Friday, July 19, 2024
Arduin Map Collection
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Tuesday, October 5, 2021
White Dwarf: Issue #12
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Thursday, August 19, 2021
Greg Espinoza's Arduin Memories
To long-time admirers of the late Dave Hargrave's Arduin books, artist Greg Espinoza needs no introduction. He contributed many iconic illustrations to those early RPG tomes, some of which proved quite popular and influential on a later generation of artists. Recently, Greg shared recollection of his days working in the gaming industry, which he has very kindly allowed me to repost here.
I’d been thinking about some of my earliest work recently, some of my gaming illustrations from the late 70s. Specifically my work for David A. Hargrave on his Arduin Grimoire books and the various game modules, and to a lesser degree, a game I did called Star Rovers for a company called Archive Miniatures. This is work I did roughly 43 years ago, but I’ve found over the years that people still remember the Arduin game books and modules fondly. I look in on the occasional gaming blog, and recently discovered a number of YouTube videos talking about the history of Hargrave’s books and his legacy. I am rather elated Arduin is still going strong.
I'm a little fuzzy on exactly when I met David A. Hargrave, who originally created the Arduin Grimoire as a self-published supplement to Dungeon & Dragons, which displeased D&D creator Gary Gygax, to no end. I think, roughly, sometime in 1978, a friend of mine had heard through channels that Dave Hargrave was looking for an artist for a project. I went to visit him at a gaming shop in Concord, CA., where he was based at that time. I found Hargrave to be interesting guy, enthusiastic and very opinionated. I showed him what could charitably be called my portfolio at the time. He liked what he saw. The first thing he’d hired me to do was draw illustrations for his third book, The Arduin Grimoire III: The Runes Of Doom. I worked directly with Hargrave. I met him in person periodically to discuss illustrations, with a lot of communication by telephone. This was pre-Internet, so I couldn’t send him a scan or take a picture on my phone to get approval. We talked it through, and he liked what I did. I only ever had to make an alteration at least once. At the time. I was still in High School and living with my parents in Napa, CA. I’d played Dungeons & Dragons with a group friends in High School when I lived in Napa (As I remember, some of us incorporated Arduin rules into some of our games).
I was a lifelong comics fan, cutting my teeth on Silver age Marvel Comics. Yeah, I was a huge Jim Steranko and Paul Gulacy (who had a strong Steranko influence) fan. I was also a big Jim Starlin fan, and obviously, Jack Kirby. I soaked up lots of influences as a kid; Harryhausen movies, Star Trek, Star Wars, The Outer Limits, Gerry Anderson shows. 1950s sci-fi movies, ect. You name it, I was probably watching it. A lot of what I absorbed up to that point can be seen in in my Arduin art. Dave wasn’t hard to work with. He had his strong ideas of what he wanted, but he gave me the latitude to come up with stuff. I was around 18 years-old, still working out my techniques. I think I was inking with Rapidograph pens, then. Still trying to get the hang of Crowquill pens, and still didn’t know how to use a brush. Didn’t know the right paper to use. Other than some fan art published by my friend Steven R. Johnson, this was my very first paying art gig. Being rather isolated locally, I never met any like-minded artists who did what I did, and didn't meet any until the mid-80s at a Creation Con in San Francisco, which would be Ken Hooper, Edward Luena, and Shepherd Hendrix. That would prove to be my gateway into the comics industry.
The Runes Of Doom experience went well, I did the covers and a dozen interior illustrations. Dave later had me do a new set of covers for his first book, The Arduin Grimoire, Volume One. My covers for this book replaced the covers done by the previous artist, Erol Otus, who would go on to greater fame creating art for TSR’s Dungeons & Dragons books. I later did the cover art for three Arduin dungeon modules: Caliban, The Howling Tower, and The Citadel Of Thunder. There were no interior illustrations by me for the books, except, I think Citadel had two interior pieces. Each module included a sheet of die-cut monster and artifact cards. Dave used two other artists who did some great work on Arduin, Brad Schenck (A.K.A. Morno) and Michio Okamura, but I did the majority of illustrations. Hargrave sold his company to publisher Jim Mathis at Grimoire Games, who later produced a box set called The Arduin Adventure. I did a couple of interior illustrations for the booklet, but I also painted the box art, which at the time, I was rather proud of. When I finally saw the published set, I was rather dismayed to find my cover art reworked, with a lot of airbrushing added by someone named Anthony Delgado. I’m being honest when I state I wasn’t happy with it, and felt blindsided. Mathis also repackaged all three original Arduin books into a box set, and repurposed a Wizard illustration from The Arduin Adventure game book for the box art. I believe that was the last thing I did for them. In 2008 I found out that a company called Emperor’s Choice had acquired the rights to all things Arduin and I contacted them about doing some new Arduin-based work. My timing was good, as they were about to repackage the original Arduin Trilogy and George De Rosa hired me to create two new sequel covers based on my original Arduin Grimoire, Vol. I covers. I also created a logo for the book that EmpCho has repurposed for their Arduin Eternal book.
I created overall, roughly 98 (give or take) pieces of art for Arduin. I got paid roughly $5 dollars per illustration by Dave for the interiors on Runes Of Doom, $100. for the cover. later on, I got a slightly better rate for larger illustrations. I seem to remember I got paid $200 for The Arduin Adventure box art.
Dave treated me pretty well, but our relationship was strictly professional. We never socialized and I never gamed with him. I was lucky I was able to get what little facetime I could with him as I didn’t have a car to get me from Napa to Concord regularly. I seem to remember I talked my Mom into driving me there a few times. David A. Hargrave passed in 1988, and was informed of this by one of his friends at a show where I was exhibiting.
Looking back on my art then, it's some of my earliest work, and to say it's unrefined is charitable. There are some things I’m still somewhat happy with, some of it I find cringe-worthy. You have to start somewhere. I have no idea who owns all the original Arduin art, or where it is (Emperor’s Choice?). I do know that probably a lot of hardcore, old-school Arduin fans might be willing to pay for a piece of that history.
Regarding my work on Star Rovers, I seem to remember meeting Archive Miniatures publisher Nevile Stocken at a gaming convention, possibly a DundraCon. I had a table and was doing character sketches, he bought some of them. Dave Hargrave had started work on a game for Archive called Star Rovers, a science fiction-based role-playing game, but left the project. I think he may have recommended me? Stocken and I met at his store in Burlingame and he cherry-picked some pre-existing art from my portfolio, which included some panels from early, and very crude ‘zine work. I created a number of new illustrations (41 total), front and back covers for the game book, and the box art. I was asked to keep the proportions of the illustrated characters close to the proportions of the miniatures, so the some of the character look like they are escapees from the movie, Time Bandits. Once I turned in the art and later received my copy of the game, I was disappointed to find some of the pencil pieces he bought from me, he used, but hired another artist to ink them…badly. He also had the box art reworked and colored. I think the nail in the coffin for me doing any further work was a discussion we had over the phone regarding me getting my art back. He flat out told me he was keeping the art. We had no discussion about that prior, and I don’t remember it being in a contract, and I sure don’t have a copy of that contract anymore. Fledgling artists take note: one of my first hard lessons learned in working freelance, state any questions or concerns upfront, otherwise it’s your own fault. It was still quite a few years away before I’d learn the term “work-for-hire.” I don’t think I talked to Stocken after that. Maybe once? I never played Star Rovers. I still have my comp copy of the game and some of the miniatures.
Finally, a little Arduin trivia: Shardra the Castrator was originally a sketchbook piece. Dave bought it, and named the character on the spot. Black Wind was inspired by an Outer Limits monster from the episode, The Man With The Power. The Brain Eater was inspired by the B-movie, The Brain From Planet Arous. I’m reading in a few place that Dave had based a character on the Arduin covers on Clint Eastwood. I seem to remember I just drew the character like Clint on the Runes of Doom cover and he liked it. He did want me to go back to that design when I drew the new covers for Arduin, Vol.1. The one time he wanted a major change was to draw a top on the bare-breasted female warrior on the back cover of Arduin Grimoire, Vol. 1. I can’t remember if there were actual complaints about the nudity, or he was trying to head them off. I have no idea where the heck Attack Of The Kill Kittens came from. I think that was all Dave. and a piece of art people still remember. And finally, one of my artist pals, Ken Hooper told me a few years ago Hargrave had talked to him about working on Arduin before me.
As I mentioned at the outset, It’s gratifying to see the various YouTubers talking about Arduin. It’s mind-boggling that the out-of-print Arduin books are going for hundreds of dollars. And also surprised to see all the piracy with my Arduin art on t-shirts, mugs, hoodies, etch. I even found some of my old monster cards badly redrawn in a knock-off Arduin monster card set
So, there you have it. Since those halcyon days of gaming art, I’ve freelanced in comics and animation for close to 40 years. I did one more game project: designing some guns (five illustrations) for a game book called Worlds Beyond for Other Worlds Games in 1989. I’ve worked for Eclipse comics, TSR (their comics line), Tundra/Kitchen Sink Press, Image Comics, did art for a Wizard Of Oz Tarot deck for Illogical Associates, Printed In Blood’s 30th Anniversary The Thing Art Book, among many other projects.
Greg Espinoza (8/14/21)
The original post appeared on Greg's Facebook here. You can also keep in touch with him and his art through his Instagram.
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Tuesday, May 4, 2021
Different Worlds: Issue #13
Strangely enough, Iain Delaney's "The Travellers' Aid Society" follows a similar pattern, being both very short and almost entirely lacking in game statistics. Rather, what Delaney offers is a limited and particular interpretation of the iconic organization from GDW's Traveller game. Even more so than "The Land of Faerie," it's too short to present anything a Traveller fan didn't already know, as well as lacking in game rules that might otherwise make it useful.
The oddly titled "Role-Playing in the Land of Xanth" by Leonard Kanterman is, for the most part, a book review of first three volumes of Piers Anthony's series of fantasy novels. The review also provides cursory suggestions on how to use Xanth as a setting for a RPG campaign. At the risk of repeating myself, I found the article mostly useless, owing to its short length and lack of game rules. but I suppose it's possible that it might serve as an introduction to the setting to the uninitiated (assuming one considers that a good thing).
Jane Woodward's "The Cult of Erlin the Harper" is a gateway cult for RuneQuest. It's a very welcome counterpoint to the previous three articles, in that it contains a great deal of game-specific information that's useful even in RQ campaigns set on Glorantha. There are not only new music-based rune spells but also details of musical instruments and how they can used in the game. Steven Marsh's "Samurai Swords" follows a similar path, offering lots of details on the schools of Japanese sword-making and the weapons they made. Rather than simply being historical in nature, the article also provides rules for each type of sword, including possible magical powers associated with the weapons. It's more detailed than I expect most people need, but I couldn't help but appreciate the detail nonetheless.
John T. Sapienza reviews "Samurai Figures," focusing on those available from Ral Partha, Archive, and Stan Johansen. The accompanying photographs are quite nice. Lee Gold's Land of the Rising Sun and Dave Hargrave's Arduin Adventure are both reviewed positively, though with a few caveats in the case of the Arduin Adventure. Larry DiTillio's "Sword of Hollywood" looks at two movies, one I've heard of and one I have not. The first is Dragonslayer, which DiTillio liked a great deal. The second is The Archer: Fugitive from the Empire, which he also liked – indeed, he liked it well enough that he wants it to become a weekly television series. Gigi D'Arn's column talks a fair bit about a supposed scramble by various publishers to secure the righs to Conan the Barbarian-related game products, as well as hints of trouble at SPI.
All in all, issue #13 is something of a disappointment to me. My guess is that the shift from bimonthly to monthly left Chaosium with less quality material to choose from for each issue and it shows. I hope that, as 1981 wears on, things will improve.
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Thursday, April 15, 2021
California Gamin' (Part 2)
As one might expect, there's a section of Moira Johnston's article in New West that touches on the importance of California in the growing popularity of roleplaying games.
I've touched on the topic of California and its gaming scene before, but I especially like this paragraph for its quotes from Gygax and Stafford. Gygax's comment that "the East was slow at first" intrigues me, since, by the time I'd entered the hobby, it was pretty well entrenched in the region. The Baltimore/DC/Northern Virginia area seemed to be positively crawling with gamers, which makes sense, with its preponderance of universities and military bases, two breeding grounds for the hobby. Still, there's no denying the foundational role that California (and the West Coast more generally) played in not just embracing Dungeons & Dragons but in creating early alternatives to it.
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Wednesday, April 14, 2021
The Perils and Pleasures of Dungeons and Dragons
I tell this story often, so, if you're a regular reader of this blog, you've probably heard it before: I first learned about the existence of Dungeons & Dragons due the media hoopla surrounding the disappearance of James Dallas Egbert III in August 1979. My father was quite intrigued by the story and read everything he could about it in newspapers and magazines. I remember his asking me if I knew anything about D&D and, at the time, I hadn't. His interest is what prompted my mother to buy him a copy of the Holmes Basic Set, which I later "inherited" when it turned out he had no real interest in the game itself, only the story of Egbert's disappearance.
A consequence of this is that, once I did start playing RPGs, I would instinctively clip out any articles I came across that talked about the hobby and put them into a huge binder. I left the binder at my parents' home when I went away to college and, over the years, it disappeared. I regret that, because it contained a large number of interesting articles from various early 1980s sources, articles I've been unable to find again, even in library archives.
Once I started taking a more serious interest in the history of roleplaying games, I again started collecting contemporary articles that talked about them. An excellent early article is "It's Only A Game – Or Is It?" by Moira Johnston, which appeared in the August 25, 1980 issue of New West. New West, for those who don't know, was a sister periodical to New York magazine, focusing on the life and culture of the American southwest (which generally meant California, though not always). It's on this basis that Johnston's article appears, since it opens with a recounting of the time she and her thirteen year-old son played RuneQuest at the Berkeley home of its creator, Greg Stafford. "It's a bit like being invited to play piano with Mozart," she explains.
Despite its somewhat sensationalistic title, which I assume was a copy editor's idea, the eight-page article is evenhanded and surprisingly full of factual information. Unlike so many articles about roleplaying, whether written then or now, Johnston took time to get the details right. For example, in recounting her adventure in Glorantha, she talks about "the Lunars, the despotic empire to the north" and Snakepipe Hollow, "one of the worst stinkpots of chaos in the whole of Dragon Pass." This might seem like a small thing, but it's not. Johnston not only played a session of RuneQuest, she seems to have understood what was happening in the session and retained it, which is more than many journalists assigned a story about roleplaying back in the day did.
Johnston also gets kudos from me for interviewing lots of people and listening to them talk about the games they played and why they enjoyed them. In addition to Stafford, she talked to Gary Gygax, Lee Gold, Dave Hargrave, Clint Bigglestone, Steve Perrin, and numerous players of the game, most notably a young woman named Deanna Sue White, whose campaign setting of Mistigar gets quite a few paragraphs devoted to it. The article is not a hit piece but rather a sober examination of the phenomenon of roleplaying games from a variety of perspectives, most of which quite positive, even celebratory, about the fundamental goodness of this new hobby.
All that said, Johnston also gives space to criticisms of roleplaying and its supposed dangers, particularly from a psychological/psychiatric point of view. Mention is made, too, of Heber City, Utah, whose school board banned the playing of D&D as part of after-school clubs (mentioned in an issue of Different Worlds), but it's quickly followed up by criticism of its own. Likewise, though the disappearance and later suicide of Egbert is also mentioned, but it's neither dwelt upon nor is it implied to be indicative of any inherent danger in roleplaying. If anything, the article suggests that roleplaying – or FRP, in the parlance of the time – is a "blessed sanctuary for the fragile egos of the shy, sensitive, and cerebral." Greg Stafford and Steve Perrin are both quoted as agreeing with this assessment.
If I have a complaint about the article, it's that Johnston occasionally come across as dismissive of the people involved in creating RPG materials for publication. For instance, she introduces Gygax to her readers as "a former shoe-repairman, insurance underwriter, unpublished novelist, and unemployed gaming enthusiast," while she describes Dave Hargrave as "a shuffling, black-bearded bear of a man whose 250-pound body is archetype of the physically passive fantasy gamer." It's hard to say whether Johnston was genuinely disdainful or if it was simply a way to flatter her readers with the assurance that the middle-aged men who like this kind of thing are weirdos unlike themselves. Whatever her motivation, I find it mars what is largely a decent examination of the nascent hobby from the point of view of an interested outsider.
Early on in the article, Johnston describes roleplaying thusly:
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Tuesday, March 30, 2021
Different Worlds: Issue #8
John T. Sapienza has written D&D variant article called "Sleep vs. Mixed Parties." Sapienza's concern is that, as written, the sleep spell is difficult to adjudicate against enemies with mixed hit dice. Consequently, he proposes rewriting the spell to be both clearer and somewhat less powerful, while also leaving the door open to higher-level versions of the spell. I don't have much to say about Sapienza's specific point, but I will say that I generally appreciate seeing articles like this, since they reflect a culture of play and reveal the idiosyncrasies of individual referees. To my mind, this is where roleplaying lives and it ought to be applauded.
"Alien and Starships & Spacemen" by Leonard Kanterman is a both a review of the 1979 science fiction film, Alien, and a scenario inspired by it for use with the aforementioned RPG. It's fine for what it is, though it's very grim for a game inspired by the original series of Star Trek. John T. Sapienza re-appears with another article, "Talent Tables," intended as a follow-up to his "Developing a Character's Appearance" piece in issue #5. This article is in a similar vein, providing a D1000 table that confers minor (+1 or +2) bonuses in a wide variety of situations to characters. For my tastes, it's a lot of unnecessary work for very little mechanical benefit, but, again, I think articles like this arose out of the play of individual campaigns and, for that reason alone, I have a certain affection for them nonetheless. Sapienza also penned a review of four RPG products from a company called Bearhug Game Accessories. The products are a series of counters for keeping track of equipment and treasure – an idea I've seen in other contexts and that definitely has something to recommend it.
Lewis Pulsipher's "Defining the Campaign: Game Master Styles" is an overview of the kinds of decisions a referee must make in describing his campaign, such its degrees of believability, risk, reward, the extent to which the referee is truly impartial, and so on. Pulsipher does a good job, I think, of outlining many of the big questions. Simon Magister's "Composite Bows" is a historical article about the development and use of these weapons and interesting if you're into this kind of thing. There's a review of Heritage's Dungeon Dwellers line of miniatures by – guess who? – John T. Sapienza. I didn't own many of this line, but I enjoy retrospectives on old school minis like this; they're a terrific blast of nostalgia.
Anders Swenson provides a very positive review of the D&D module The Keep on the Borderlands. Ron Weaver's "Zelan the Beast" is a Gloranthan cult for RuneQuest. Dave Arneson and Steve Perrin review the two volumes of Walter William's Tradition of Victory Age of Fighting Sale wargame and RPG. Perrin also reviews Advanced Melee and Wizard by Steve Jackson, both of which he highly praises. Lee Gold, meanwhile, describes "How I Designed Land of the Rising Sun," her RPG of feudal Japan. This is a fine article, since Gold talks not just about how she designed the game's rules but also the process of research, writing, and rewriting that led to the game's final form – very fascinating stuff! "Alignment on Trial" by David R. Dunham is exactly what you'd expect: another entry in the hoary genre of why alignment is too simple/limited/inadequate/just plain dumb. To be fair to Dunham, his perspective is more nuanced than that, though it does at times have the air of a teenager reading philosophy for the first time and suddenly thinking he's thought things no other human has ever thought.
The issue ends with Gigi D'Arn's column, filled, as ever, with terrific tidbits from gaming's past. For example, it notes that the three volumes of Dave Hargrave's Arduin series have sold 40,000 copies! Not bad. There's also a reference to TSR's ending of its exclusive distribution arrangement with Games Workshop, no doubt a prelude to the establishment of TSR UK. Apropos recent discussions, Gigi notes that the name of SPI's then-upcoming fantasy RPG had run into a trademark snag with Martian Metals, which is not what I was expecting to read. There's also mention that school board of Heber City, Utah has "chucked D&D" (whatever that means in this case) because "townspeople found it un-Christian, communistic, liable to leave players open to Satanic influence, etc." I've said before that I never personally experienced much pushback against RPGs because of their supposed Satanism, but it was apparently a very real thing in some places and this is evidence of that, I guess.
In any case, Different Worlds is clearly growing more confident and interesting. I very much enjoyed this issue and will be curious to see where the magazine goes in future issues.
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Tuesday, March 9, 2021
Arduin for the Masses
The Arduin Trilogy is not D&D, nor is it a second-generation game, but rather it is a rules supplement designed to be used in conjunction with D&D or other FRP games.
Arduin's dependence on Dungeons & Dragons is almost certainly one of the reasons that Gary Gygax famously mocked its first volume through the cursed item, the vacuous grimoire. Beyond that, though, I think there was a snobbery about Arduin and similar products that took D&D – and fantasy roleplaying more generally – in different directions than those that Gary favored. To be honest, I share some of that snobbery myself, despite the best efforts of others to dissuade me of it. Nevertheless, there's no denying the impact that Arduin had on the early hobby, which is why I found Gunderloy's article from issue #5 of Different Worlds worth commenting upon at greater length.
Gunderloy then dubs Arduin a "hybrid game" that "depends on another set of rules for its basic foundation, but expands and changes almost every facet of the game." He elaborates as follows:
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Different Worlds: Issue #5
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Tuesday, February 16, 2021
Different Worlds: Issue #2
Steve Lortz reviews a game I've never heard of, Legacy, written by David A. Feldt. If Lortz's review is to be believed, Legacy is "a signal work in the expansion of role-play," but it's difficult to tell precisely what the game is about. It appears to be a game about the Neolithic era, but the review says little more. A quick search online reveals that Legacy is quite infamous for its convoluted and unclear rules, something even Lortz alludes to in his otherwise positive review.
The second part of Mike Gunderloy's "Specialty Mages" is a meaty one indeed, covering six pages and providing details on mages of light, darkness, fire, and ice. While none of this is material I'd personally use in any of my own games, it's nevertheless fascinating to see early D&D variants, particularly those that appeared in publications outside of TSR's orbit. Elaine Normandy and John T. Sapienza Jr have written "Character Name Tables," which are just that: random tables for generating the names of humans, elves, dwarves, and hobbits, as seen in Tolkien's The Lord of the Rings. The next installment of "My Life in Role-Playing" includes articles by both Steve Jackson and David A. Feldt, writer of the aforementioned Legacy. Jackson's piece is very fascinating and includes some interesting anecdotes about his The Fantasy Trip campaign, as well as his thoughts on roleplaying, that I'll share in an upcoming post. Feldt's article article is fascinating too but only because it's so bizarre. In it, he presents a probably tongue in cheek future history in which it's revealed that reality is itself a roleplaying game of sorts overseen by the Game Overall Director. I'm still confused.
"Starships & Spacemen Expansion Kit" by Leonard Kanterman is a collection of new rules and options for his 1977 Star Trek-inspired RPG. "Lord of the Dice" is a humorous set of one-page roleplaying game rules by Greg Costikyan. I share the developer's notes here, since they give you a good sense of the thing's overall flavor.
"Arduin, Bloody Arduin" is Dave Hargrave's overview of his famous game and campaign setting. Accompanies by a hand-drawn map, it's a good article for anyone interested in the setting and Hargrave's own philosophy of gaming. Like the previous installment of this series in issue #1, I enjoyed this one a lot and look forward to seeing more designers talk about their home campaigns.
Steve Perrin writes about "The Cacodemon Cult" for RuneQuest and Steve Lortz appears again with "Dramatic Structure of RPGs." I must confess to finding the article, which begins by comparing RPGs to movies, quite tedious. It's precisely the kind of unnecessarily abstract philosophizing about gaming that sets my teeth on edge. Much more enjoyable is the very first column by the pseudonym Gigi D'Arn, the roleplaying hobby's famed gossip columnist. I could – and probably should – write an entire post about this first installment, because it's filled with lots of amusement, not to mention genuine gossip, such as
So far as I know, the identity of Gigi has never been revealed, though I believe the most common theory is that she was not a single person but rather a house name used by editor Tadashi Ehara and anyone else who submitted bits to the published piece. From the vantage point of 2021, though, it's fun to read columns like this, if only to get a sense of what the hobby was like at the end of the 1970s – small but growing and still very clubbish. This is right before I started gaming and, though I never participated in its directly, being just a little too young, echoes of it could still be heard. I'd be lying if I didn't say I miss those days.
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Wednesday, August 26, 2020
Warlocks of the Dark Star
Here's an advertisement from the back of Book of the Dragons, written by D.H. Casciano and M. Fisher and appearing in 1977. Warlocks of the Dark Star did eventually appear in 1979 and was apparently a hex and chit style wargame in which one player takes the role of the magic-using Warlocks and the other takes the role of the scientific Technoids. The theme of science/technology vs magic remains a staple of fantasy even today, but it seems to have been enjoyed a high point during the 1970s, with Ralph Bakshi's Wizards being a noteworthy example of it.
Regardless, this advertisement – and the book from which it came – is a reminder that the history of the hobby is replete with dark alleyways and forgotten lore of the sort that Jon Peterson has been busy chronicling for some time now. How many of us have ever heard of the Attack International Wargaming Association, for example? There are many more companies like it, producing original RPG material with very limited budgets and small print runs. Their products, though perhaps not as well known or influential as, say, Dave Hargrave's Arduin books, are another reminder of the reckless ferment that characterized the first five years of the hobby
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Tuesday, August 18, 2020
The Other Howling Tower
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Saturday, October 13, 2012
A Shout-Out to Dave Hargrave
Consequently, I haven't been paying much attention to the development of a fantasy RPG called 13th Age, written by Jonathan Tweet and Rob Heinsoo and published by Pelgrane Press. From what I had gathered, 13th Age is a kinda-sorta clone of D&D IV. Since I wasn't interested in 4e the first time around, I certainly had no interest in its clone version.
The reason I mention 13th Age at all is because of a blog post by Jonathan Tweet, pointed out to me by reader Greg Oakes. In it, Tweet heaps praises upon Dave Hargrave of Arduin Grimoire fame and notes the degree to which his latest game owes to him. It's really gratifying to see this, as I think Hargrave is under-appreciated outside the OSR. Heck, even within the OSR, I think there's less appreciation of him than there ought to be (says the man guilty of this very thing for years). 13th Age doesn't really sound like my kind of game, but knowing that its designers took a page or two from Dave Hargrave -- and aren't shy about saying so -- made me smile nonetheless.
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Thursday, June 14, 2012
Monday, June 4, 2012
A Hargravian Coincedence
Dave Hargrave got into RPGs through a variety of different paths. He first heard of roleplaying in 1968 at the Military Intelligence School at Fort Holabird, Maryland — prior to his work with the Defense Intelligence Agency.What's interesting to me is that Hargrave was stationed at Fort Holabird in 1968. Among other things, Fort Holabird was -- it no longer exists -- was home to the Army Intelligence School, where my father was sent upon entering the military. The year? 1968.
Now, I realize that a lot of soldiers were stationed at Fort Holabird, especially since it was also home to an Armed Forces Examining and Entrance Station and this was during a period of escalation in the Vietnam War. The odds of my father and Hargrave knowing one another, even though they were both stationed at the same post and were enrolled in the Military Intelligence School at the same time, is small. Still, it's an amusing thought.
Wednesday, May 30, 2012
The Vacuous Grimoire
A book of this sort is totally impossible to tell from a normal one, although if a detect magic spell is cast, there will be a magical aura noted. Any character who opens the work and reads so much as a single glyph therein must make 2 saving throws versus magic. The first is to determine if 1 point of intelligence is lost, the second is to find if 2 points of wisdom are lost. Once opened and read, the vacuous grimoire remains, and it must be burned to be rid of it after first casting a remove curse spell. If the tome is placed with other books, its appearance will instantly alter to conform to one of the other works it is amongst.If I ever publish a fanzine, I'm calling dibs on The Vacuous Grimoire as its title.
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Wednesday, May 23, 2012
My Arduin Education
I own the first three volumes of the Arduin Grimoire series and nothing more. What I'd like to hear -- from fans of Arduin, not its detractors -- is whether there are any subsequent volumes or related products that you think might be helpful to me as I continue my education. Are volumes IV-IX worth owning? What about Hargrave's dungeons? The modern Arduin books by later authors? Let me know what you think.
Thanks!
Thursday, April 19, 2012
California Gamin'
This idea carried with it a disdain for "California games," which the older guys held up as paradigmatic examples of "what happens when you change too much." In particular, they seemed to have huge chips on their shoulders about RuneQuest and, especially, Arduin. Now, leaving aside the substance of those early grognards' opinions of the games, it is interesting to consider, as Victor and I did last night, that, within a few years of OD&D's release, California was the origin point of not just one but three different major variants to Gygax and Arneson's creation. (The third being Warlock, about which I had never heard until a few years ago).
Now, back in the days of my youth, I just took the word of my elders at face value -- after all, they were in high school or college. I never saw a copy of Arduin and my direct contact with RuneQuest was limited until the '90s. Having rectified this over the last few years (and having become more familiar with Warlock, too), I'm not sure there's a common thread that can connect Arduin, RuneQuest, and Warlock as "California games." For example, RQ and Warlock certainly share a similar fascination with "realism" in combat that probably owes its ultimate origin to medieval re-enactment (the SCA started in Berkeley, remember), but Arduin doesn't feel the same way. Likewise, RuneQuest drips with the need for a "coherent" setting steeped in the logic of myth and legend, something neither Arduin nor Warlock seems to care about.
So, I'm not at all convinced there really was such an animal as "California gaming," as I once was taught. On the other hand, I do find it really intriguing that California was a hotbed for D&D variants in the '70s in the way that the East Coast didn't seem to be (though someone who knows better can correct me if I'm mistaken in this). Was this just a function of its large population? Its extensive university system (Warlock was created at CalTech)? Something else? I'm not sure there is a single, definitive answer to this question, but it's a question worth asking nonetheless.
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Sunday, November 20, 2011
"Adventure Games"
Until I get the full book itself, I've been perusing the PDF excerpts that Emperor's Choice has placed online. One of the things I found most interesting is a section at the beginning of Chapter One, in which Hargrave says the following:
This game, Arduin, is part of the genre known as Adventure Games. Role-playing is at the heart of all adventure games, though other elements such as conflict, chance and strategy are also important.Now, let me start upfront that I think it's too late to call the object of our shared hobby anything but "roleplaying games." However inadequate a term that may be, it's the term that we're stuck with and every attempt to alter it that's been attempted thus far has been alternately quixotic and pretentious. That said, the term "roleplaying games" is inadequate, or perhaps more accurately, it's too narrow.
As Hargrave rightly points out, roleplaying is definitely at the heart of our hobby, but there are other important facets to it as well. By adopting the term "roleplaying game" for the kinds of games we enjoy, I think we've unintentionally emphasized one of their facets to the point that it overshadows the others. That's a mistake in my opinion, which is why the description above pleases me. Conflict, chance, and strategy are essential elements of the games I enjoy (more on this in a future post) and their absence -- or at least diminution -- dissatisfies me.
I make no claim that this passage from The Compleat Arduin says anything that others have not said elsewhere, but it says what it does in a way that spoke to me today and I thought it worth sharing with others.
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Saturday, October 15, 2011
A Hargravian Oddity
6. All fireballs and other offensive area effect weapons, have their damage points divided among all of those that are caught inside its limits. That means that if there are 4 people caught in a 6 dice fireball that does 20 points of damage on the dice roll, then each of the four takes 5 points of damage if they fail their saving throw, and 3 points (2-1/2 rounded up) if they make their save, NOT 20 point [sic] each!!!Among old schoolers, Arduin has a reputation for being both gonzo and deadly, so I was bit surprised to read the passage above, because it severely weakens the power of spells like fire ball. It's also an interpretation of area effect damage in D&D that I don't think I ever encountered back in the day. That's not surprising, since I didn't start playing till late 1979, by which point AD&D had been released and this issue, among others, had been definitively clarified. But back in '77, using only the LBBs, Hargrave's interpretation wasn't implausible (though examination of Chainmail would have shed further light on the matter).
I won't be adopting Hargrave's interpretation in my own campaign, but I like reading about rules variants like this. One of the great things about OD&D is the way that it unintentionally demands judgment calls and interpretations to make it playable. And Arduin, for all the things about it I dislike, is nevertheless a terrific example of one referee's "deciding how [he] would like it to be, and then mak[ing] it just that way!"
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