Showing posts with label TSR. Show all posts
Showing posts with label TSR. Show all posts

Tuesday, June 20, 2017

Dungeons & Dragons Doesn't Have to Follow the Traditional Foundation Laid by Tolkien.

As far as I am aware it has long been established that the game worlds of any Dungeons & Dragons game is essentially a quasi-Medieval world wherein the concepts of Arthurian and Tolkien fantasy hold sway over the possibilities available to the players. Knights, dragons, trolls, and whatnot rule the landscape with legendary quests on every horizon. Over the last few years, though, I've begun to wonder if this isn't only a partial picture of the game worlds available to us as colored by the overriding appetite of the average Dungeons & Dragons consumer of the early years and TSR's need to fulfill that hunger. 

Unknown title by Melvyn Grant

I started thinking about this when I first read the introduction to the Appendix N of Gary Gygax's Advanced Dungeons & Dragons Dungeon Masters Guide: ". . . Inspiration for all of the fantasy work I have done stems directly from the love my father showed when I was a tad, for he spent many hours telling me stories he made up as he went along, tales of cloaked old men -who could grant wishes, of magic rings and enchanted swords, or wicked sorcerors and dauntless swordsmen. Then too, countless hundreds of comic books went down, and the long-gone EC ones certainly had their effect. Science fiction, fantasy, and horror movies were a big influence. In fact, all of us tend to get ample helpings of fantasy when we are very young, from fairy tales such as those written by the Brothers Grimm and Andrew Long. This often leads to reading books of mythology, paging through bestiaries, and consultation of compilations of the myths of various lands and peoples. Upon such a base I built my interest in fantasy, being an avid reader of all science fiction and fantasy literature since 1950 . . ." (Gygax, pg. 224). The list he then provided to the reader stretched from the fantasy works of authors like J.R.R. Tolkien, to pulp authors like Edgar Rice Burroughs, and genre defying authors like Jack Vance. 

1920 - Warlord by Jakub Rozalski

Over the years I've read stories from the early days of the hobby where Dungeons & Dragons players played in games that defied what has become known as the fantasy genre. Tanks, laser guns, machine guns, rocket ships, aliens, and B movie monsters made appearances. They pushed the boundaries of their imaginations and went wherever their fancies took them whether it was up an elevator or down a water slide into a mountain of treasure. So why did that stop? Why did we go from having a game that jumped the shark at every opportunity into one that dogmatically declared that you must play in a quasi-Medieval world where magic was in the ascendancy and technology was languishing behind?

Snail Mail by Jean-Baptiste Monge 2016

My suspicion is that as TSR continued to publish adventures and supplements to meet the ravenous appetites of Tolkien's fan base that it steadily pushed players who wanted to do other things to wayside. Instead of riding rocket-powered, mechanical, flying horses and chasing space pirates across the night sky in Dungeons & Dragons they moved on to other games; and as they left so too did the wilder, pulp, and genre defying side of the game. The fantastic Medieval world became the standard genre and for a lot Dungeons & Dragons enthusiasts the literary exploration of Gygax's inspiration begins and ends with the fantasy authors of Tolkien, Moorcock, Anderson, and Leiber. The games become homogeneous and the stories we tell are nothing more than trite rehashes of the same adventures people have been having for the last forty years. We don't make new things, just re-imaginings of past glories; and it leaves us all with a boring wasteland of mediocrity as a result. 

Tavern,
Dungeon,
Orcs,
Goblins,
Dragons,
Treasures,
Repeat.

Repeat.

Repeat.

Over and over, and over, and over, and over again. 

It's past time we start breaking that cycle.


Works Cited 
Gygax, Gary. Official Advanced Dungeons & Dragons Dungeon Masters Guide. TSR Games, 1979. pg 224

Friday, February 6, 2015

A Passionate Love Affair

Since I first entered into this hobby over a decade ago there have been certain games that I have an irrational love for - and I'm not talking like, I think they're really neat. No. I have a massive fucking hard on for them. Like if they were people I'd leave my wife for them and she'd be all, "Well, I saw this coming" as she sat on Doctor Phil's couch and tried to figure out how she was going to plunge a knife in his fat fucking face and get away with it. 

What games?

You guys, you guys. I fucking love Burning Wheel and there's no logical reason behind my love affair. Like for years it was the white whale I chased. I would go into every used book store and every RPG store I could find just hoping that I would stumble across a copy of the game in the wilds. And the I fucking did and it is god damned amaze balls. Like this game doesn't have the sort of crazy production values that you find with games like Dark Heresy but it makes up for it with just being brilliant. And there are aspects of this game that I keep stealing and bringing into my D&D games because it is just fucking amazing and holds to some of my favorite traditions while being able to create its own. My god, the whole way that they do skills and think about time in that book was just a fucking revelation on its own!

Then there's Rifts which I love and that's a can of worms. I mean the system is bloated as fuck and Siembieda's internet policy is crazy. BUT if it weren't for that internet policy you'd see more Rifts shit on this site than you could ever imagine because I am completely infatuated with the setting and the idea of working my way through the system in a way that made it not only fun but interesting for other people is just the best thing I could imagine doing for a summer. Only that internet policy is bullshit and I don't want to do anything for a company that would even attempt to enforce that - no matter how unenforceable it is.

Oh, and Gamma World. My god Gamma World is the game that haunted my dreams after I saw a boxed set in a comic book shop when I was, like, thirteen. I had been looking through and picking up back issues of Groo and the Defenders when I stumbled on that box and just wanted it. I wanted it like the first girl who makes you realize that there's more to them than just someone to chase about the playground with a snapping turtle. Only they wanted forty bucks for it and that was my whole vacation budget so I got 25 comics instead because comics are the awesome sauce too. 

Then there's Metamorphosis Alpha which I keep looking at like it was the first step down a long walk with the love of my life. Oh, and I would be good to it and we would be fantastic together! I would rock the shit out of that spaceship with its mutants, robots, and crazy cults. 'Cept here's the thing. No one else wants to play it.

None of my friends want to play any of those games right now because life is hectic as fuck and just getting together to play Dungeons and Dragons once a month is a chore when you've got kids, jobs, wives, and all the rest that comes along with being an adult. Still, that doesn't mean that I won't get to play them all eventually. And when I do the heavens will part, angels will sing, and peace will reign on earth. 

Have I mentioned that my son only allowed me to sleep three hours last night and I'm a bit punch drunk right now?

Closing Comments.

Due to the influx of spam comments on Dyvers I am closing the comments. I'm not currently doing anything with this blog, but I don'...