Showing posts with label memories. Show all posts
Showing posts with label memories. Show all posts

Monday, February 9, 2026

REPOST: Pulp Fantasy Library: The Dream-Quest of Unknown Kadath

The Dream-Quest of Unknown Kadath was one of the first stories by H.P. Lovecraft I ever read and it baffled me. It baffled me not because its content was difficult to understand – though it does ramble quite a bit – but because it was not at all what expected from Lovecraft. Prior to entering the hobby, I don't believe I'd ever heard his name. Once I had, many of the older fellows with whom I'd become acquainted sang his praises as an unsurpassed horror writer and a huge influence on many of gaming's early designers.

So, naturally, I made my way to library to grab any book by Lovecraft that I could. Among those volumes was the book pictured here, a 1943 Arkham House-published collection of some of Lovecraft's tales, including The Dream-Quest of Unknown Kadath. Though completed in 1927, Lovecraft never submitted it for publication in his lifetime and, indeed, felt "it isn't much good," as he admitted in a letter to Wilfred Talman. Consequently, the version that appeared in 1943 was based on a largely-unedited rough draft, which may explain some of its disjointedness.

The Dream-Quest of Unknown Kadath is an odd tale – "a picaresque chronicle of impossible adventures in a dreamland," as HPL himself described it in the same letter quote above. At over 40,000 words, it rivals At the Mountains of Madness in terms of length. I'd also argue that it rivals At the Mountains of Madness in terms of being one of Lovecraft's greatest – or at least, most ambitious – works. That's not an opinion everyone shares. Many critics consider The Dream-Quest to be without much merit, seeing it as yet another ape of Dunsanian fantasy without many redeeming features. I won't deny that it owes much to Lord Dunsany, as all Lovecraft's dreamlands tales do, but I think it's a mistake to see it only as yet another knock-off of the Irish writer. That's because I consider the novella to be a valedictory tale, where Lovecraft not only bids farewell to Dunsany but lays the groundwork for the next phase of his writing career.

For this tale, Lovecraft brings back his dreaming hero and alter ego, Randolph Carter, who'd appeared in three previous stories.
Three times Randolph Carter dreamed of the marvelous city, and three times was he snatched away while still he paused on the high terrace above it. All golden and lovely it blazed in the sunset, with walls, temples, colonnades and arched bridges of veined marble, silver-basined fountains of prismatic spray in broad squares and perfumed gardens, and wide streets marching between delicate trees and blossom-laden urns and ivory statues in gleaming rows; while on steep northward slopes climbed tiers of red roofs and old peaked gables harbouring little lanes of grassy cobbles. It was a fever of the gods, a fanfare of supernal trumpets and a clash of immortal cymbals. Mystery hung about it as clouds about a fabulous unvisited mountain; and as Carter stood breathless and expectant on that balustraded parapet there swept up to him the poignancy and suspense of almost-vanished memory, the pain of lost things and the maddening need to place again what once had been an awesome and momentous place.
What follows is a record of Carter's attempts to find the "majestic sunset city" of his dreams. This quest includes visits to the Enchanted Wood, to Oriab Isle aboard a black galley, to Celephaïs, and, at last, to the Cold Waste, where Kadath lies. Along the way, he meets the rodent-like zoogs, the cats of Ulthar, ghouls, fellow dreamer King Kuranes, moon beasts, and many, many wondrous and terrifying creatures. The Dream-Quest of Unknown Kadath is a veritable catalog of the beautiful and the weird, often coming so quickly, one after the other, that it's difficult to really appreciate any of them, or the care with which Lovecraft describes them. That's probably the biggest fault of the novella: it contains so much that it demands a more coherent narrative structure from which to make sense of it all. Without it, the reader is left reeling.

Yet, I can forgive that, partly because I like catalogs of the beautiful and the weird, especially when drawn so artfully as Lovecraft does here. However, the ultimate reason for my forgiveness is the conclusion of the tale, when the messenger of the gods, Nyarlathotep himself, explains to Carter the true identity of the city he has seen in his dreams:
"For know you, that your gold and marble city of wonder is only the sum of what you have seen and loved in youth. It is the glory of Boston's hillside roofs and western windows aflame with sunset, of the flower-fragrant Common and the great dome on the hill and the tangle of gables and chimneys in the violet valley where the many-bridged Charles flows drowsily. These things you saw, Randolph Carter, when your nurse first wheeled you out in the springtime, and they will be the last things you will ever see with eyes of memory and of love. And there is antique Salem with its brooding years, and spectral Marblehead scaling its rocky precipices into past centuries! And the glory of Salem's towers and spires seen afar from Marblehead's pastures across the harbour against the setting sun.
"There is Providence quaint and lordly on its seven hills over the blue harbour, with terraces of green leading up to steeples and citadels of living antiquity, and Newport climbing wraithlike from its dreaming breakwater. Arkham is there, with its moss-grown gambrel roofs and the rocky rolling meadows behind it; and antediluvian Kingsport hoary with stacked chimneys and deserted quays and overhanging gables, and the marvel of high cliffs and the milky-misted ocean with tolling buoys beyond.
"Cool vales in Concord, cobbled lands in Portsmouth, twilight bends of rustic New Hampshire roads where giant elms half hide white farmhouse walls and creaking well-sweeps. Gloucester's salt wharves and Truro's windy willows. Vistas of distant steepled towns and hills beyond hills along the North Shore, hushed stony slopes and low ivied cottages in the lee of huge boulders in Rhode Island's back country. Scent of the sea and fragrance of the fields; spell of the dark woods and joy of the orchards and gardens at dawn. These, Randolph Carter, are your city; for they are yourself. New England bore you, and into your soul she poured a liquid loveliness which cannot die. This loveliness, moulded, crystallised, and polished by years of memory and dreaming, is your terraced wonder of elusive sunsets; and to find that marble parapet with curious urns and carven rail, and descend at last these endless balustraded steps to the city of broad squares and prismatic fountains, you need only to turn back to the thoughts and visions of your wistful boyhood.
The world of Randolph Carter's dreams is not in some faraway place, but right before him, in the familiar places he loves and has loved since his childhood. Perhaps it's because I know so much more about Lovecraft's life that I find this passage so powerfully moving, perhaps it's because I, too, feel the pull of my past and an attachment to the places of my youth or perhaps it's because I'm middle-aged and feel more keenly than ever the weight of the past, I don't know, but I consider it one of the truest things Lovecraft ever wrote and enough to earn The Dream-Quest of Unknown Kadath a place among the pantheon of my favorite stories.

Monday, February 2, 2026

End of the Line

Recently, several readers sent me a link to this article, heralding the possible demise of mass market paperback books, a format near and dear to me as someone whose introduction to fantasy, science fiction, and horror during the 1970s and '80s was, in large part, facilitated by it. I read the piece with a mixture of resignation and sadness, not because the news was especially surprising, but because it confirmed something I’d felt for some time, namely, that this particular way of encountering books (and being shaped by them) is quietly slipping out of the world.

Now, the mass market paperbacks I remember were never glamorous. Their paper was cheap and their bindings fragile. I suppose you could say that they were disposable and yet that very disposability was part of its appeal. These were books meant to be carried, loaned, lost, rediscovered, and reread until they quite literally fell apart. They could easily fit into your back pocket, coat pocket, backpack, or even inside an RPG box. These were the books I saw on spinner racks in libraries, drugstores, and supermarkets, offering strange worlds and exciting stories for the low, low price of $1.95. What a bargain!

More than that, though, the mass market paperback was an engine of cultural transmission. Entire genres flourished because they could circulate so widely and cheaply. The lurid covers, the cramped type, the promise of adventure or terror compressed into a few inches of shelf space all contributed to their success. They also shaped expectations and tastes. Through them, I learned how to browse, how to take chances, and, contrary to conventional wisdom, how to judge a book by its cover. The format also encouraged promiscuous reading. Today, I'd grab a sword-and-sorcery novel, tomorrow a horror anthology, and later a space opera with ideas far bigger than its physical dimensions.

Perhaps I exaggerate, but this saddens me. To lose the mass market paperback seems to me not simply to lose a format. It's also to lose a set of habits and experiences tied to it, like casual discovery, which played a huge role in the youthful development of my tastes. Trade paperbacks and hardcovers are finer physical artifacts and digital books, though I personally loathe them, are indeed convenient, but none of these quite replaces the humble paperback’s role as a quiet conspirator, introducing new authors and ideas into as many hands as possible.

If this is indeed the end of the mass market paperback format, then let it be said that it did its work so well that it became invisible. The mass market paperback asked for little and gave a great deal in return. For many of us of a certain age, it was not merely a way of reading but the way we learned to love reading. Its passing marks the end of an era, not just in publishing, but perhaps in how new readers are made. It's another quiet reminder that I am old and the world that made me is rapidly receding into the distance. 

Wednesday, January 7, 2026

Thoughts Occasioned by Castle Amber

This post is not, strictly speaking, a Retrospective, since I've already done one on Tom Moldvay's 1981 module, Castle Ambertwo, actually, if you count the repost as well. Nevertheless, in honor of The Ensorcellment of January, I thought it more than appropriate to take another look at the only old school Dungeons & Dragons module to take explicit inspiration from the works of Clark Ashton Smith. While I'll endeavor not to repeat much of what I said in my original Retrospective, there will inevitably be a few points to which I'll return, though I hope I'll offer some additional insights to justify doing so.

Despite my repeatedly thinking otherwise, the name of Clark Ashton Smith does not appear anywhere in Appendix N to Gary Gygax's AD&D Dungeon Masters Guide nor does he appear in the expanded list of "favorite authors [and] inspirational sources" in his 1992 Mythus Magick bonus. On one level, it's a very odd omission, as Gygax was quite well read when it came to fantasy and science fiction literature – including lots of early pulp fantasy authors, like Robert E. Howard and H.P. Lovecraft, both of whom he considered "among the most immediate influences" on his conception of the game he co-created. 

The fact that Gary Gygax, of all people, could seemingly have either not known or not cared about CAS suggests that, compared to many of his literary contemporaries, he has always been, if not necessarily obscure, something of an acquired taste. Speaking even as an avowed devotee of Smith, I can’t really blame anyone who finds his mellifluous prose, sardonic demeanor, and detached misanthropy a bit much, particularly when set beside the more muscular storytelling of Howard or the raw imaginative urgency of Lovecraft. Smith demands patience and a willingness to luxuriate in language for its own sake. His stories often feel less like adventures than like jeweled relics to be contemplated from a respectful distance.

Consequently, Smith’s fiction is not easily mined for gameable elements in the way Conan’s swordplay or Lovecraft’s Mythos can be. Howard offers clear models for heroic action and conflict. Lovecraft provides a cosmology of forbidden knowledge, cults, and monsters that can be lifted almost wholesale into play. Smith, by contrast, traffics in mood, decadence, and fatalism. His stories often lack conventional heroes, hinge on ironic or poetic reversals, and end not with triumph or revelation but with extinction, transformation, or bitter resignation. These qualities make his work harder to translate into D&D and that difficulty is probably at the root of why Gygax took little notice of him. Smith does not easily become a list of monsters, spells, or magic items.

Fortunately for me, Tom Moldvay did notice him. Although I’m still not absolutely certain that it was Castle Amber that first introduced me to Smith – it may well have been Call of Cthulhu, released the same year as module X2 – I can say with certainty that it was this adventure that solidified Smith’s hold over my imagination. Castle Amber suggested that roleplaying games could evoke not just action or terror, but a sense of dreamlike estrangement and baroque melancholy. It suggested that play could feel uncanny rather than merely dangerous, strange rather than merely challenging, and that those feelings could linger long after the dice were put away.

That lingering quality is a large part of why I still love Castle Amber four decades later. It is, above all else, unsettling. On the surface, it is just another dungeon for characters of levels 3 to 6, complete with monsters, traps, and treasure. Dig a little deeper, though, and the dungeon in question reveals itself as a kind of fun house, governed less by internal logic than by a warped, almost oneiric sensibility. Its 70 keyed locations feel less like rooms in a coherent structure and more like fragments of half-remembered stories stitched together by madness and decay.

One chamber hosts a boxing match against magical constructs; another contains the lair of spellcasting spiders imported from The Isle of Dread (itself another Moldvay creation); elsewhere, there is a kennel of hellhounds. None of these elements really belong together, at least not in a naturalistic way and that disjunction might be the point. The titular Castle Amber resists easy categorization. It feels wrong in a way that is difficult to articulate, as if it obeys a set of esthetic or even metaphysical rules that the players can sense but never fully grasp. Layered on top of this is the grotesque parade of the Amber family themselves – decadent, deranged, and occasionally tragic figures who are, unsurprisingly, closer to characters out of Smith’s own stories than to standard fantasy villains.

Castle Amber thus has a very strange vibe, one that I picked up on even as a twelve-year-old. It made me uneasy in a way that very few D&D modules ever have. How much of that vibe is intentional and how much of it is something I've been projecting onto it is difficult to say, especially after so many years of reading and playing it. I assume at least some of it must have been intentional, because Moldvay was adapting elements of Smith's Averoigne stories for use with D&D and those stories have a similar ambience. 

This brings to mind another question that has longed dogged me about this module: why was this particular module was ever released. Though not a close adaptation of the Averoigne tales, it's close enough that special thanks are given to CASiana Literary Enterprises, Inc. (the estate of Smith) "for use of the Averoigne stories as inspirational material." It's unclear whether TSR acquired or sought out a license from CASiana for use of the stories or not, but, even if it didn't do so formally, Castle Amber is an unusual early example of an RPG product published by TSR explicitly derived from a pre-existing intellectual property. 

Regardless, I count Castle Amber as one of my favorite adventure modules for any edition of Dungeons & Dragons. Not only did it play a role in making me a lifelong Clark Ashton Smith fan but it also forever affected my sensibilities when it comes to fantasy and fantasy adventures. It was, for example, one of the primary inspirations behind my own The Cursed Chateau (an adventure that I am, not coincidentally, in the process of revising for re-release). It's a weird, fun, disconcerting scenario and I think it still holds up today.

Friday, December 19, 2025

What If the Satanic Panic Had Never Happened?

I was recently reminded by a reader of the assertion that, rather than harming the sales or long-term fortunes of Dungeons & Dragons, the furor surrounding the game during the so-called “Satanic Panic” of the 1980s ultimately proved beneficial. According to this view, the controversies gave the game a level of publicity it might otherwise never have achieved, helping to propel it toward broader cultural visibility. This was certainly the position taken by TSR Hobbies and many of its employees in the years that followed and there is some evidence that lends this interpretation a degree of plausibility.

At the same time, others have suggested that this narrative is too neat and reassuring, as well as too dependent on outcomes that were visible only in retrospect. The difficulty, of course, is that the question itself resists a definitive resolution. There is no way to measure what would have happened had the moral panic not occurred. Indeed, any attempt to do so quickly runs into the limits of counterfactual history, where causes and effects cannot be isolated or tested.

The problem, as my reader put it, closely resembles survivorship bias. I think we've all seen the illustration of the battle-damaged aircraft from the Second World War. If not, I've included it at the top of this post. During the war, military analysts initially studied the bullet holes on planes that returned from combat, assuming the holes marked the most vulnerable areas. What they eventually came to realize is that the opposite was true: the planes that did not return had likely been hit in the places where the surviving aircraft were unmarked. The most important evidence was not what could be seen, but what was missing.

A similar bias may shape how we remember the Satanic Panic’s impact on the history of Dungeons & Dragons. The people who became lifelong gamers in the 1980s and 1990s were, by definition, those who passed through that period of censorship, stigma, and negative publicity. They are the aircraft that returned. Their presence is visible and their stories are often told, sometimes with pride, as proof that the panic failed or even that it backfired.

What is far harder to see are the players who never made it that far. The children whose parents forbade the game. The schools and libraries that quietly removed it from their shelves. The local groups that never formed because the social cost of participation seemed too high. These absent players leave no testimonies, no fond memories, and, of course, no sales figures. They are the aircraft that never returned and their absence subtly shapes the conclusions we draw about the era.

This does not mean that the claim that the Satanic Panic helped Dungeons & Dragons is false. It may be true or partly true or true in some contexts and not in others. Nor does it mean that the opposite claim, that the panic caused lasting harm, can be demonstrated with any greater certainty. The counterfactual remains unprovable. What it does suggest is that confidence in either position should be tempered by an awareness of what cannot be measured.

For readers who lived through that period, I'm curious about your own experiences. At the time you first encountered the game, was easy it to access or was contested or even forbidden? Did you know people who were interested in D&D but discouraged from playing or who drifted away under social pressure? I ask all this not merely out of curiosity, but because, as I'm sure I've mentioned before, I barely knew that the Satanic Panic was a thing with which anyone had to contend. I was aware of its existence, of course, but I never intersected with it in the slightest, nor did any of my friends. Without exception, our parents and extended families were supportive of our newfound obsession and, in fact, encouraged it, especially in my case. My own perspective is thus not very helpful in assessing this question.

In any case, I don't expect to come to any unassailable conclusions by raising this question. The Satanic Panic, after all, was an amorphous thing, neither a simple obstacle to the hobby's growth nor an obvious catalyst to it. It was a cultural pressure that some people resisted, some endured, and others, like myself, never encountered. That said, I think there is strength to the suggestion that any account of it that focuses only on those who remained risks mistaking survival for inevitability and resilience for proof that nothing was lost. That's why I'm curious to hear from others and their experiences of it.

Tuesday, December 9, 2025

REPOST: The Articles of Dragon: "Demi-humans Get a Lift"

For a lot of old school AD&D players, the appearance of Unearthed Arcana in 1985 marked the end of an era. Filled with a wide variety of new options for players, it fundamentally upped the power level of characters in a way that forever changed the game. What's interesting is that is that, at the time, some people were critical of UA because they felt it "didn't contain anything new." In a sense, that was true. The book consisted primarily of material reprinted from several years' worth of Gary Gygax's "From the Sorcerer's Scroll" column in Dragon. Very little of the book's contents should have surprised anyone who was regularly reading Dragon, as I was.

And yet, somehow, by compiling all that material under one cover, it became more than the sum of its parts. I knew lots of gamers, myself included, who'd allowed this class or that spell from Gygax's columns into their AD&D campaigns without so much as a second thought. In aggregate, though, they all took on a different character. Things that never bothered me before suddenly did, when placed side by side with other options I hadn't allowed (or didn't like). The result was that Unearthed Arcana was the book that "broke" AD&D for me. It was a bridge too far and it contributed to my growing disillusionment with the game in the mid-80s.

One of the last of Gygax's columns previewing material that would eventually appear in UA was "Demi-Humans Get a Lift," which appeared in issue #95 (March 1985). In his characteristic way, he explains the purpose of his article thusly:
 After long contemplation of the plight of dead-ended demi-human characters, and considerable badgering from players with same, it seemed a good plan to work up some new maximum levels for those demihumans with super-normal statistics -- and in a couple of cases just reward those with high stats across the board. Demi-humans were limited in the first place (in the original rules) because I conceived of a basically human-dominated world. Considering their other abilities, if most demi-humans were put on a par with humans in terms of levels they could attain, then there isn't much question who would be saying "Sir!" to whom. With that in mind, let's move along to the matter at hand.
Once again, Gary makes it clear that, in his mind, demi-humans were always supposed to play second fiddle to humans, which is why he included level limits. One may argue that such limits do a poor job of discouraging the play of demi-humans, but there can be no question that that was the intention behind it.

Despite that, Gygax decides here to give in to "considerable badgering" from players of demi-human PCs and provide the means for demi-humans to reach higher levels of experience. He does this in two ways. First, he allows single-classed demi-humans to exceed the standard level cap by two. Multiclassed demi-humans must abide by the usual limits. Second, he allows demi-humans with exceptional ability scores, whether single or multiclassed, to achieve even higher levels. While I think the first change is reasonable, if unnecessary, the second more or less ensured that every demi-human PC from then on would have absurdly high ability scores. In my opinion, AD&D already had a problem with ability score inflation; these changes only further encouraged such bad behavior. The article also opened up for play several new demi-human races, such as deep gnomes and drow, both of which, in my opinion, are too powerful for use in an "ordinary" campaign.

Throughout the article, Gary makes a couple of asides that suggests that he himself doesn't much care for these rules changes but is allowing them because "the gamers have spoken." It's very odd and makes one wonder why, if he really was so opposed to these changes, he nevertheless went ahead and presented in them. The tone throughout is strange and he ends the piece by not only saying that these are the final, ultimate, never-to-be-changed-again, for-real-this-time alterations to demi-human level limits but also by suggesting demands for further power escalation are inevitable:
To put a cap on things, let us get something straight. Any statistics beyond those shown, for levels and ability scores alike, are virtually impossible. Spells and magic, even artifacts and relics, will not increase statistics beyond what is shown, and no further word is necessary. If some deity likes a character so much as to grant a higher statistic, then that deity should also like the character sufficiently to carry him or her off to another plane. (Rules for quasideities will, I suppose, now be in demand . . . sigh!)
Even more than a quarter-century later, I find Gary's tone odd.

Friday, December 5, 2025

Forward into the Past

I've written many times about the origins of this blog, including just a few months ago. A major component of Grognardia's genesis was my rediscovery of the original 1974 edition of Dungeons & Dragons. OD&D was a game I never played back in my youth, though I did acquire a copy of it in the late '80s, toward the end of my high school years. Back then, I saw it mostly as a not very interesting historical artifact – something superseded by later versions of the game, most especially AD&D, which, at the time, I would have considered the epitome of D&D

I no longer feel that way, thanks in large part to a number of people whom I met through the ODD74 message boards over the course of several feverish months between December 2007 and March 2008. I learned a lot from the fine fellows there, including the ability to put aside my AD&D-inflected preconceptions of what Dungeons & Dragons is and indeed ought to be. I really felt like a veil had been lifted from my eyes and that I finally saw not just D&D but roleplaying games more generally in a new and much more compelling light. This change in perspective is what really planted the seeds that would flower into this blog. I was reminded of all of this earlier this week, when I refereed the first session of my new Metamorphosis Alpha campaign

Metamorphosis Alpha is an old game. First published in 1976, it was TSR's fourth RPG after OD&D, Boot Hill, and Empire of the Petal Throne. It's also the first science fiction roleplaying game, having been released ahead of both Starfaring and Traveller. Like all of these games – maybe not Traveller, whose design really is both clear and complete – Metamorphosis Alpha is downright primitive in its rules presentation. People (understandably) like to criticize OD&D for its lacunae and infelicities of expression, but, having now had the chance to make use of MA as a referee, I don't think it's unreasonable to say that its rules are much less clear and complete than those of original Dungeons & Dragons.

That's not a criticism, merely an observation. Some of this is probably a function of the fact that MA is presented in a single 32-page booklet. Conceding the fact that it's a full-sized book with very small typeface, I'd still wager that's much shorter than the three volumes of OD&D. Given that, it's no wonder that it would fail to include or explicate all sorts of rules that would probably make playing it easier. Like OD&D, I imagine that some rules were omitted on the assumption that referees and players would simply fill in the blanks themselves. Consider the game's foreword by Gary Gygax and Brian Blume, which explains:
METAMORPHOSIS ALPHA is a free-form system, giving rules and guidelines for the basics of play and setting up the starship, but allowing the players and referee unlimited use of their imagination to create new problems and methods of solving them. Using the guidelines of the rules, the referee "creates" the starship (beginning a little at a time), sets up social structures for his people, plans the various mutations, places clues about the starship for the players to find, and any other of a multitude of possible happenings. They players takes it from there as they explore the starship ("seeing" only what they actually would, as the referee keeps his plans and notes secret), trying to gain the knowledge and technological devices they need to survive. From then on, the referee can add new facets to the game as they become desirable. The game is a continuous adventure which need never end.
Similarly, the book ends by saying:
Remember, however, that these rules (and specific portions thereof) are only intended as guidelines – and that many details are best described by the individual game judge. Science fiction can be completely open-ended, and so too this game of science fiction adventure!

This is all very much of a piece with the conclusion of Volume 3 of OD&D, which famously asked "why have us do any more of your imagining for you?" It's a reminder, too, of the fact that the earliest roleplaying games grew out of a hobbyist culture in which players and referees were not merely encouraged but indeed expected to add, subtract, change, or expand upon what was presented in the rulebook. Viewed from this perspective, Metamorphosis Alpha can't really be called "incomplete," even if it was often occasionally frustrating to figure out how many of its rules were intended to work in play.

Still, we had a lot of fun during our first session and I think a big part of the reason why was the sense that, just like so many of us had done with OD&D, we were now exploring a forgotten and underappreciated part of the early hobby. While confusing and incomplete, Metamorphosis Alpha is a game that needs to be taken on its own terms and understood within the context in which it was not only created but also first appeared. That's what I intend to do over the coming weeks and months as I develop my version of the starship Warden and slowly reveal it to the players. 

Saturday, November 22, 2025

Gratitude

As longtime readers know, I owe my introduction to Dungeons & Dragons – and, through it, to the larger hobby of roleplaying – to the disappearance of James Dallas Egbert III in August 1979. My father was utterly fascinated by the news coverage and the “strange new game” that supposedly played a part in Egbert’s vanishing. He talked about it constantly. My mother, ever practical, bought him a copy of the Holmes Basic Set from the Sears catalog store so he could see for himself whether the game bore any resemblance to the breathless, confused media reports.

Dad’s reaction on receiving it was characteristic. “What am I going to do with this?” he asked and he meant it. The box went straight into the upstairs linen closet, where it sat – unopened and undisturbed – until Christmas of that same year, when I asked if I could have it to learn how to play D&D. The rest, as the saying goes, is history.

In a very real sense, I owe my entry into the hobby just as much to my parents, especially my mother, as to Egbert’s disappearance. Had my father not been captivated by those stories, had my mother not ordered that Basic Set on a whim, it’s entirely possible I never would have found my way to roleplaying games or, if I had, it might have happened later and under very different – and perhaps less welcoming – circumstances. That’s one of the reasons I remain deeply grateful to them both. My young life and, truthfully, my present one could have been very different indeed.

But that’s only part of it. They didn’t just toss the game in my path and walk away. They encouraged me – sometimes directly, sometimes in small, nearly invisible ways – to keep going. They drove me to remote hobby shops tucked into strip malls or down side streets when I was hunting some obscure game or module. They clipped announcements from the local paper about “games day” events at the library. They let my friends and I take over the basement for hours on end. I doubt they ever really understood what D&D was or why it captivated me, but that never mattered. What mattered to them was that I was enjoying myself and that these games had opened doors to other interests – history, languages, mythology, religion – that broadened my world and, to some degree, shaped who I was becoming in obviously positive ways.

They also never once questioned the value of D&D or roleplaying games. They didn’t treat my hours spent reading rulebooks or drawing maps as a waste of time, nor did they worry that the hobby was odd, dangerous, or somehow leading me astray – quite the contrary! I often hear stories from people my age whose parents did fear Dungeons & Dragons and whose anxieties left lasting scars. I have no such stories of my own to tell. All that panic completely passed me by, which, I suppose, is no surprise given my own origin story as a roleplayer. If my parents weren’t put off by the James Dallas Egbert case, none of the other sensationalist nonsense that later swirled around the game stood a chance. That quiet vote of confidence, unstated but unmistakable, mattered more than I realized at the time.

Looking back, I can see that what they offered me wasn’t just permission but the freedom to explore something that excited me without judgment or fear. Childhood passions often flare and fade quickly, but they took this one seriously enough to let it grow. I don’t want to paint an overly rosy picture; ours wasn’t a sitcom household where every quirk was lovingly indulged. They had their flaws, as all parents do, and I certainly had mine. But when it came to this strange new hobby of mine, they showed patience, generosity, and an uncomplicated willingness to let me be who I was becoming through contact with it.

For that, I'll remain grateful to my parents. Their small, steady acts of support nudged my life in a direction neither they nor I could have predicted. If I’m honest, most of what followed – the friendships, the writing, the years spent exploring imaginary worlds – all trace back to that unopened box in the upstairs linen closet and to the two people who, without fully understanding it, gave me permission to open it.

Thanks, Mom and Dad.

Tuesday, November 11, 2025

The 3 Waves of the RPG Moral Panic

I've mentioned many times on this blog that, to a great extent, I owe my introduction into the hobby of roleplaying to the furor surrounding the disappearance of James Dallas Egbert III in August 1979. Consequently, I've always had a deep interest in the history of the moral panics surrounding D&D and RPGs more generally. That's why I was intrigued when I saw that Seth Skorkowsky had released a lengthy video essay about this very topic. It's a well-presented and informative video and I highly recommend it to anyone interested in this subject. Thanks to Loren Rosson for recommending it to me.

Thursday, November 6, 2025

Why I Stayed

My birthday was last week and, contrary to what I expected, it proved an occasion to look back over my life and ponder a few things. I don’t mean this in a maudlin or self-critical way. For the most part, I’m fairly content with my current existence and reasonably comfortable with my creeping senescence. Rather, I found myself thinking about the fact that, forty-six years after first discovering Dungeons & Dragons, I’m still actively involved in the hobby of roleplaying, while so many of the people with whom I first discovered it are not.

I was 10 years-old at the Christmas holidays of 1979, when I first opened the D&D Basic Set edited by J. Eric Holmes. That was the beginning of my journey. Through the end of childhood and into my early teens, roleplaying games felt like a shared discovery, something my friends and I stumbled into together, almost like finding a secret passage beneath the ordinary world. We played obsessively – after school, on weekends, and during those seemingly endless summer vacations. At the time, it would have seemed absurd to imagine any of us ever not playing. RPGs were simply what we did, eclipsing nearly every other pastime.

That shared enthusiasm didn’t last. By my mid-teens, very few of the friends with whom I’d entered the hobby were still playing. Some drifted away gradually, their interests and circumstances changing. Others dropped it abruptly, as if a curtain had fallen on that chapter of their lives. In the years that followed, careers, families, and the usual responsibilities of adulthood pulled still more away. Yet I’ve always wondered whether those explanations were truly sufficient. Many hobbies survive the transition to adulthood. In my circle of childhood friends, though, roleplaying games mostly did not.

To be fair, I eventually made other friends who shared my passion for gaming, but they were almost all people I met through the hobby, not the ones I’d grown up with. That’s why I often wonder why I stuck with it when so many others did not. I don’t believe it’s because I was more dedicated or imaginative; some of my friends were far more talented referees and players. Nor do I think the hobby itself changed in some way that pushed them out. They’d already drifted away long before the edition wars, the OSR, or any of the other developments one might offer as convenient explanations for their departures.

If I’ve come to any conclusion at all, it’s that roleplaying games continued to scratch an itch nothing else quite could. They combined the pleasures of reading, worldbuilding, problem-solving, and camaraderie into a single, strangely durable form. Even during my late high school years, when I didn’t play as often as I’d have liked, I still found myself returning to rulebooks, adventures, and setting material, much as one might return to a favorite novel or album. RPGs became part of the architecture of my inner life.

I don’t begrudge my childhood friends for having “abandoned” the hobby. Their lives simply went in other directions, as lives often do. I wouldn’t be surprised if some still remember our campaigns with fondness, even if they haven’t rolled a die in decades. Others may barely remember the details, but I remember those early days with great affection. In a very real sense, they laid the groundwork for the life I lead today. Even so, it’s hard not to wonder why I stayed immersed in this hobby while they did not.

I suspect many long-time gamers have had similar experiences. We are the ones who stayed, often without entirely meaning to. Something in roleplaying games held our attention long after the initial spark that brought us in. Perhaps that’s why so many of us older players end up blogging, designing, or running campaigns well into middle age. We’re still trying to understand what this odd pastime means to us and why it continues to matter so much after all these years.

In the end, I don’t know precisely why I stuck with RPGs when most of my childhood friends let them go. But I’m grateful I did. The hobby has given me friendships, creative outlets, and a way of thinking about the world that I doubt I would have found elsewhere. Maybe, in some small way, staying with it all these years is my way of honoring the unbridled joy we all felt around the table, back when we had no idea what we were doing and felt as if a vast, unknown world had been opened to us.

Tuesday, November 4, 2025

REPOST: The Articles of Dragon: "Realistic Vital Statistics"

I am nothing if not tedious and repetitive, so, when turning to issue #91 of Dragon (November 1984), it was pretty much a given that I'd talking about the article "Realistic Vital Statistics" by Stephen Inniss. The article is a near-perfect exemplar of the Silver Age of D&D, with its concern for providing referees with the tools needed to inject "realism" into their adventures and campaigns. In this case, the author's concern is for the fact that, according to their descriptions in the Monster Manual and Players Handbook, dwarves are implausibly heavy, standing only 4 feet tall and yet weighing 150 pounds (on average). According to Mr Inniss, if one extrapolated this weight for a 6-foot tall human male, he'd weigh over 500 pounds! This, he says, violates a fundamental rule of physics – the square-cube law, which states that "the weight (or volume) of an object is proportional to the product of its linear dimensions (height, length, and width)." Using a realistic model, a 4-foot dwarf should weigh only about a third the weight listed in the AD&D books.

The article thus provides a series of tables for generating more plausible vital statistics to replace those in the Dungeon Masters Guide. For what it is, the system is pretty easy to use: the tables are clear and the variables aren't difficult to keep track of. But, ultimately, I find myself wondering why anyone would care about such a system. Mr Inniss notes that giants in D&D show no signs of appropriate adaptation to their height and (presumed) weight, meaning they're not very plausible as typically presented. Having said that, he then dismisses the concern by saying
Fortunately, their world is a magical one. They are probably supported by some permanent variant of the levitate spell, with bone-strengthening magic thrown in for good measure. Interestingly, the larger giants (storm and cloud giants), like the equally huge titans, have true levitation powers perhaps a natural extension of the talents of their lesser brethren.
It's, in my opinion, a perfectly valid solution to this "problem" of the height and weight of giants, but, if one can accept this when dealing with giants, why is the weight of dwarves an issue? Once you admit that the world is magical and therefore exempt from inconvenient physical laws that would get in the way of fantasy, where does on draw the line? Mr Inniss anticipated this line of thought and attempted to counter it.
Since this is after all a fantasy game, it might be argued that it doesn't matter how much dwarves are defined as weighing. However, it is just such realistic-looking details as a character's height and weight that make for a more willing suspension of disbelief during a game session. Otherwise, why bother with such statistics in the first place? Plausibility, or "realism" as it is sometimes called, is definitely a factor in the enjoyment of even a fantasy game; the more so where the game makes a relatively close approach to reality.
I'm far from convinced by Mr Inniss's rejoinder, but, leaving that aside, when was the last time that a character's precise weight mattered in a game? I can't recall its ever mattering in any games that I've run. Height is a little more useful, though, even there, I can probably count on one hand the number of times I ever allowed or disallowed a character action based on height. For me, knowing that a dwarf weighs 152 or merely 52 pounds is about as vital as knowing whether he has brown hair or red.

But that's just me.

Monday, September 22, 2025

The Fall

 As I've noted before, Fall is without question my favorite season of the year. This has always been true, though I suspect that, when I was younger, the fact that my birthday is in October might have played a role in this. Nowadays, I find it’s more a consequence of the cooler weather – I’ve never been fond of heat and humidity, despite growing up in the Baltimore area – and the vibrant colors of the leaves. I look forward to seeing them start to turn in September. It’s one of Nature’s most beautiful displays, a yearly pageant that transforms even familiar streets and landscapes into places of wonder. The reds, oranges, and yellows mingle in shifting patterns and I often catch myself lingering on walks or staring out the window longer than I intend just to take it in.

Along with the colors comes the crispness of the air, the subtle smell of woodsmoke, and that hushed anticipation before the onset of Winter. Fall feels like both an ending and a beginning, a reminder of time’s passage, yet also of its cycles. It never fails to lift my spirits and sharpen my thoughts, which is why, year after year, it remains the season I cherish most.

The older I get, the more Fall takes on a new weight. The turning of the leaves is not just beautiful; it is also a reminder of impermanence. Those brilliant colors I love so much exist only because the trees are preparing for Winter’s barrenness. Their beauty is inseparable from their decline. That duality has become harder to ignore with each passing year, not because it depresses me, but because it feels increasingly familiar.

I notice my own changes. There are the small, physical reminders – a few more creaks in the body than there used to be – but also the larger ones, like the deaths of friends and family, the slow realization that there are fewer years ahead than behind. Like Fall itself, this is simultaneously melancholy and strangely reassuring. The season feels like a mirror of my inner life, a yearly confirmation that endings are natural, inevitable, and not without their own beauty.

I feel this most keenly in my roleplaying. The House of Worms campaign, which I once seriously imagined might go on forever, is now drawing to a close. Indeed, its end may come as early as this week. Characters who once lived vividly in weekly sessions will soon exist only in memory, stories recounted later or preserved in old notes. There’s a bittersweetness in realizing that even my longest-running campaign is subject to the same fate as all the others. But then, isn’t that part of what makes them precious?

If campaigns never ended, if characters never retired or died, would we hold their adventures in the same regard? I increasingly doubt it. It is precisely because they do end that we remember them with fondness. Their impermanence is what gives them weight. The knowledge that we only get so many sessions together makes each one feel more valuable.

The same is true of writing. Projects that once consumed me eventually reach their conclusion, whether by being finished, abandoned, or transformed into something else. For a long time, I resisted this reality. I held on to drafts and half-formed ideas as if they could be made immortal through sheer persistence. Letting go felt like failure. Now, though, I see it differently. Letting go is its own discipline and every ending clears space for something new. The cycle continues, just as surely as Fall gives way to Winter and then to Spring again.

What strikes me most is that endings, whether in life, roleplaying, or writing, are not failures. They are simply part of the pattern. Recognizing this has changed how I approach my creative work. I don't worry about whether a campaign will last or whether a project will ever be finished in some definitive sense. Instead, I try to enjoy the process, knowing that all things, however beloved, eventually end. Far from diminishing their value, this makes the time spent with them more meaningful.

That's why Fall has become more than just my favorite season. It’s also become a yearly reminder that beauty and impermanence are intertwined, that endings are inseparable from beginnings, and that what matters most is what we do while the colorful leaves still cling to the branches.

Friday, September 5, 2025

Initiation

Over the past few months, I’ve been thinking a lot about my own introduction to the hobby in late 1979. My experiences weren’t unique, but they were mine and it’s important not to treat them as universal. Even among those who started around the same time, no two stories are exactly alike. The same goes for anyone who might read what follows and think, “That’s not how I remember it.” Your memories are no less real, but neither are they more representative than my own. There’s no single, definitive way to have entered the hobby and we’d all do well to remember that. I raise this point only to make clear that what follows comes from my own recollections of being ten years old, discovering Dungeons & Dragons, and, through it, the larger world of nerd-dom.

Like a lot of the kids I grew up with, my first awareness of D&D didn’t come from spotting a box on a toy store shelf or from advertising. It came as a result of the media hoopla surrounding the disappearance of James Dallas Egbert in August 1979. I've talked about this many times before, so I won't waste too much time with it here. What's important to bear in mind is that this event and the sensationalist news coverage that it elicited it played a key role in my earliest sense of what the hobby was like. Even though I never saw anything "dangerous" about D&D or roleplaying games, many people seemingly did and that knowledge colored my early experiences. 

Once I had a copy of D&D to examine, I couldn't make heads or tails of the rules. Even though my copy was supposedly a "basic set," I found the rulebook nearly impossible to understand. I might as well have been written in Latin or Greek, because at least then I could explain why I had such difficulty making sense of it. When I sometimes compare opening that rulebook to peering into a grimoire, this is what I mean. The knowledge was there, but it was opaque and intimidating. Consequently, my real education came not from the printed word but from my elders in the hobby, older kids who had already passed through the veil and were willing to usher me along, like my friend's older brother.

What's interesting from the vantage point of the present is that he didn't sit us down and explain rules systematically. Instead, he showed us how to roll up characters, how to read the dice, and so forth. In a number of cases, what he told wasn't something I could find anywhere in the rulebook, but none of us minded, because we had faith that what he was teaching us was correct, even though, as we later learned, that much of it wasn't. In any case, this is vital to understanding how I came into the hobby. My friends and I were taken under the wing of someone we perceived to be already knowledgeable about D&D, who showed us the ropes, even if he did so imperfectly. 

It's equally important to understand that, despite the media coverage, roleplaying was still very much a fringe activity in my earliest days. The first truly "mainstream" edition of Dungeons & Dragons – the Moldvay and Cook/Marsh boxed sets – weren't released until 1981, more than a year after I started playing, so you had to venture into some pretty peculiar places to find RPGs (though, to be fair, my Holmes set was ordered through a Sears Catalog). The hobby shops of my youth were nothing like the bright, well-stocked game cafes of today. They were dim, cluttered, often a little musty. Aisles were packed with model kits, miniatures, and stacks of books. The proprietors were frequently brusque, eccentric men who seemed to size you up as you walked in, as though to determine whether you were really there for the games or had simply wandered in by mistake. To buy your first set of dice or a module was to pass through a kind of test and, if you succeeded, you carried your treasure out like a relic looted from the catacombs.

From the outside, of course, it all looked baffling. I don't think my parents ever really understood what roleplaying games were, for example, and their confusion was not unusual. Outside my circle of friends and the other players I'd meet in various locales, it was very uncommon to encounter anyone who knew what we were playing – which is perfectly understandable, given how hard even we found it to learn to play. Inside our circle, though, the hobby felt like we had been given access to something powerful and hidden. Once we'd been shown how to play, once we'd rolled those dice, and said what our characters wanted to do next, we belonged. We were now part of a fellowship that outsiders could not easily understand and that was part of the fun.

No one ever handed me a torch or a robe. There was no altar, no oaths sworn in secret chambers. Even so, I can't help but think of my introduction into the hobby as an initiation. That introduction was not at all straightforward. It wasn't simply a matter of “learning a new game” that it might have seemed to outsiders. Instead, it was baffling and mysterious and thrilling, not to mention occasionally off-putting. It felt like a rite of passage for me as a kid on the verge of his teen years. Decades later, I remain grateful for it all. It was a terrific way to enter this hobby.

Thursday, August 14, 2025

Awe-ful

There is a particular kind of emotion that, in my experience, is easily forgotten in our world of algorithms and explanations but that once held a central place in human experience. I’m speaking of awe, not merely in its diluted modern sense, but in its original meaning: a mixture of wonder and fear in the face of something vast, strange, and beyond human comprehension. It’s a feeling that borders on the religious and it is the lifeblood of the weird and the uncanny.

H.P. Lovecraft understood this, perhaps better than most writers of the last hundred years. Through his work, he attempted to refine the weird tale it into a kind of secular mysticism, in which the cosmos itself becomes the site of both revelation and terror. In Supernatural Horror in Literature, he famously wrote that 

“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.” 

However, Lovecraft’s best stories do more than simply terrify. They evoke awe in its fullest sense, what he elsewhere calls a “certain atmosphere of breathless and unexplainable dread of outer, unknown forces.” When he describes beings whose very geometry defies human perception or ancient truths that shatter the minds of those who grasp them, he is evoking something far deeper than mere fright. He is pointing toward the sublime.

Sigmund Freud distinguished between the "uncanny" and the "familiar," noting how the former is not simply the unknown, but the strangely known, the familiar made alien. Lovecraft seized on this psychological dissonance and expanded it to include the entire cosmos. His monsters are not just unknowable; they are that which we once knew in some long-buried dream of pre-human memory. The sense of uncanny recognition is part of the horror. It is this effect, more than mere violence or gore, that marks the best weird fiction.

Of course, horror is only part of the equation. What often goes unspoken is how beautiful the weird can be. The shimmering city of the Elder Things beneath the ice of Antarctica; the dream-haunted vistas of Kadath; the mind-transcending journey of Randolph Carter through the stars. These are not scenes of mere terror. They are awe-inspiring in the truest sense – sublime and strange, but also profoundly glorious. Lovecraft understood that what we call horror and what we call wonder are not always distinct categories. The numinous is a threshold. The emotion it provokes may be colored by fear, reverence, or ecstasy or some combination of the three.

Naturally, this brings me to roleplaying games.

When I think back to my earliest experiences with RPGs, what strikes me most is how often they trafficked in awe. I'm not talking about desperate combats or puzzles to be solved, but fleeting and fragile moments when the game evoked something stranger and deeper. A mysterious door that could not be opened. A statue with eyes that seemed to follow you. A creature whose motives and nature eluded simple categorization. In those moments, even the purple prose of boxed text or the improvisations of a teenaged Dungeon Master could occasionally brush up against the ineffable. 

This is, I think, one of the great potentials of the roleplaying medium: its ability to resurrect feelings that modern life has largely anesthetized, like wonder before the uncanny. These feelings are not mere tropes to be mined, but modes of perception, ways of seeing the world as something deeper and more alive with meaning and strangeness.

Lovecraft feared the loss of these feelings in modernity. It's ironic that he is most famous for his fiction, because Supernatural Horror in Literature, an essay of literary criticism, is undeniably one of his greatest works. There, he laments the triumph of the merely rational in fiction and calls for a return to cosmic awe, a feeling that transcends individual psychology and touches something vast and impersonal. He believed that the weird tale could restore "the stimulation of wonder and fancy." It's no surprise, then, that his own work (and the many games it inspired) have done exactly that for generations of readers and players.

Perhaps that is the true function of the weird tale (or the weird game): to break through the crust of the mundane and let in something ancient, fearful, and magnificent. Weird tales remind us that the universe is, to paraphrase J.B.S. Haldane, not only stranger than we imagine, but stranger than we can imagine and that, in the face of that strangeness, we are still capable of awe.

Tuesday, August 5, 2025

Among the Weirdos

Something I find myself reflecting on more and more as I grow older is just how odd so many of the people I gamed with in my youth were. I mean that in the best possible sense. Back in the late '70s and early '80s, there weren't as many organized outlets for people with niche interests as there are nowadays. If you were into, say, The Lord of the Rings or Star Trek – or if you liked history or mythology or miniature soldiers or even if you read books no one else in your school had heard of, there just weren’t many places you could go to find like-minded souls.

Because of that, my early memories of entering the hobby are filled with eccentrics and enthusiasts, each one weird in his own particular way. I remember, for example, a guy who constantly insisted that "there was no such thing as a 'broadsword' during the Middle Ages." I already told you about Bob. And then there was me, who spent his spare time obsessing over ancient alphabets and cobbling together imaginary languages for the fun of it. Somehow, we all got along – or at least, we all put up with each other long enough to play D&D or Traveller or whatever.

It’s hard to overstate how formative that was for me. For example, I was introduced to Lovecraft and Robert E. Howard by older roleplayers I met at Strategy & Fantasy World. I would listen to people talk about chanbara films, Napoleonic tactics, and Norse mythology, all while hanging out in game stores and at library games days. I was introduced to a lot of different things simply because the then-new hobby of roleplaying attracted a very wide group of players with varied interests and everyone congregated in the same places.

As I've said repeatedly over the last couple of weeks, we didn’t always get along. In fact, we argued and, sometimes, we seemed to barely speak the same language. However, in those days, I often had no choice but to associate with people outside my immediate circle of comfort and taste and, because of that, I learned things. More than that, I grew.

Phil Dutré recently summed this up perfectly:

It’s also telling that gaming-at-large has become largely siloed and compartmentalized. In the 70s/80s/even 90s wargaming/roleplaying/boardgaming was still considered one big hobby (with a lot of crossovers), and one naturally came into contact with all sorts of people interested in various angles.

These days roleplayers and wargamers and board gamers almost seem to be different breeds, barely knowing of each other’s hobbies, let alone spending time with one another. My point is that, by having nowhere else to go, the early hobby brought together a lot of us weirdos and we learned stuff from each other. As I explained above, I was introduced to Lovecraft and Robert E. Howard through these people, just as I shared my love of ancient alphabets and languages, while others shared their love of history, mythology, philosophy, etc. I am literally the man I am today because I had no choice but to hang out with people I might otherwise not have. Today, I feel as if too many gamers self-select for people just like themselves in the narrowest senses. That's a shame, because having to learn to get along with people very different is a great way to improve oneself.

I wonder if part of the magic of the early hobby as I experienced it was precisely this unexpected mixing of oddballs. Even in the early 1980s, there simply wasn’t enough critical mass to allow subgroups to splinter off and form their own tightly curated communities. You couldn’t just find “your people” and ignore everyone else. You had to sit down with whoever showed up. The result was often volatile but also suffused with creative ferment. It was a fertile space where ideas, interests, and personalities collided, bearing strange fruit.

Don’t misunderstand. I’m not advocating for forced conviviality. The hobby is broader now and that’s a probably good thing in some respects. However, I do think something was lost when we all retreated to our own silos. When roleplayers stopped hanging out with wargamers and video gamers forgot that tabletop roleplaying even existed and when people began treating the games they play as lifestyle brands rather than as shared endeavors. 

When we stopped being weird together.

Monday, July 28, 2025

In Defense of Bob

His name wasn’t really Bob, but I’m calling him that for the purposes of this post, on the extremely unlikely chance that he’s still out there somewhere. It’s been decades and I doubt he’d even remember me. Still, I don’t want to be cruel; there's already plenty of that online. Moreover, that's not my purpose here.

Bob was a teenager I’d see from time to time at hobby stores and at game days at the local libraries in the early 1980s. Like many of us back then, Bob was awkward, intense, and very passionate about the things he loved. For him, one of those things was World War II.

In those days, this was hardly unusual. I’m not sure people younger than a certain age realize just how omnipresent World War II still was in the cultural imagination of the time, even though it had ended more than three decades beforehand. This was especially so in the years after Vietnam, when America seemed unsure of what to make of its recent history, World War II stood apart. According to its conventional presentation, it was “the Good War,” the one where we knew who the bad guys were. Toy aisles were filled with green army men and gray tanks. TV reruns still showed Combat! and Rat Patrol. There were countless paperbacks, comics, movies, documentaries, and model kits. Nearly everyone had at least one older relative or neighbor who’d been “over there.”

So, Bob’s obsession wasn’t strange, not in context. What was unusual, even among kids interested in World War II, was the depth of his knowledge. Bob didn’t just know the basics. He could name operations and battles most people had never heard of. He knew the names of generals and details about their lives. He could tell you how a Panther tank compared to a Sherman and why Rommel’s tactics in North Africa were studied in military academies around the world. He was, for a teenager, astonishingly well-informed. 

Bob was also socially tone-deaf. He didn’t always know when to stop talking, particularly when the subject was German armor or the Eastern Front. Even back then, people would roll their eyes when Bob launched into another lecture about Stalingrad. Mostly, though, we just let him do his thing. He was weird and so were we. More importantly, he played RPGs. That was enough.

Nowadays, I'm sure Bob would be viewed differently. People might hear him talk about German tanks or Guderian’s campaigns and jump to conclusions. They might assume he was some kind of Nazi sympathizer or apologist. That’s not how I remember him at all. Now, I didn’t know Bob well. I didn't have a window into his soul, but I never once got the impression he admired Hitler or fascism or anything like that. He was just a very nerdy teenager who’d gotten fixated on a complex and highly documented period of history. He liked the minutiae. If anything, he treated World War II the way other kids treated baseball, obsessively reciting rosters and statistics no one else cared about.

Bob was not a threat. He wasn’t trying to smuggle dangerous ideas into the games he played. He was just Bob – one of us. He was weird, annoying, and even brilliant in his own narrow way. I feel like it's important to point this out, not to excuse anyone, but to defend the idea that not every interest held by socially awkward people should be a moral test. Likewise, not every off-note conversation from forty years ago is a sign of hidden malice. We were all a little odd in those days; that’s probably what brought us together.

I bring all this up in light of last week's post about my recollections of how odd people of all stripes seem to get along in the hobby of my youth. Back then, the hobby felt – to me anyway – like a patchwork of eccentrics, whether they were metalheads, stoners, bookworms, would-be game designers, history buffs, or, yes, kids like Bob. We didn’t all get along. We didn’t all like the same things. Yet, we shared a love of imaginative play and we didn't care about much of anything else.

Was that everyone's experience back in the day? I highly doubt it, but I also doubt that the worst examples someone could dredge up from those times was typical either. I suspect the truth, as it so often is, lies somewhere in the middle. Judging from the arguments in the comments to last week's post, I suppose I was naive in thinking we could get back to just having fun with RPGs the way I used to as a kid.

I don’t know where Bob is now or what he became. Wherever he is, I hope he has a group of friends with whom he can roll some dice without being judged too harshly for his idiosyncrasies. He deserves that much.

So do we all.

[Alas, comments must now be closed on this post too. —JDM]

Monday, July 21, 2025

Kumbaya

As you’ve probably guessed from the kinds of posts I’ve been writing lately, I’ve been thinking a lot about how the hobby has changed, not just since I was young, but in more recent years, too.

In my younger days, what bound us together wasn’t ideology or identity or even agreement. It was something much simpler and, I think, more powerful: a shared love of fantasy, science fiction, horror, and roleplaying games. We didn’t always see eye to eye. We didn’t always get along, but we read the same dog-eared books (gaming and otherwise), argued about alignment and racial level limits, and gathered around the same tables to roll dice. That was enough.

We were a ragtag lot, diverse not so much in the narrow, contemporary demographic sense (though that too, to a degree), but in personality, taste, and temperament. There were the older, bearded guys who got their start with Tactics; the teenagers who smelled like patchouli and wore jackets covered in band patches; the metalheads, the comic book obsessives, the Tolkien scholars-in-training, the stoners, the would-be novelists, and that one guy who knew way too much about the Wehrmacht’s order of battle in 1944 and wouldn’t stop bringing it up. Somehow, we all managed to coexist – or at least we played together and that, I think, is its own kind of getting along.

What I find disheartening now is how often that spirit seems absent. There’s a growing impulse, coming from multiple directions, to draw hard lines about what’s acceptable to play, read, like, or even talk about without a disclaimer. I’m not talking about politics, at least not primarily. I mean the way taste itself is increasingly treated as a moral signal. “You still play Empire of the Petal Throne? What’s wrong with you?” Or: “You’re using Mörk Borg? That’s not real old school.” I’ve heard both this year, more than once, along with others, just as silly.

There’s nothing wrong with preferences. No one should be shamed or pressured into liking what they don’t like. That was true in 1982 and it’s true now. Back then, plenty of people I knew scoffed at Arduin or rolled their eyes at RuneQuest. I’m not going to pretend we didn’t argue fiercely about whether, for example, spell slots or spell points were “better.” That kind of good-natured rivalry was part of the fun. Even now, I enjoy lobbing the occasional jab in the direction of certain games or game mechanics. I’m not claiming the moral high ground.

However, I think there’s a difference between ribbing your friend for liking Rolemaster and declaring that certain games, creators, or communities are beyond the pale and that merely engaging with them puts you under suspicion. That’s not rivalry. That’s excommunication. It's coming from all sides. Depending on who's speaking, the OSR is either a toxic boys' club of crypto-fascists or a co-opted safe space for woke poseurs who don’t really “get” old games. Try saying that not every game choice is a political act and that maybe you just like what you like and you’ll find yourself viewed with suspicion by both camps.

It's exhausting and, frankly, it's absurd.

When I was a kid, the fact that someone played Chivalry & Sorcery instead of AD&D might earn a few barbs, but no one was exiled. No one cared whether you thought the best sci-fi RPG was Traveller, Space Opera, or Universe (even though it's obviously Traveller). If you were into Tunnels & Trolls, sure, we might’ve thought you were a little weird, but you were our kind of weird. You were one of us. You knew where the lavatories were on the USS Enterprise. You could quote Monty Python and The Hitchhiker’s Guide to the Galaxy from memory. You subscribed to Dragon and read every page, even the fiction. You liked pretending to be a wizard or a starship captain or a mutant with a laser rifle. That was enough.

I miss that.

I’m not arguing that we all need to agree. We never did and, honestly, that was part of the joy – the clashes, the rivalries, the heated debates about initiative systems and critical hits. There’s a difference in my opinion between spirited disagreement and gatekeeping disguised as virtue. The hobby is big, messy, and contradictory. It always has been; that’s part of what makes it beautiful.

We could all stand to be a little more charitable, a little less quick to sort people into boxes, a little more willing to extend the benefit of the doubt. Curiosity, not conformity, is what brought most of us here in the first place.

When you strip away the noise, we’re all still what we’ve always been – Weirdos.

[Comments are now closed. Don't worry: there will be several new posts coming in the days to come that I am sure were generate just as many arguments. —JDM]

Friday, July 18, 2025

Ruins

Blogs were the tinder from which the fire of the Old School Renaissance was sparked. In the late 2000s and early 2010s, there was a genuine explosion of creativity across the RPG blogosphere, fueled by enthusiasm for old school Dungeons & Dragons and its many descendants, both literal and spiritual. Dozens, perhaps hundreds, of blogs appeared, written by referees, players, professional designers, and amateur theorists eager to share ideas, reminiscences, house rules, and reflections on what made the earlier, pre-3e versions of D&D so compelling.

Grognardia was one of them and, like many others, it eventually went quiet. Real life has a way of asserting itself and even the most passionately pursued hobbies often yield before it. I was away from this blog for nearly eight years before returning and, somewhat to my surprise, the years since are more numerous than those before my hiatus, even if I no longer post at the same manic pace that nearly destroyed me. Unfortunately, many other wonderful blogs from that era haven’t returned. Most still exist in some fashion. You can find them if you look, but they are, for all practical purposes, ruins: silent, abandoned, and sometimes crumbling under the slow decay of broken image links and expired widgets.

That saddens me.

The OSR blogosphere was, in many ways, the intellectual and creative heart of a movement none of us fully understood while it was happening. Before social media transformed everything into a fast-scrolling feed of ephemeral opinions and algorithmic noise, blogs allowed for longer, more thoughtful engagement. There was conversation between blogs, even, perhaps especially, when we disagreed, as we frequently and passionately did. Posts would spark responses, build on shared ideas, or spin off in wild new directions. Someone would post a new take on alignment or a character class, and within days, if not hours, half a dozen other blogs would riff on the idea in a cascade of strange and wonderful interpretations. That kind of idea-driven collaboration was a joy to witness and to be part of.

Every so often, I revisit some of my old bookmarks: Sham’s Grog & Blog, Planet Algol, The Nine and Thirty Kingdoms, Beyond the Black Gate, The Society of Torch, Pole, and Rope, Malevolent & Benign, The Mule Abides, A Paladin in Citadel, Dreams of Mythic Fantasy, and many more whose names, sadly, I can no longer recall. Some blogs ended with a fond farewell. Far more simply stopped. A few sputter back to life from time to time, like torches catching momentarily in the damp before going out again.

I don’t blame anyone for moving on. We all have our seasons and many of those who once blogged now create elsewhere or simply play games without publicly sharing their thoughts. I did the same for a long while and there’s definitely something to be said for it. Still, I miss that earlier era, not just the quantity of content, but the spirit behind it. I miss the curiosity, the delight in obscure mechanics and half-forgotten rules, and, above all, the reckless, unfiltered creativity. I think a lot of us needed that back then. I know I did.

Much of that creative energy has since shifted to platforms like Discord, Reddit, Substack, or YouTube. Each has its own strengths, but none really replicates what the old blogs offered. Blogs were open and long-form. They rewarded thoughtfulness over immediacy. They were searchable and, maybe most importantly, linkable. You could stumble across a blogroll and find yourself falling into a rabbit hole of interconnected creativity that might last hours. That’s much harder to do now, where so much is hidden behind logins or paywalls or simply submerges into the stream of slop.

We can’t go back to 2009. I know that. Still, it’s worth remembering what was lost or at least what was left behind. Maybe, if a few more of us keep our torches lit, something like it can grow again – not a recreation but a continuation of the same spirit.

As any D&D player knows, ruins are places where treasure is found.

Thursday, July 17, 2025

Memories of Game Stores Past (Part III)

I'm old, old enough to remember a time when the local game store was not merely a place to buy things. It was a crossroads, a hub for roleplayers, wargamers, and fans of genre fiction of all stripes. In those days, game stores felt weird in the best possible way: crammed with strange titles, eccentric proprietors, and regulars who treated the place like a second home. They were cluttered, often a bit dingy, and absolutely magical.

I spent countless hours in such stores. I remember walking through their doors and being hit by the smell of old cardboard and newsprint and the sight of wooden shelves bowed under the weight of too many Avalon Hill and SPI boxed wargames. You could browse freely, picking up games you’d never heard of, flipping through rulebooks that transported you to strange new worlds. If you were lucky, someone might be running a game in the back room – and if you hung around long enough, you might even get asked to join.

That’s how I discovered many of the games that shaped my tastes and interests. This was long before carefully curated social media feeds or electronic publisher newsletters, when sheer chance might introduce you to a captivating cover, a staff recommendation, or a game in progress that caught your attention. The old game store was a vehicle for discovery. It introduced me to lots of games I might never have found otherwise.

That kind of store, the kind I knew in my youth, is largely gone.

Certainly, there are still game stores out there, some of them excellent in their own way – but they’re not the same. Most of them survive today by focusing on collectible card games, miniatures wargaming like Warhammer, and modern boardgames. Roleplaying games, if present at all, are often confined to a few shelves of familiar titles from major publishers. The walls of obscure and idiosyncratic RPGs I once browsed for hours have mostly vanished.

The reasons aren’t mysterious. The Internet changed everything. Online retailers offer discounts and immediate availability that physical stores can’t hope to match. Digital publishing has displaced print in many cases. Perhaps most significantly, online play, something I myself participate in weekly, has made many of the accessories that once sustained game stores obsolete. Why buy dice, for example, when a VTT takes care of it?

None of this is inherently bad. In fact, I think it's great that it’s never been easier to find people with whom to play, no matter where you live. As regular readers know, I referee or play in several weekly online campaigns with friends scattered across the world. Likewise, the indie RPG scene is thriving in ways that would been nigh impossible back in the 1980s. Yet, despite all this richness, I can’t shake the feeling that something important has been lost.

Serendipity. That’s what’s missing.

In my experience, the Internet is great at showing us more of what we already like. It’s less good at surprising us. In the absence of physical spaces where different genres, systems, and subcultures once collided, the RPG hobby has become more siloed. It’s entirely possible now to spend years playing RPGs and never stray beyond a handful of familiar games. That wasn’t the case when every trip to the store might reveal something you’d never seen before.

Back then, I had a much more eclectic gaming diet and not just because I was young and had more free time, though that’s certainly part of it. No, the environment encouraged it. Game stores were chaos. They were cluttered with possibilities and they invited you to take risks, to try something new. They were social, too, places where you talked with strangers, traded recommendations, maybe even rolled some dice together.

Today, many of the stores that still exist feel lonelier, at least to me. They’re quieter, more sterile, less open to chance. They sell games, but they rarely feel like places to do anything else.

I don’t say this to complain about change for its own sake. Much as I dislike it, change is inevitable and not all of it is unwelcome. However, I do think we’ve lost something intangible but important. The video rental store analogy fits here. It's true that streaming services offer more movies than any Blockbuster ever did, but no algorithm has ever replicated the joy of stumbling across something unexpected on the shelf or the spontaneous conversation with a fellow customer that convinced you to give it a try.

I miss that. I suspect I’m not alone in doing so. We may well be richer in options than ever before, but in some that I think matter, we are also poorer.