Something I remember very vividly about growing up is that I'd sometimes find evidence of a popular culture I'd never encountered. Take, for example, Judge Dredd.
Monday, November 4, 2024
Bafflement and Intrigue
Thursday, June 27, 2024
Peace Finally Comes
I've mentioned a couple of times previously that I'm currently playing in a Traveller campaign refereed by an old friend of mine. I first met this particular friend around 1990 through a Traveller fan organization known as the History of the Imperium Working Group (HIWG – pronounced Hi-Wig). HIWG's original purpose was to assist GDW in developing the Third Imperium setting during the MegaTraveller era, when the Imperium was in the throes of a succession crisis/civil war inexplicably known as the Rebellion.
HIWG had a fanzine called Tiffany Star that was released more or less bimonthly, starting in January 1988. Its first issue included a map of the warring factions of the fragmented Third Imperium as they were five years after the start of the Rebellion, which I've reproduced below.
Thursday, March 21, 2024
Stuck in the Past
Wednesday, April 21, 2021
B.A.D.D. Arguments
- Dungeons & Dragons teaches witchcraft.
- California recognizes witchcraft as a religion.
- The "Supreme Court has ruled that religion is not to be taught in schools."
- Therefore, D&D should not be allowed in schools.
Thursday, May 17, 2012
Appendix O
To the many and varied OSR publishers, I offer one comment. As Grognardia marks its fourth anniversary in 2012, the OSR has re-published a plethora of variants on the core D&D concepts. The target customer is offered no shortage of retro-clones, adventures centered on goblin raiders, excursions into the underdeep, and genre-based campaign settings. I started work on the volume you hold in your hand because I believe the time has come to break the chains of D&D convention and step back one era further, to the original inspiration of Appendix N, beyond the confines of genre assumptions. DCC RPG offers a free license to third party publishers who wish to publish compatible material. Even if you choose not to take advantage of this license, I ask you to consider moving past the boundaries of “TSR mimicry.” The time has come to offer our shared customer something both new and old-school.What Joseph Goodman says above is a sentiment I regularly hear in various quarters. I don't exactly disagree with what he says, but I do think, based on experience, that it's a little naive. Firstly, here's an awful truth RPG designers don't want to hear: a significant majority of gamers only care about D&D. It was the first RPG and, nearly 40 years later, it's still the most popular (I consider Pathfinder to be D&D for the purposes of this discussion). Whether they play LBB-only OD&D or multi-splatbook, computer-assisted 4e, D&D -- and, more importantly, its broad conventions -- is what people think of when they think of "roleplaying games." Heck, that's as true of video games as it is of tabletop ones, so I don't expect there's a huge demand for games that challenge the prevailing paradigm. That's not to say no one wants something different; I simply don't think there's anything wrong with sticking with and preferring an approach that's deeply, deeply ingrained in the hobby.
Secondly, I think people misunderstand nostalgia. These people throw the term around dismissively -- "Oh, you only like that out of nostalgia." Now, even if that criticism were true, so what? People can and do like things for all kinds of reasons. Ultimately, all that matters is that they like them. If someone likes D&D and its conventions (or anything else) because it reminds him of early days in the hobby, what's so wrong with that? Underlying the critique of nostalgia is the notion that we should only like things for "serious" reasons, which is to say, reasons that others can not only understand but agree with. It's an odd criticism in my opinion, since I suspect most of us like all sorts of things for no reason other than that we like them. When I say I like the taste of a certain food or the way a certain piece of music makes me feel, I have no expectation that anyone else will agree with me. At the same time, I'm not deluded in using words such as "like" or "feel" to describe what I'm experiencing.
Thirdly, and lastly, I think the word "new" gets overused, mostly by the jaded. By that I mean that the cry for "the new" is often a function of what one has experienced. Sure, for many gamers who've been playing for three decades, "goblin raiders" or "excursions into the underdeep" may be old hat, but not everyone has been playing for that long. For a lot of younger and/or less experienced folks, The Keep on the Borderlands or The Village of Hommlet is new. And, for us older and more experienced players, seeing a new spin on these old adventures can be just as fun. This isn't intended as a rebuke to anyone seeking something different, but I do think the cult of the new is frequently selfish and myopic.
I suspect this post has gotten a bit away from me. I really appreciate what Joseph Goodman did with DCC RPG. I think it's a fantastic game and a big part of its fantastic-ness is that he made a game that appealed to him. That's why I find the paragraph I quoted above a little grating. I'm sure there are some folks involved in the OSR who've written stuff not out of personal interest but because they thought it's what others wanted them to write, but their numbers are probably very, very small. There's not enough fame or fortune in this to not follow your heart and do what it commands of you. My advice to anyone who feels that there's "too much" of X and "too little" of Y in the OSR is to go ahead and make it themselves. That's why Joseph Goodman did, to great success, and that's what nearly everyone else in this corner of the hobby is doing, so why not you too?
Wednesday, January 11, 2012
Rebound
But I think a lot of the gamers who decided to take a walk on the old school side of things did so out of frustration with D&D IV. They were disappointed in and angry with WotC, a company that, for many gamers, "saved" D&D back in 2000. They felt betrayed and, in feeling that, they looked for someplace, anyplace with which to align themselves. The bulk of them went to Paizo, I expect, and with good reason. Paizo not only makes great products; those products used a rules set very similar to D&D III. Indeed, Pathfinder's whole raison d'être is backward compatibility with the previous iteration of D&D, preserved for all time thanks to the SRD and OGL.
A few of those disaffected gamers, though, sought out the old school renaissance and picked up games like OSRIC and Labyrinth Lord and Swords & Wizardry and Lamentations of the Flame Princess. Suddenly, "old school" was a buzzword to be found on many a gaming forum and blog. While there's no question that the ranks of our little community remained small, they did swell in size. Moreover, old school gaming punched way above its weight class when it came to influence over the hobby, with lots of designers, including those at WotC, suddenly touting their old school credentials and expressing admiration for the designs of yore. In 2008, it was "this ain't your father's D&D," but, by 2011, it was suddenly cool to be old school. In short, "old school" had become a fad (much like gaming itself).
Which brings us to 2012 and WotC's announcement of a new edition of Dungeons & Dragons. Unlike the 4e roll-out, which was condescending and tone deaf, this time around WotC is saying all the right things. They're talking about "uniting" fans of every edition and going back to the "core" elements of D&D. I'm glad to hear that, if only because it means they've learned from their mistakes. What's more interesting, though, is the reaction in our little corner of the Net. From what I have seen, a lot of old school gamers have expressed enthusiasm and even hope that WotC will "get it right" this time. I have to admit I've been taken aback by this love-in -- not because I want a repeat of the acrimony that greeted D&D IV, but because I'm surprised that, after all this time, old school fans give a damn about "D&D." But they do.
That's the truth of it. For a lot of gamers, OSRIC or Labyrinth Lord or Swords & Wizardry will never be D&D. They'll play it, sure; they'll even have fun doing so. In their heart of hearts, however, saying "I'm playing Swords & Wizardry" will never make them as happy as saying "I'm playing Dungeons & Dragons." I understand this mentality very well, because it's one I've shared at various times (mostly about Traveller). There's something about "D&D" that cannot be replaced. The ardor for that game, which was, let's face it, likely the first most of us ever played, is intense and not easily forgotten. There's thus an emotional attachment to D&D that there isn't for any of the retro-clones, no matter how much more true any of them are to the intent and spirit of the original games.
So, there are some interesting times ahead. If WotC does their job right -- doesn't alienate anyone by their marketing, produces a game that truly draws on the best of the past, etc. -- I suspect we'll see the old school community contract once more. As I said, I suspect a goodly portion of the gamers who've latched on to this particular bandwagon did so out of frustration and anger, but they weren't really ready to give up their true love for a simulacrum, no matter how good a simulacrum it is. Now that WotC is saying the right things and even obliquely admitting to their errors, all will be forgiven. That's not to say that there aren't potential speed bumps on the road ahead, but my gut tells me that a great many disaffected D&D players, many old schoolers chief among them, are ready to love again.
Me, I'm just a bitter old prune.
Saturday, December 3, 2011
A Kindred Spirit
A common refrain I’ve heard is that without Joel and the Bots, the movie is “unwatchable”, but I suspect a big part of that is the bad visual presentation that the movie has always had. When you divest Manos of its grimy, unpleasant patina, you are still left with a weirdly dubbed, strangely edited, small town, outsider horror film. But with a clearer view of the production design (paintings, metalwork, and stone sculptures by Tom Neyman, a local artist who played The Master), the off kilter handmade world the film presents, and the shaggy but poppy Ektachrome photography by Robert Guidry, 45 years later Manos assumes a different identity as a fascinating bit of 1966 ephemera.This is a big part of why Solovey wants to restore the film, but it's not the only one.
Here is a truly independent horror film from the 60′s, a contemporary of 1962′s Carnival of Souls and 1968′s Night of the Living Dead. The main difference being, of course, that those movies came from career filmmakers Herk Harvey and George Romero, who had already made commercials and industrials and knew how a set should be run. Hal Warren, director of Manos, did not have that sort of experience and the deck was truly stacked against him. Although he had not yet infamously sold fertilizer- that would come later- he was a good salesman and was able to rustle up a reported budget of $19,000 (over $132,000 in today’s money) to get his script made.I don't know about you, but I can't help but applaud Solovey's efforts, perhaps because I detect in him a kindred spirit to a lot of us in the old school community, someone who's willing to ignore conventional wisdom about the quality of a work and try to appreciate it for the virtues it might possess beneath the patina it's accumulated over the years. That's an attitude worthy of respect and so I'll be paying close attention to this project in the weeks and months to come.
If you yourself have ever been involved in an independent movie, Manos becomes somewhat poignant as you see evidence of the problems that have arisen and have been worked around or willfully ignored. Actors dropping in and out of the production, a broken leg that stranded two in a car for their entire screen time…
A lack of reliable electricity, which creates a murky, crudely lit effect at night…
Animals that were unwisely written into the movie and refuse to cooperate…
It’s all very relatable stuff. And because this is a movie where the artifices of filmmaking are constantly crumbling and being rebuilt, a little shakier every time, it holds a certain fascination to film buffs that places it above worse and more boring films (which there are no shortage of, then or now). Simply put, it’s memorable. If you’ve seen it you’ll remember Torgo and the Master. You’ll remember the interminable driving that opens the movie, the weird squabbling of the Wives, the loungey soundtrack, the unconvincing dubbing, the Scorpio Rising-esque invocation of Manos, God Of Primal Darkness. All this in a film that’s only 70 minutes and change.
So rather than have Manos fade away as a footnote with only a cruddy video transfer to remember it by, I’ve resolved to make it a personal project to restore it.
Tuesday, October 18, 2011
Oooh-EEE-ooooh!
The theremin, in case you've never heard the word before, is an electronic musical instrument invented in 1928 by the Russian inventor Lev Termen, known in the West as Léon Theremin, after whom the instrument is named. Here's a video of the man himself demonstrating its use:
During the 1950s, the theremin was used a great deal -- some would say overused -- in science fiction films, which is why I so strongly associate its distinctive sound with the genre. It definitely has an otherworldly quality to it that conjures up alien vistas for me. I understand that to many other people, the theremin sound represents cheesy sci-fi and so they abominate its use. I can understand that. Watch enough Ed Wood-level schlock and there's a good chance you'll hate the theremin, too. Not me, though. In fact, I'd like to hear it used more often.
(As an aside, it's worth mentioning that the soundtrack to Forbidden Planet did not make use of the theremin. Instead, composers Louis and Bebe Barron made that movie's music completely electronically, which is to say, without the use any instruments beyond electronic circuits, whose noises they then manipulated by playing them backward and forward and otherwise modulating them to produce the desired sounds. Considering that they did this nearly a decade before the invention of the first synthesizer, it's a pretty impressive accomplishment.)
Saturday, October 15, 2011
One Man's Nostalgia
One of the more intriguing aspects of the game line's development are the upcoming adventure modules to support it. Take a look at the covers of a couple of them:
Those are both really awesome, right? They scream pulp fantasy in a way that adventure module covers haven't since I first entered the hobby. That they're reminiscent of the covers of both Weird Tales magazines and 1970s paperback novels, without being apes of either, is also a point in their favor. For me, they hit that sweet spot between nostalgic evocation and unique vision.
On the other hand, this does nothing for me. Indeed, it almost looks like a parody cover.
It looks like a crossover between Luke Cage, Hero for Hire and Fafhrd and the Gray Mouser -- and while that's probably awesome in some people's eyes, I find it silly. Of course, even sillier in my opinion is another DCC adventure module:
Now, winged apes are cool and, of course, Michael Curtis is even cooler, but basing an adventure off Tramp's iconic DMG illustration? That's not so cool. I find myself uncomfortably reminded of some of those HackMaster adventures of old, the ones that turned me off them to such a degree that I never bothered to give the game a fair shake. That's what Emirikol Was Framed! does for to me: it turns me off DCC RPG and it's not even out yet.
I'm just one guy, of course. I'm sure many other old schoolers looked at those second two covers and pumped their fists in enthusiasm. They looked at them and found them as delightfully evocative as I found the first two. Nostalgia, just like esthetics, is a funny thing; one man's "delightfully evocative" is another man's "Hell, no!" I bring this up not as a criticism of DCC RPG at all. Despite my own qualms, I'm actually glad that Goodman Games has decided to forge ahead with a game that looks like it's the product of a clear and idiosyncratic vision of fantasy. It's hard not to applaud that, even when it's not wholly something I would have done -- but then, that's part of the point.
Thursday, June 23, 2011
AH Artifacts
Anyway, when I cracked open my ancient copy of Outdoor Survival, I found a copy of interesting Avalon Hill artifacts: a fold-up order form and a registration card. Both are actually quite fascinating windows on both the world and the hobby of 30 years ago.
This first one is just purely nostalgia for me. Though I was never much of a wargamer and though I only ever owned a handful of AH games, I still get a charge out of seeing that address. When I was a younger man, I found it inordinately gratifying that one of the major companies of my hobby was located in my hometown. Looking back, I kick myself that I didn't better avail myself of this fact.
This is the other side of the registration card. It's mostly pretty boring, but what I find fascinating is section 4, where it asks where you purchased the game you're registering. Just look at some of those options: Department Store, Stationery Store, Gift/Card Store. Back in the old days, you really could go to many card stores and expect to see RPGs and boxed wargames on the shelves. Growing up, I remember going to a large card/bookstore called Greetings & Readings (then located in Towson, Maryland) and getting a lot of RPG stuff there that I couldn't find anywhere else, like the Grenadier Gamma World miniatures. Also of interest is the reference to "Military Outlet." As I've said before, we can't underestimate the huge role military personnel played on the early hobby.
The front portion of the order form is interesting primarily as a time capsule from the world before the Internet. Also of interest is the "Elite Club," a lifetime 10% discount on mail order purchases if you spent $120 or more on a single order.
The backside has a similar time capsule feel to it. Unlike the registration card, which is from a later time, after the foundation of Victory Games, this form uses AH's formal name, The Avalon Hill Game Company. I've always thought the use of the definite article lent a certain dignity to it.
Ah, memories!
Tuesday, May 10, 2011
The Ads of Dragon: Grenadier Models
From 1979 to 1982, Grenadier Models was the official manufacturer of Advanced D&D miniatures, as well as miniatures for use with Gamma World and, bizarrely, Snit's Revenge. I owned quite a large collection of Grenadier minis back in the day and, in fact, I still have them, though most of them remain unpainted, a situation that's sadly unlikely to change anytime soon. And while by today's standards many of Grenadier's minis aren't particularly good, I retain a nostalgic fondness for them, since I connect them very strongly with characters and adventures my friends and I played way back when. For example, the paladin figure from the "Specialists" boxed set was one I used for my paladin, Sir James, and I can't look at that figure and not recall my earliest days in the hobby.
After they lost the AD&D license, Grenadier produced minis for several others games I played a lot in my younger days: Traveller, Call of Cthulhu, and FASA's Star Trek. I know I owned boxed sets for the first two, but I never even saw the Trek minis that I can remember. Unlike the AD&D miniatures, I didn't actually use the Cthulhu or Traveller minis; I bought them primarily as "toys" that I could look at and stick on my bookshelf as knickknacks. That seems a bit odd in retrospect, but those were odd times, as future installments in this series will make even clearer.
Wednesday, May 4, 2011
SF Memories
It would be a gross understatement to say that I like SF artwork in this style; the truth is I adore this style of SF artwork. It represents to me what I'd call "pre-Star Wars" sci-fi art, which combined a wide-eyed Golden Age of SF sense of wonder with an Apollo era esthetic. Don't get me wrong: I actually rather like look and feel of Star Wars; that's something even the prequels got right in my opinion. But the Star Wars look is not the only one for SF and this artwork by DiFate is a reminder of at least one other take on the genre -- one I happen to like very much.
(And let me add, before someone chimes in on this: much of DiFate's work, including this piece, postdates Star Wars. To my mind, this makes it all the more remarkable, as it's keeping alive a style that quickly fell out of favor in the wake of George Lucas's masterpiece and has been out of favor ever since.)
Tuesday, May 3, 2011
The Ads of Dragon: Quirks
Today's advertisement comes from issue #57 (January 1982) and it's not of a RPG but some other type of game. I'm honestly not sure if it was a boardgame or not, since it certainly wasn't clear from the ad. Regardless, Quirks, "the game of un-natural selection," was published by Eon Products, whose most famous game was Cosmic Encounter. Even though I never owned a copy or played it, I knew what Cosmic Encounter was, because it was one of those games that everyone knew about. Plus, you could buy copies of it in hobby stores right next to the Avalon Hill and SPI wargames.
Despite my utter lack of knowledge of what this game was about, I was strangely fascinated by Quirks. Eon ran ads for it in a lot of issues of Dragon and the very fact that the ad said so little about the game other than that it involved "thousands and thousands of monsters" only added to my curiosity. Mind you, this was true of a lot of games I saw advertised in Dragon back in the day. There were all these ads for games I never saw in the stores -- and remember, back then, even "normal" game and toy stores carried lots of RPGs and wargames -- which suggested to me that the hobby really was much bigger and more diverse than the small part of it I knew in suburban Baltimore. That's pretty heady stuff.
As an aside, I also find this advertisement nostalgic, since it references OMNI, which I remember well from those days. If I had to encapsulate the strange Zeitgeist of the late 70s and early 80s in a single periodical, OMNI would definitely be a strong contender for consideration. My father often picked up copies of it and I'd read some of the articles in its pages, as well as some of its fiction. It was a very odd mix of science fact and science fiction, with a good dose of general weirdness. Reminiscing about OMNI is probably a topic for another day ...
Wednesday, April 6, 2011
Ares #16
Also in the issue is an original short story by Poul Anderson that serves as a sequel to The High Crusade. What a different world 1983 was! When a story an author like Poul Anderson could not only be found in the pages of a gaming magazine but whose story assumed knowledge of a prior one. Mind you, that was not at all uncommon in the gaming magazines of my youth. Dragon regularly had short fiction in its pages, often by authors as distinguished Anderson, though, as I understand it, this practice largely ceased in the years after I stopped reading it, which, if true, is a shame.
Tuesday, April 5, 2011
For the Love of Counters
Counter Sheet from GDW's Snapshot |
My friends and I didn't always use the counters and maps when we played these game but we did so frequently enough that, whenever I think of them, my memories include pushing little pieces of cardboard across a poster-sized map. What's interesting is that, to a lot of people involved in the old school renaissance nowadays, this is anathema, much like the use of miniatures and dungeon tiles/floor plans. Back then, though, we never gave it a second thought, since not only was this the way these games were "supposed" to be played -- otherwise, why else did the games include these components? -- but that's how we saw them and, indeed, many other RPGs being played.
Counter Sheet from Star Frontiers |
I bring this up not just as a trip down memory lane, though I won't deny there's some of that at work in this post. I mention it as a mild corrective to the notions many of us have about the place and utility of miniatures and other similar representations in RPGs. I suspect there's some degree of contrariness at work here, since, in recent years, the use of miniatures has come to be associated with the post-TSR editions of Dungeons & Dragons and in a decidedly negative way. I think that's too bad, if only because I think it further divorces current discussions of old school gaming from part of how these games were played in the past.
Counter Sheet from Universe |
Tuesday, March 29, 2011
The Irrelevance of D&D
1983 - When D&D Still Called the Tune |
But while I had little luck in finding tabletop roleplayers among my high school classmates, I had no problem in finding fans of computer games like those in the Wizardry series, which clearly -- and unashamedly -- took their cues from Dungeons & Dragons. Looking back on those days, it's fascinating to remember how often my friends would describe Wizardry and similar games as "like Dungeons & Dragons but on the computer." Many of these guys had never played D&D (or so they claimed, at any rate) and yet they regularly described computer games by making reference to it. This only makes sense, given that D&D provided not just the basic premise -- exploration and combat in a monster-filled maze -- but also the very rules terminology -- character classes, hit points, experience points -- on which their electronic imitators depended.
I've argued before that the immense popularity of D&D in the late 70s and early 80s was a fluke never to be replicated again. The more I reflect on it, the more I recognize that D&D appeared during that brief period when interest in both fantasy and interactive entertainments was on the rise but before home computers were both cheap and powerful enough to satisfy these interests. Consequently, the hobby swelled with many people who were became involved in it only because there was no viable alternative yet available. Tabletop roleplaying was the best thing on offer at the time. The advent of games like Wizardry peeled a lot of people away from the hobby and, I suspect, provided a better form of entertainment for many others who might have picked up gaming as a second best choice in a world that had not yet invented something they would have actually preferred.
Even if I'm right, D&D nevertheless retained a powerful hold on the public imagination, with "Dungeons & Dragons" and "D&D" being shorthand for a certain type of fantasy game, regardless of whether it was played on the tabletop with dice and graph paper or (increasingly) on a computer screen. Even into the 1990s, long after the RPG fad had faded and when electronic "roleplaying games" were sophisticated and creative enough that some refer to this decade as the medium's own Golden Age, I could make references to "D&D" as a stand-in for a fantastic adventure game and most people, even those who had no direct experience with the game would know what I meant by it.
That doesn't seem to be the case anymore. I don't hear vide game players talking much about "D&D" anymore, even in a context where doing so would make sense. "World of Warcraft" seems to be the new shorthand for the kind of game that "Dungeons & Dragons" once used to represent. And just as many of D&D's peculiar tropes and interpretations of mythology and legend made their way into the DNA of modern fantasy, so too have WoW's own spins on them become pervasive. Indeed, the same could be said of the vocabulary used in contemporary rules discussion, both within the video game hobby and without it. Once upon a time, D&D called the tune; now, it sits against the wall, with only a member of the chess club to keep it company.
I say all this not as a whine or lament. I genuinely don't care that Dungeons & Dragons -- and tabletop RPGs more generally -- aren't as wildly popular as they were in the days of my youth. I do get the sense, though, that many gamers do care and that they've never quite accepted the fact that, in the wider world, our hobby is largely irrelevant, used primarily as the butt of jokes by middle-aged folks who remember its near-ubiquity in the past. I suspect the name "Dungeons & Dragons" still triggers a moment of recognition for a lot of people, sort of like mentioning the name of some sitcom from the 1980s, but comprehension? I doubt it. As I said, D&D's role as a pop cultural signifier of "fantasy adventure" was long ago usurped by others and that's not going to change.
I rather suspect that many of the trials and tribulations of the D&D "brand" in recent years can be attributed to a perceived gap between how well known and influential it was in the past and how well known and influential it is now. D&D was king of the hill for so long, it's hard for many of us -- including multi-billion dollar corporation -- to square contemporary reality with what we think should be the case based on a recollection of past glories. Like it or not, D&D is no longer the standard bearer of culture-changing hobby. It's Bridge. It's CB radio. It's slotcar racing. In short, it's irrelevant to most of the wider world -- and I don't give a damn.
Monday, March 21, 2011
An Iconic Cover
Friday, February 18, 2011
Open Friday: Anyone Remember This?
Wednesday, February 16, 2011
The Past is a Foreign Country (Take Two)
When I got into the hobby in late 1979/early 1980, you could buy RPGs almost everywhere, including through catalog stores, like Sears. My first AD&D book, the Monster Manual was purchased this way (from Sears, I think). After reading this post over on Al's blog, I spent a short time poking around the web to find some scans of Christmas catalogs from around the time I started gaming. So far, I only found scans from a little later than the period I'm talking about, but it's nonetheless fascinating to see. Here's one from a 1981 Montgomery Ward catalog:
As you can see, D&D is only present in its late, unlamented electronic boardgame form. I never owned that game myself, but I knew someone who did and it was awful, especially considering it retailed for $44.88. More interesting are those three games -- Merlin, Knights of King Arthur, and Crypt of the Sorcerer -- which were, if I remember, produced by Heritage USA, a miniatures company. The games all include minis and paints, along with maps and simple rules. Again, I never owned them, but I do remember them. Wizard's Quest from Avalon Hill is there too, along with a Ouija board, because, you know, it all makes sense, right? Let's not forget Dark Tower, a much better electronic boardgame than the D&D one.
Here are two pages from a 1983 Sears catalog and are even more interesting:
Here we find not only D&D and AD&D -- with miniatures! -- but also Star Frontiers, Traveller, and Starfleet Battles. If ever anyone needed proof that, even in 1983, tabletop "gaming" broadly defined was way more popular and mainstream than it is today, simply consider the notion of Starfleet Battles being readily available through the Sears Wishbook.
But it gets better:
FASA's Star Trek Roleplaying Game and Space Opera, along with several Avalon Hill bookcase games, including Squad Leader -- all displayed on the same page as games like Risk and Trivial Pursuit. It's as if, back then, no one treated these games as if they were any different than any other kind of game.
That, to me anyway, is the biggest way that the hobby has changed from when I was a young person. In those days, sure, roleplaying was new and a little weird, but it hadn't yet been ghettoized. Kids (and adults) of all sorts played RPGs; it wasn't just a "nerd thing." I've noted before that playing D&D was one of the few activities I ever participated in where I got to hang out with guys who otherwise wouldn't have had much to do with a shy, bookish kid like me. I never forged any deep and abiding friendships with, say, the metalheads or jocks I played D&D with at library meet-ups and other such gatherings, but the fact that I interacted with them at all says a lot about how widespread a fad these games were back in the late 70s and early 80s -- so widespread, in fact, that you could buy them through Sears or Montgomery Ward.
(I'm going to keep looking for more catalog scans from the same time period. If anyone else finds some, please leave a note in the comments. I'd love to see them.)
Tuesday, November 23, 2010
Exploring the Dungeon
Anyway, I was particularly struck by the book's introduction, an image of which appears below:
I hope the text is legible to most readers' eyes. In case it isn't, the part that struck me was the last paragraph, which reads:
We stumbled upon Zarakan's Dungeon quite by accident while on a camping trip in the Southwestern United States. The following are some friends, enemies and situations we encountered while briefly exploring a small section of Zarakan's lair.Maybe I've completed my transformation into a silly old man, I don't know, but that paragraph really hit home with me. The way it's written, as if Don Greer and Rob Stern had actually discovered Zarakan's Dungeon while on a camping trip rang true for me, because, as a kid, I felt the same way about Quasqueton, Twilight's Peak, R'lyeh and many other places. Sure, my friends and I never physically explored those places, but we explored them just the same and our explorations of them affected me as strongly as my explorations of many real world locales.
For a lot of non-gamers, what I just wrote is simply crazy-talk. I certainly hope that anyone who's here and reading this entry understands what I'm saying, though. Imagined places may not exist, they may not be real in the common sense usage of the term, but that doesn't mean our experiences of them are mere fancy without any value. We may instinctively laugh at the guy who claims, "I didn't spend all those years playing Dungeons & Dragons and not learn a little something about courage" and yet, there is a sense in which that guy speaks the truth. I wouldn't hesitate to admit that I'm a better person for having spent a large part of my youth imagining myself to be one of many characters in several imaginary worlds.
Roleplaying has taught me a lot over the years, just as I am sure it's taught others. I see no reason why anyone should be ashamed to admit this. Indeed, I might go so far as to say that, as roleplayers, we do our hobby a disservice by not emphasizing this point about ourselves and the games we play. Indeed, I think it's this aspect of tabletop gaming that so strongly differentiates it from its electronic by-blows. We need to do a better job of promoting this fact.