Friday, August 23, 2024
Lament for a Lost Age
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Thursday, August 8, 2024
Retrospective: Revolt on Antares
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Before getting to the game itself, I'd briefly like to draw attention to its place within the history of TSR. Revolt on Antares came out in '81, during a time when TSR was rapidly expanding both its release schedule and its ambitions. Though Dungeons & Dragons remained the company's bestselling line of products by far, there seems to have been genuine concern that its popularity was faddish and could not be sustained forever. TSR, therefore, began to experiment with other games (and approaches to games) as a hedge against the possible collapse in interest in D&D.
Mini-games, like Revolt on Antares, were part of that experiment. Coming on a clear plastic case, the game consisted of a short, 16-page rulebook, a sheet of cardboard counters, a colored map, and a pair of dice. Tom Moldvay designed the rules, while Kevin Hendryx served as its developer. Graphically, it makes full use of TSR's stable of young artists, like Jeff Dee, Dave LaForce, Erol Otus, Jim Roslof, and Bill Willingham, all of whom I'd consider representative of this experimental period in the history of the company. Dee's cover is especially memorable to me, probably because of how I often I played Revolt on Antares with my friends at the time.
As wargames go, this one is quite simple – but that was a big part of its appeal to me. Though I knew a lot of guys into wargames in my youth, I never really devoted much effort to playing them myself, with a couple of exceptions here and there. For the most part, this was simply a matter of not being sufficiently interested in wargames to devote the time necessary to learn and play them. I'd much rather have been playing roleplaying games than the Rise and Decline of the Third Reich.
What immediately appealed to me about Revolt on Antares was its science fiction setting. I've been a huge fan of SF since I was a young child, growing up in the immediate aftermath of the Apollo program and watching reruns of Star Trek on a grainy black-and-white TV with my aunt. And, of course, like all little boys at the time, I was a fan of Star Wars. The combination of these facts with my TSR fanboyism made it perhaps inevitable that I'd purchase Revolt on Antares almost as soon as I saw it.
The simplicity was, as I've already noted, a plus, especially when compared to other SF wargames I attempted to play around the same time. The rulebook quickly establishes the basic scenario:
Imirrhos, ninth planet of the star Antares, lies on the edges of Earth's Imperial Terran Empire. As the Empire grows weaker, Imirrhos boils with unrest and intrigue. The seven local ruling families (or "houses") fight for power. Some want the Terrans to leave, others need Imperial support. A few know of the Silakka, an alien race that is waiting to invade ...
The rulebook then offers up three different scenarios for play. The basic scenario is for two players and concerns the revolt against Terra. One player takes the role of a house leader leading the revolt, while the other is the Imperial Terran consul, who is attempting to crush the rebellion. The second scenario is also for two players and concerns the defense of Antares against the invading Silakkans. The third – and, in my opinion, most fun – scenario is for 2 to 4 players, with each player taking on the role of one or more houses as they jockey for control of Imirrhos.
A big part of the appeal of Revolt on Antares are its characters. Each of the houses is led by a character with both a name and a unique ability. For example, House Orsini is led by Messalina Orsini, whose power of fascination enables her to subvert the loyalty of opposing units, while House Edistyn is led by Nureb Khan Edistyn, whose precognition ability allows him to roll two dice instead of one in combat, taking the best result. In addition, there are "Galactic Heroes" whom you can recruit, like the assassin Corvus Adromeda and Dr. Death, who can animate the bodies of fallen units as zombies. These heroes act much like house leaders in their use but may be recruited by any faction. There are also ancient alien artifacts, such as the Force Cannon and Energy Drainer, whose possession and use adds yet more mayhem into the mix.
Looking back on it now, it's clear that what made Revolt on Antares so appealing to me was its world building. Though the information Moldvay provides about Imirrhos and its inhabitants are as brief as its rules, they are surprisingly evocative. Names like Black Dougal Mackenzie or Ward Serpentine possess a certain mystery that made me want to know more – and, in the absence of such information, my friends and I imagined it for ourselves. That's precisely the stuff from which good games are made and, by that standard, Revolt on Antares is a very good game.
From a purely objective perspective, it's nothing special. As I keep saying, the rules for combat and movement are very, very simple. I'm sure long-time wargamers would justifiably scoff at their lack of depth. I can't really argue against such judgments, except to say that I had a blast playing Revolt on Antares again and again, each time coming up with new ideas about the implied setting of the game – not bad for a little game published four decades ago!
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Monday, July 15, 2024
A (Very) Brief Pictorial History of Halflings
For today's look at the art of TSR era Dungeons & Dragons, I've decided to step away from monsters and instead focus on something a little different: halflings. Halflings, as everyone knows, originate in the works of J.R.R. Tolkien and have little or no antecedents in real world myth or legend. Despite Gary Gygax's well-known dislike of The Lord of the Rings, he was, however, a fan of The Hobbit, which introduced halflings – or, rather, hobbits – to the world. Both books were very popular among fantasy aficionados during the early 1970s, when D&D was born, so it's not at all surprising that Tolkien's diminutive creations should find their way into the game (along with several of his monsters). Of course, this usage was completely unauthorized and legally dubious. Saul Zaentz's Middle-earth Enterprises threatened legal actions against TSR for its usage of "hobbit" (and "ent" and "Nazgûl," I believe) in OD&D. Subsequent printings of the game, such as the one I own, changed "hobbit" to "halfling" and that term then became the common one in Dungeons & Dragons.
There are no clearly identified illustrations of halflings in OD&D. However, there is this piece of Greg Bell artwork that I think is supposed to be a halfling:
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Monday, July 1, 2024
A (Very) Partial Pictorial History of Gnolls
There's no use in fighting it. You'll be seeing more entries in what has inadvertently become a series for a few more weeks at least, perhaps longer. After last week's post on bugbears, which are a uniquely D&D monstrous humanoid, I knew I'd have to turn to gnolls this week, as they, too, are unique to the game. Perhaps I should clarify that a little. There is no precedent, mythological or literary, for the spelling "gnoll." However, the spelling "gnole" appears in "How Nuth Would Have Practised His Art Upon the Gnoles" from Lord Dunsany's 1912 short story collection, The Book of Wonder (as well as in Margaret St. Clair's "The Man Who Sold Rope to the Gnoles").
There can be no doubt that Dunsany's story served as the seeds for the gnolls of D&D. In their description in Book 1 of OD&D, gnolls are described as "a cross between Gnomes and Trolls (. . . perhaps, Lord Sunsany [sic] did not really make it all that clear." The original short story contains no description of the titular creature, leaving Gygax to advance his theory of gnolls being a weird hybrid monster. Artist Greg Bell interprets them thusly:
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Monday, June 24, 2024
A (Very) Partial Pictorial History of Bugbears
Since my recent forays into the artistic evolution of both kobolds and goblins (not to mention orcs) have proved popular with readers, I thought I'd continue to look into other well-known Dungeons & Dragons monsters for a few more weeks. This time, I'm looking at the bugbear, both because it's completely unique to D&D, but also because, with one very important exception, its representation in artwork has been very consistent – far more so than any of the previous monstrous humanoids I've examined so far.
Of course, that one exception is a big one. More than that, it's the original illustration of the bugbear, as drawn by Greg Bell in OD&D's Supplement I (1975). Look upon his majesty!
Here's another instance of a bugbear from the Monster Manual, this time drawn by Dave Trampier. I find this second piece interesting, because it's clear that Tramp is using Sutherland's illustration above as a model. These are clearly the same monster drawn by two different artists.
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Monday, June 17, 2024
A (Very) Partial Pictorial History of Goblins
During the course of looking into the pictorial history of kobolds last week, I noticed that, starting in the late First Edition AD&D era and extending into early Second Edition, kobolds started looking more goblin-like in illustrations. This was particularly striking in light of Dave Sutherland's original depiction of them as short, horned, scaly dog-men, a depiction unique to old school Dungeons & Dragons. Thinking further on the matter, I began to ponder just what I meant by "goblin-like." Had my notion of a goblin in D&D been similarly influenced by the depictions of them to which I'd been first exposed during my entrance into the hobby of roleplaying? Given the popularity of my kobold post last week, I thought this a question worth investigating.
So far as I can tell, the very first depiction of a goblin in any Dungeons & Dragons product is this one from the original 1974 release of the game. Drawn by Greg Bell, this early goblin looks to me more like a deranged dwarf than a monster in the usual sense of the term:
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Monday, June 10, 2024
A (Very) Partial Pictorial History of Kobolds
One of the things I've long appreciated about early Dungeons & Dragons is the way that it took vaguely defined folkloric, mythological, and literary monsters and made them distinctive to the game. The pig-faced orcs of the Monster Manual are a good example of what I'm talking about, though there are many others, like kobolds. In folklore, kobolds don't have a clear and universally accepted description. From what I recall, they're short and vaguely dwarfish. That's probably why Holmes, in his Basic Set, calls them "evil dwarf-like beings" (and why I opted for something similar in my Dwimmermount and Urheim setting).
Within the history of D&D, however, the image immediately below is (I think) the very first time we're shown a kobold. It's from the AD&D Monster Manual (1977) and is drawn by Dave Sutherland, based on an exceptionally vague description that speaks only of their coloration, small horns, lack of hair, and red eyes.
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