think it's worse), that legal systems tend to treat justice or any other higher principle than the law as imaginary. In such cases, the law become a force for nihilism, for the void, for the death of meaning, in short, becomes a tyranny of process over result that destroys any possibility of justice. People at least can understand that overt injustice must be opposed, but nihilistic, inhuman processes tend to confuse people into inaction because there is no clear "bad guy." The corollary to Pogo's "We have met the enemy and he is us" is that it is in such situations, when our own activities inadvertently result in meaningless and justice-blind systems, that we are at our most helpless to fix things.

Thus, lawful, yes, but not in the sense of human law except to the extent that human laws comply with higher laws and principles. When human laws conflict with justice and other deeper principles, I will oppose such laws to the extent available to me because I care too much about the deep principles that should underlie the legal system to let the legal system itself subvert them.

Unfortunately, legal systems tend to make themselves immune to improvement by bloating up themselves and their processes beyond the reach of any individual human beings or even beyond any meaningful organized control by democratic majorities, devolving into self-sustaining amoral systems of processes, a machinery of behavior that is the enemy of individual responsibility and authority.

I am a different kind of lawful than that.

Likewise, good, about which our culture has far less of a clear idea than about lawful, but that's a discussion for another day.

Two more things.

First, the idea of a nation of "laws not men" leads directly to a nihilistic legal system divorced from justice. We need a nation of principles, around which people and laws organize themselves. The law must clearly be subservient to principles and must be edited and adjusted all the time to conform more closely with those principles.

For the law to be a human tool for justice, there must also be few enough laws that dedicated people can actually learn them all. The current situation in which even legal specialists cannot fully know all the laws in their chosen area of expertise is risible, insane, and the legal principle that ignorance of the law is not a defense is actually an evil, a form of cruel and unusual punishment when coupled with a system of laws too vast for the majority of people to be anything but ignorant about most of them. That is, this legal "principle" renders all human beings defenseless against its own inevitable consequences.

Second, what do we do in the meantime? Well, as flawed as the legal system is, it is currently the only tool we have with which to try to bring about some measure of human justice - since there is no formal place in our society for principles, the only sources of true justice - so we do our best to learn about and follow just laws and to learn about and work around the unjust ones.

And we certainly don't flout the law in a vain effort to "prove" how free we are. We save our battles with the legal system for the ones we cannot avoid, where the damage to justice inflicted by the law is so high that it takes precedence over all the other things we could or should be doing with our lives and requires us to sacrifice some part of our lives to this quixotic struggle to eke justice out of a system that cannot conceive of justice yet wraps itself in that very mantle.

That is, we should be law-abiding citizens except when justice demands otherwise.

That is the kind of lawful I am.

One last thing.

Some people's alignments are accidental, just a description of whatever they happen to do, but my alignment is deliberate and very, very important to me. I am passionate about moral, philosophical, and organizational issues. I work hard to understand what the right thing is to do and to try to do it, and I try to sleepwalk through life as little as possible. I fall short plenty in both understanding and execution, as a fallible mortal who overextends himself, but the lifelong struggle to become a good and wise person is almost always on my mind and in my heart.

Saturday, February 6, 2010

The Road to Englandia

Englandia, my fourth and ongoing D&D campaign world, is my current recipe for a fun campaign setting to run.

My ravenous studies in science, history, sociology, and anthropology satisfied my drive to learn but left me unable to enjoy either the random fantasies of my first childhood campaign world or the arbitrarily organized and highly derivative fantasies of Dagorëa, my second campaign world. Both originality and intense verisimilitude have become necessary ingredients in my fantasy play.

However, six years of developing and running Nia Revo, my extremely detailed and original third campaign world, was enough to teach me that inventing a reality from scratch is more work than fun. After three years of running games there, from 1989 to 1992, the increasing intensity of my work life reduced my free time and energy too much to support both running games and the necessary investment in inventing their reality, so I gave up active gaming and spent the last three years of Nia Revo building a notebook detailing its physics, languages, writing systems, history, etc. That turned into an expectations trap, in which the more time and energy I put into the development of the game without actually playing, the more impossible it became to justify all that investment. By 1995 I was burned out and had forgotten how to have fun.

It was clear we had to try something else.

Fortunately, that was the summer Mike Ryan interviewed with Beverly to work for Wizards of the Coast as an editor for the game Magic: The Gathering. Mike liked to DM, so for two years I played and did not DM. Those two years rekindled my love of the game and gave my DMing muscles some time off. Playing in Mike's game taught me that I can't DM unless I play, that the fun of play helps me enjoy life and makes me more playful, and that the tensions and irritations of play stimulate my creativity.

I thought back over my life and realized that D&D was the fountain of my creativity. I learned to draw better for D&D. I learned to write better for D&D. I learned cartography, linguistics, calendars, architecture, geography, storytelling, psychology, and dozens of other things to improve my D&D games. And it worked. My adult games were so much more interesting to me and my players than those of my childhood.

So.

After Mike's game ended in 1996, Beverly and I talked about the rundown of Nia Revo and the lesson I learned from playing with Mike, that I needed to play and DM—that I needed to play to be able to DM—and that I was a better and happier person for doing both.

We talked about the tension between my need for verisimilitude and my need to have the work of DMing be manageable, to fit within our crazy work lives. The limited free time in our schedules meant I had to give up on achieving fantasy realism by inventing it.

Instead, we decided to borrow it.

From history.

Because ultimately, no matter how good I am at simulating history and geography, the results will never be as realistic as reality itself. In hindsight it's obvious, but it took me about twenty years of gaming to relent and admit it to myself.

So over dinner one night in April of 1997, Beverly and I talked through the range of options for when and where to set a new historical campaign. We needed an era that had a lot of interesting cultural diversity, intensity, and turmoil, a time that had a lot of historical material to work with, but a place that didn't, a place where the historical record was sparse enough that we could embroider without unraveling it.

As students of history, we knew that during the Dark Ages the Arab world was the dazzling place to be—and China, the Americas, and many other places were also historically rich and marvelous—but that Europe was a poorly documented cultural backwater, some places more than others. Case in point, from the time the Romans left until the Conqueror's scribes compiled the Domesday Book lie six hundred years only sketchily documented by some chronicles, law codes, deeds, legal documentation, and so on—a lovely but tattered weave on which to embroider our little revels.

And so it was we settled on Saxons and Celts and Picts, Vikings and Magyars and Moors, a series of adventures set on the British Isles starting January 1st, 1000. I named it Englandia in honor of Alfred the Great's lifework and in echo of Jean Sibelius's masterful anthem.

. . .

I never realized it before researching this blog, but Englandia may well never have come about were it not for Mike's fun and fascinating 1995–6 D&D game with us, which rekindled my love of the game. He's like Englandia's godfather, and he was one of its first players. Thanks, man.

Wednesday, December 30, 2009

Postponing the Story to Resume the Blog

Evidently I don't want to write about Nia Revo right now, since the prospect brought me to an abrupt halt. So, let's finish the story of how we got here later, and for now, let's skip ahead to the present.

Sunday, December 13, 2009

Tables! Tables! Tables! And Snails!

My favorite posting so far by Sam Kisko on his blog Valley of Blue Snails is this marvelous post called "You spy your long time love laying eggs in the wilderness one evening." It contains a truly baroque suite of tables called the Traumatic Adolescent Background Generator, which is one of the wonderfully weirder things I've read in a while. Although most of these are more fun to read than to have inflicted on your character, I suspect, a few of these are very close to events from my campaign:

19 – You awake most mornings with smallish fey creatures cuddled against you. They leave tiny offerings of flowers, sweet food, and perfumes.

14 – While near a waterfall you think you saw a pair of feline eyes behind it. Exploring behind the waterfall you see a crevice that sinks into the depths. You also find a huge discarded cat-claw larger than you are.

1 – A fey creature leaves a child at your door step. (if taken) The child grows to adulthood in 1d4 years, looking exactly like you.

Overall, these tables start out hilariously depressing and mean-spirited - I particularly like the Comeliness table in which no matter how beautiful or ugly you are it still works out badly for you - but gradually grow increasingly weird and charming. Here's one of my favorites from near the end:

18 – A small duck billed Hadrosaurid will periodically approach you when it thinks you are asleep and clean any parasites from your skin and hair. This is strangely soothing and does not wake you.

I'm not sure why this makes me so happy.

My second favorite posting of his is "A fire-breathing were-mammoth destroys half the village while calling your name." This is his earlier table suite, the Traumatic Childhood Background PC Generator, which is slightly less weird but still highly entertaining. The first few tables are generic enough, but once it gets into the events tables the weirdness begins. Some of these sound like things I've done to my players, like:

13 – The PC finds a large tar pit and strange fey creatures appear to live within. They have invited the PC into the pit to see their home but the PC has yet to accept.

14 – A traveling Elf maid gives the PC an orchid plant. The orchid never changes and is perpetually pointing towards one direction, even if turned or moved. If the Orchid is followed like a compass, it leads to a strange and wondrous place leagues away.

15 – The PC finds a lone boulder marbled with lapis. Before the PC can take any, a deer-spirit emerges and begs the PC to leave it. (if heeded) A yellow deer can be seen in the distance when the PC is in the wilds. (if ignored) Gain 1500gp in lapis.

Others - I'm sure my players are thankful - I never have and never will. After reading through these bizarre entries, we can all appreciate this one:

1 – Perfectly normal childhood. The PC's peers mock the child for his normalcy.

Because if these are the things that usually happen, normalcy would be tres outré.

Friday, December 4, 2009

My Second Campaign Setting: Get Real

Early into my senior year at Walla Walla High School, in September or early October 1983, Cathy Couch decided I would make a nice addition to the group of friends she was creating, so she sought me out and recruited me.

Her timing was excellent. Several of my SAD&D gaming friends were in the year ahead of me and had just graduated and left Walla Walla, so my gaming group was suddenly smaller. Cathy reconnected me with Linda Yaw (who I had met in Spanish class in tenth grade but never gamed with before), introduced me to Ron Richardson, Chris Wilke, Wayne Burley, Mike Gilbreath, Mark Mulkerin, Cecily Fuhr, Angela Marks, and others, and brought me together with my future wife Beverly Marshall. (On October 17th Beverly and I began dating. We've been together twenty-six years.)

Cathy's group was independent of the SAD&D gaming community (at least until Cathy and Peter became an item a year or two later), so the group she brought me into played at far more normal power levels and more vanilla rules. More importantly, she emphasized character role-playing, and stories often turned on the basis of character interactions rather than monsters slain or treasure found. Certainly there was plenty of standard-fare adventuring, but the additional element of human drama forced me to develop as a player and as a DM.

The cosmic powers in Dagorëa thus became a background tapestry, and the new stories began to emphasize low-power PCs at the beginning of their careers facing unusual situations.

During my SAD&D years part of my campaign stock-in-trade had become a combination of cosmic struggles and immersive sensory detail, describing scenes in enough detail that players could visualize their characters' experiences and thus get more emotionally involved in the events themselves. With the epic scale removed to the background in my post-SAD&D years, the immersion, the detail, the verisimilitude became my DMing obsession.

I got better and better at bringing a scene to life, sometimes to the benefit of the game, sometimes to its detriment as a distraction or an imprudent end in itself.

At its best, this focus on setting produced amazing adventure sequences like the time Ron's character Arhíriel had to escape an enraged dragon by leaping from its nest atop an icy mile-high spire and then sky-diving without a parachute through the winter air and arranging to survive by landing just right in a deep alpine lake. It took all Ron's ingenuity as a player to work out how to survive this astonishing sequence of events, but in the end, with dislocated shoulders, cut feet, broken bones, a broken nose, black eyes, frostbite, and nearly drowned, Arhíriel could nevertheless look up afterward from her shelter beneath the snow-blanketed boughs of a fir tree, up the impossibly high and sheer spire of rock, to see the dragon circling far, far above. Afterward, Ron and I both chortled with glee at how cool that session was. I can still see it clearly in my mind to this day.

At its worst, a new character we'd spent an hour putting together would fall into a river during a rainstorm and lose all her possessions fifteen minutes into the game - all lovingly described in vivid detail but not actually any fun to play. Sorry, Beverly; my bad.

The other tool of immersion I learned by playing with Cathy's group was more of an unalloyed good: how to develop and run compelling non-player characters. It had always been a weakness of mine, but playing in campaigns that emphasized character interaction - plus actually socializing myself with this new group of friends - finally taught me by example what makes conversations and other social interactions fun. I practiced turning these lessons into good gaming material the usual way - by practicing over and over, making and running lots of bad NPCs until I'd made enough to learn from so I could finally began making less cliche, more interesting people.

By the middle of 1984 I'd worked out the art of making NPCs so engaging that I could hook the players into adventures just through social interaction alone. I knew I'd arrived when Ron and Beverly grieved over the tragic death of the NPC Bulano, a ranger who had been Arhíriel's mentor and Tinaelin's friend. Beverly actually wrote him an elegy. Likewise, although it was inconvenient, I recognized that when Tinaelin ended her association with Arhíriel because Ron's character blasphemed against Tinaelin's goddess, it meant my campaign finally had such compelling social interactions that the characters were more interesting than the monsters and adventures, a degree of social realism completely impossible for me to achieve only a few years before.

If it sounds like I'm bragging or describing a triumphant march of progress, then I'm telling this all wrong. It's embarrassing to reflect upon and describe just how socially backward I was for so long, or how grandly shallow my adventures were. For a long time my adventures had to be cosmic and wildly original because I was incapable of engaging my players with anything less overtly interesting than that, like a bad novelist who can't create drama without putting women and children in danger or whose villains are always threatening the existence of all life in the universe in order to try to keep the audience's attention. I was such a slow learner. But I have to describe these things to characterize Dagorëa, because above all it was my most important setting for learning how to DM well.

By 1986 I'd worked out most of the fundamentals. I wasn't yet a great DM, but after years of practice and study I'd finally reached the point in my gaming career where I was often a good DM. Intermixed with the occasional dud, I ran a lot of entertaining adventures.

Unfortunately for Dagorëa, success bred failure. I outgrew it. My passion for realism grew into a demand that my first true campaign setting, created so early in my life in such epic, erratic, implausible gestures, could never meet. Over the next few years I DMed adventures set there less and less often until in 1989 I bid farewell to Atlantis, Dagorëa, all its history, and all its dynasties of characters for a new, wild, fantastic, original setting I would create from scratch: geography, biology, languages, writing systems, and all.

At the same time, I decided my RPG rules weren't realistic enough either, so I also bid farewell to D&D, AD&D, and SAD&D in favor of the hot new thing in RPG rule systems, Steve Jackson's Generic Universal Role Playing System, better known as GURPS.

I thought these changes were unique to me, that I was making a personal decision to introduce more realism in my game based on my individual development as a DM and a player, but I was unconsciously part of a mass migration. In the late eighties, at the same time many new DMs were coming to AD&D for the first time, many experienced DMs were leaving it for skill-based systems, which we all thought were more advanced and realistic. As the crowd roared in Monty Python's Life of Brian, "We're all individuals!" Or as Oscar Wilde said, "Most people are other people."

So, in 1989, for the sake of realism, I created my third campaign setting, Nia Revo.

Wednesday, December 2, 2009

My Second Campaign Setting: SAD&D

The summer of 1981, much to my surprise, my brother Rob and I moved abruptly from Seattle (me) and New York (him) to Walla Walla to live with our mom. This move was very good for Rob, who'd already been uprooted from Seattle the year before to move with our dad to New York, a move that disrupted his life and traumatized him. Moving to Walla Walla was a great relief for him. For me at the time it was a more ambivalent and problematic change. Although there were many good things about the move, like living with mom, Rob, our younger brother Tom, and a great many pets, it cut me off from my step-mother, my friends, my gaming group, my girlfriend, my karate dojo and sensei, and the city and surrounding wilderness I'd grown up in and around all my life.

Although many good things about my family and about Walla Walla eased our transition, D&D itself especially helped. Rob and I played regularly, so we gradually found the other Walla Walla players. First, at Walla Walla High School, I found John Boen, Frank Beeson, Wade Hilmo, Todd Lincoln, Lea Rush, Danny Barer, and others. John and Frank helped me find the larger and more serious Walla Walla gaming community, people like J.J. Hays, Bob McSwain, Jr., Roger Rojo, Peter Adkison, C.J. Jones, Russ Woodall, Chris Van Hooser, and many many more. These gamers and I would later form the Northwest Dungeon Masters' Association, a precursor to Wizards of the Coast.

Somehow, partly because of the three colleges in such a small town and partly for reasons I still don't quite understand to this day, Walla Walla's gaming community became intensely creative and eclectic. They coined the term Super Advanced Dungeons & Dragons (SAD&D) for their approach to the game, which sounds like hubris, but after pondering it for years I have to conclude they named their style well.

Why?

First, just like AD&D added a baroque level of complexity to original D&D, so SAD&D upped that quality dramatically. Specifically, SAD&D rejected TSR's growing interest in standardization and official rules, returning to original D&D's hobbyist, do-it-yourself mentality, but it embraced and extended AD&D's taste for more complex rule systems and options.

SAD&D was a "system" (more of a human system than a rules system, a gaming culture) of catholic tastes, absorbing every supplement, every rule system, every scrap of interest from everything anywhere in the role-playing game (RPG) world, no matter how obscure, and every original idea from every fantasy or horror book published. This was not pragmatic eclecticism; it was a ravenous eclecticism for its own sake, systematized universal plagiarism to create a very messy and tumultuous but also very fun creative ferment. This gaming community had an insatiable appetite for RPG novelty and for synthesizing anything and everything into highly idiosyncratic and intricate campaign settings and rule systems.

The little town of Walla Walla added an early but measurable statistical bump to the bottom line of every RPG company in the world. These gamers built up remarkable collections of published material, and those too poor to buy were supported with Xerox copies from those who did until they could afford to buy their own. In turn, they then produced and passed around new reference sheets and cards that pulled together the ideas into new forms for their games. This feeding frenzy and drive for synthesis and integration was one of the more important qualities that led these people in particular to later form such a successful RPG company as Wizards of the Coast.

Second, in the same way AD&D represents a jump in power levels over basic D&D, SAD&D was another jump in power. Killer dungeons & megadungeons were all the rage. Everyone built and ran them, and we played almost every day, so everyone's characters - those who survived - rapidly shot upward in power. As characters grew more powerful, the power levels of the adventures were ratcheted upward in sudden and dramatic quantum jumps. Characters played heroes, superheroes, demigods, lesser gods, then greater gods. Adventures moved beyond dungeons to battles and wars, to apocalyptic struggles, and - this is where it really moved into SAD&D territory - into the realms of science fiction, interdimensional warfare, multiverses, alternate systems of science and magic, and ultimately mythological and cosmological revolutions.

It's not that other gamers in other cities and towns around the world didn't do these things, too - after all, planes and planar adventures are described in the Dungeon Masters Guide - but rather that the Walla Walla gamers self-identified as doing it enough to coin a term for it and for their happy power-gaming community. They regularly played the whole range of powers from untrained commoners to pantheons of deities and kept having to stretch their adventures, their rules, and their settings to accommodate that range.

Third, under these two pressures, the Walla Walla DMs worked hard to differentiate their campaigns dramatically from one another, right down to the rules of magic, science, and fundamental reality. In theory this should have made movement between these campaigns more difficult. For example, how does a wizard who casts spells using a spell-points system work in a campaign setting in which magic does not work that way? Instead, the Walla Walla DMs compensated by cooperating with one another, by being flexible about temporarily accepting unusual characters into their settings to encourage high-level character travel between their multiverses. With players free to take their characters wherever they wanted, SAD&D became a medium for the Walla Walla DMs to each come up with something original and interesting to offer those players, to draw them to adventures in their setting. The DMs competed to offer the most original and interesting adventures and settings.

During the four years I lived in Walla Walla I was increasingly drawn into that SAD&D culture. Although Dagorëa was already coming into its own as a campaign setting when I lived in Seattle, it really blossomed in reaction to all these gamers and their play style. I was lonely, so I wanted to impress them enough that they'd accept me into their community. They were a smart and experienced bunch with wildly varying educational backgrounds, so to find something original to contribute I leaned hard on my lifelong immersion in science to create situations, treasures, powers, and challenges they'd never seen before.

My strength in this creative competition among DMs was my ability to think orthogonally, to come up with challenges that legitimately circumvented their powers and defenses by expanding their understanding of reality, revealing new avenues of attack, defense, and exploration. I used time travel, alternate dimensions, new laws of physics, advanced chemistry, new phases of matter, principles of biology, and really anything I could think of from my understanding of science, architecture, and mythology to create new gaming opportunities. I translated Lovecraft's cosmic approach to horror into a cosmic approach to fantasy to keep up with my players, to surprise and delight them.

My weaknesses as a world builder and adventure designer were equally distinctive. As a lifelong outsider, I understood human psychology poorly; other people just didn't make sense to me. As a result, my magic and monsters were always more interesting and compelling than the non-player characters (NPCs) I designed to interact with the players. Likewise, and closely related, sociology, politics, and dynastic struggles remained areas I couldn't adequately develop. My NPCs tended to be loners, outcasts, individualists, interesting singly or in small groups but unable to cohere into compelling clans or societies. Oh, Dagorëa certainly had cities and nations, but they were abstract, institutional, lacking that exciting tension between the one, the few, and the many that makes fictional societies interesting. So, as players, we looked to other Walla Walla DMs and their more political campaign settings for those kinds of delights.

This wasn't a competition I could win. No one could. It wasn't that kind of competition. The drive of the Walla Walla SAD&D culture wasn't toward one victorious campaign but toward a community of highly original campaign settings. Over a couple years, Dagorëa developed into one of maybe six foundational campaign settings in Walla Walla, not the best, but one of the most unusual.

Those were heady times for me as a DM, but by October 1983 I was leaving behind the SAD&D style of play in Dagorëa, because something unprecedented happened to me and to my campaign setting.

I met my future wife.