Showing posts with label bizarre games. Show all posts
Showing posts with label bizarre games. Show all posts

Wednesday, November 20, 2013

In Search Of Canon

WOTC's November 19, 2013 release of the re-mastered Original Dungeons and Dragons white box has been on my mind of late. 

Two books, which some consider so-called OD&D canon, were casualties in that release, having never made the final cut: Chainmail and Swords & Spells.  Tis a shame, since Chainmail germinated, and provided the original mass and heroic combat rules to, Dungeons and Dragons, and Swords & Spells was the progeny of Chainmail, filling the same role in OD&D, in updated fashion.


It may be that Chainmail's omission from the re-mastered release resulted from lingering doubts over copyright ownership.  But that rejection hardly seems plausible in the case of Swords & Spells, coming after the original LBB's and first four supplements, and undeniably a property of Gygax and TSR. 

Few would argue S&S is as useful as Chainmail, or, for that matter, the other supplements that were included in the re-master and release.  Still, the omission of both Chainmail and S&S reminds me of the scene from The Da Vinci Code, where, at the Council Of Nicea, the Christians debate and resolve which of the theological positions and gospels will be included in the Bible.  S&S should have been included, despite its lesser popularity and questionable rules-heft, if, for nothing else, historical value.

I'm no slave to so-called canon, of course.  I consider most any publication released during that initial blossoming of role-playing creativity a worthy addition to the game, just as I see modern attempts to graft to and restyle the original and reimagined rule-sets laudable. 

But there is, you must admit, something particularly charming and magical about the earliest D&D-esque publications, unstructured and divergent and un-self conscious.  Publications like the Arduin Grimoires.  Or the Little Soldier Games booklets. 


LSG's 1977 The Book Of Sorcery, authored by Dan Bress and Ed Konstant, was one of several non-canon OD&D sources that were whole-heartedly adopted as canon, at least among the role-players with whom I was acquainted. 


In the modern nomenclature, The BOS would be styled as fluff, rather than crunch, since BOS was rules-light, but flavour and idea-heavy.  There were rules, like the one below, enumerating the consequences of mis-cast spells, but much of The BOS was like the passage above, providing interesting flavour to the dangerous art of spell casting.


The early days of D&D were punctuated by the promotion of all manner of magical items and role-playing approaches.  The BOS pitched its own brand of magic item creation, as evidenced by the following passages, for communing instruments, rings of invisibility and enchanted swords.




I liked The BOS, Arduin Grimoires, and other non-canon D&D books as much for the art as the text.  Even now, I find the art in The BOS particularly creepy, and because it was by artists other than those in the TSR stable, the art brought a different esthetic to our game.

The BOS, and it's sister book, the Book Of Demons, contained quite a few images of demons and undead in unlikely situations and poses.  That art fostered a rather grim mood and lent itself to gritty, horror-filled D&D games.

 
 
One of the features of those old, non-canon D&D books was their similar shape and binding to that of the TSR publications.  The Arduin Grimoires and Little Soldier Games books were the same size as the TSR books, and fit conveniently within the White Box.  All the more reason to use all of them in your D&D games.
 
It's encouraging to see WOTC's issuance of re-mastered copies of the original D&D books, despite the regrettable absence of Chainmail and S&S.  And doubly encouraging is the recent, parallel re-publication of some of the non-canon third-party materials.  Hopefully modern and nostalgic gamers will discover those third-party materials and incorporate them into their re-discovery of Original D&D.

Monday, May 21, 2012

Monty Hall Was Here

Dave Hargrave's Arduin Dungeon adventures read like how-to guides on how not to design modules. 

Arduin Adventure No. 2, "The Howling Tower", is chapter two in that how-to guide.

"The Howling Tower" is an adventure for character levels 1-4.

The Howling Tower adventure consists of three dungeon levels and a tower, from which emanate blood-curdling howls from dusk 'til dawn.

Don't forget your earplugs.

If the illustration above seems passingly familiar, it's only because Dave Hargrave "drew inspiration" from many sources, including Star Wars and Battlestar Galactica.  This fellow looks to be a cross between a Stormtrooper and Cylon.

Arduin was the first multi-genre role-playing game, with Science Fiction and Fantasy co-existing in more or less equal measure.

Erol Otus and Greg Espinoza are the illustrators of The Howling Tower.  Below is the front cover, showing the dungeon entrance to the adventure, with the Howling Tower itself behind and to the left.


The back cover, by Erol Otus, shows an idol and fiery brazier.  Does this not seem faintly reminiscent of the cover of the ADnD Players Handbook?


Here is the map for the tower levels of The Howling Tower.  With only six levels, it seems rather stout, compared to the illustration on the front cover.


And here we have more treasure cards.  Again, if i'm not mistaken, all of these were illustrated by Greg Espinoza.
Stormtrooper Gear, Dragons Orb, Elder Sword, Spartakkons Gear
Heiro's Headband, Heaven Harp, Devouring Shield, Whirling Death
I mentioned earlier that The Howling Tower adventure is rated for 1st to 4th level characters.  Given that rating, there really is no excuse, other than pure monty-hallism, for some of the magic items, above.

Take the Elder Sword.  It is a +4 sword, that drains 1-3 life levels from an opponent as a result of a successful strike.  Or the Devouring Shield: it provides the wielder with an additional shield attack, which, if successful, results in one's opponent being completely devoured within 1-3 rounds.

Hiero's Headband is worth 10,000 gp, and provides the wearier with permanent True Sight, and +6 on all saves versus psychic attack.

Gonzo to be sure, but also seriously overpowered, for a introductory adventure.

Battlebones, Gameron, Skullmonculuous, Triclops
Braineater, Hellhorse, Battlespider, Priestmage of Cthulhulos

Dave Hargrave always had the best monsters.  These would be right at home in the Fiend Folio.

Monday, May 14, 2012

Arduinian Resource Cards And Descriptions


There's but one word that springs to mind when I think of the remaining artwork of The Arduin Adventure: gratuitious. 

I mentioned earlier that The Arduin Adventure is 16 pages thicker than its' Holmesian equivalent.  A great many of those additional 16 pages are devoted to illustrations and descriptions of various weapons, armor and magical items appearing in the Arduin setting.

Like Hargrave, I intend to be equally gratuitous, and show you some of the illustrations and accompanying text of those items.

Of course, it is not only within the pages of The Arduin Adventure that those items appear.  Hargrave also published Arduinian treasure cards, like the two card sheets displayed below. 

On the front side, illustrations of the items.  On the back, descriptions of the items, along with space to customize the items to your game.




Several different sets of Arduinian treasure cards were published.  I have several more sets, which accompanied the dungeon adventures published by Hargrave.  If there is any interest, i'm happy to reproduce them here on my blog, for review and educational purposes.

Without futher ado then, here is a visual retrospective and representative sampling of the items and descriptions appearing in The Arduin Adventure.












Holmes vs. Hargrave


Early Arduin game materials are rightfully viewed as hacks of Dungeons and Dragons, and The Arduin Adventure boxed set is no exception. 

Similarities between The Arduin Adventure, David Hargrave's foray into the boxed introductory rpg set market, and the earlier-published J. Eric Holmes Dungeons and Dragons boxed set abound.


Beyond the obvious, with both being boxed sets, both role playing games include a basic rule book, provide a "complete" set of rules designed for low-level play, dice, and an introductory adventure.  Each rule book cover also features a Dragon confronted by a pair of adventurers.

The Arduin Adventure rule book is 64 pages, while the Holmes blue book is only 48, but The Arduin Adventure does not really provide an additional 16 pages of content,as it includes (within its covers) a 9-page introductory adventure, The Forgotten Tower of Kharkorum the Black. 

By comparison, the Holmes basic set booklet includes a 5-page Tower of Zenopus adventure, and modules B1 or B2 as stand-alone products.
The back cover of The Arduin Adventure, complete with an Illustration of The Forgotten Tower of Kharkorum the Black

Arduin Adventure is not a particularly well-constructed rpg rule set.  Then again, neither is the Holmes blue book.  The difference, of course, is 3 years.  The Holmes blue book was published in 1977, while The Arduin Adventure was published in 1980.  You would have expected that the intervening three years would have provided time for Hargrave to fine-tune his own competing offering.

This post is not intended review The Arduin Adventure rules themselves.  If you want to read a rather unflattering review of The Arduin Adventure rules, you can find that here.  No, the purpose of this post is to highlight the art of Arduin Adventure.

If David Trampier, Tom Wham and Dave Sutherland defined the visual style, and therefore "feel", of Holmes Basic DnD, then Greg Espinoza, Brad Schenck, Michio Okamura and Roland Brown do the same for The Arduin Adventure.


Greg Espinoza supplies the Unicorn and Pegasus illustrations found early in the rule book.  These are competent fantasy illustrations, although not true rpg illustrations, as they fail to reveal any particular feature of role-playing.

Brad Schenck does a better job, providing the cover illustration to The Arduin Adventure, and two tableaus featuring the various classes and races.


If you consider several other Brad Schenck illustrations, appearing in various Arduin products, you will see that he understands rpg illustration.  His art pieces reveal the environment within which the characters operate, whether it be preparing to enter a dungeon, a surprise encounter with a monster, or looting a treasure hoard after a battle.


Michio Okamura also provides several illustrations, like the Dwarf, above, wielding a combined morningstar/battleaxe weapon, and the hobbit, below, finishing off a dragon.


It's unclear who provides the illustration, below, although it appears to be an Espinoza piece.




I'm guessing that the illustration of a combat, below, is by Roland Brown, as it very different from the Schenck, Espinoza and Okimura styles.




The battle between this Dragon and an adventuring party is my favorite illustration from The Arduin Adventure.  You poor bastards: you poor, flaming bastards.




Late edit: And just so there is no ambiguity ... skeletons are included.



Saturday, April 14, 2012

Carcosa and Isle of the Unknown


Two items I never expected to see on the shelves of The Sentry Box, my friendly local gaming store (and here's a video about The Sentry Box).

Monday, January 9, 2012

Lords Of Creation: Book Of Foes

The 1983 Lords Of Creation Role-Playing Game has inspired me to return to the Phillip Jose Farmer World Of Tiers book series, starting with The Maker Of Universes.

While I spend the next couple of days re-reading the first four books in the series (my recommendation is that you don't bother with the last two, just imagine your own perfect ending), perhaps you will enjoy these illustrations from the Lords Of Creation RPG Book Of Foes, the LOC equivalent of the 1978 AD&D Monster Manual.

Quite a few NPC's appear in the book of foes, in addition to your typical monster entries.

And where would a bestiary be without naked women sporting animal heads?


Equal treatment demands that we include some cheesecake for the ladies. Who wouldn't be attracted to a bodybuilder with a Rhino-head?

Nearly every famous character from history and fiction is included as an NPC in the Lords Of Creation.

It's cheap wings night at Callahan's Crosstime Saloon, and the entire gang has arrived. Can you identify them all?The final (unpublished) LOC RPG adventure was entitled the Mines Of Voria. You just know we were destined to meet up with a Vorian Death Maggot.

And for absolutely no reason, here's another illustration, of a Drake with two riders.