Showing posts with label D&D History. Show all posts
Showing posts with label D&D History. Show all posts

Friday, August 19, 2022

The Return of Gleemax!

So if you watched the trailer for the next “edition” of D&D, now called One D&D, you’ll have noticed that half of it was devoted to their upcoming virtual tabletop.  (For those of you playing developer-speak bingo, it was described as “robust” but they did not actually use the word “scalable.”)  With DRAGON emagazine vanishing once again, you’d be forgiven for thinking this feels awfully familiar…




I, for one, welcome our new digital overlords!  One of the big disconnects in the RPG hobby has been that the publishers are called publishers for a reason; they make their money selling books, not necessarily by getting people to play the games.  Appealing to the collector/completist has been a financially superior strategy over people actually playing the game.  


That this is a horribly bass-ackwards way to run an industry should be obvious.  If WotC can pull off the VTT this time, it might not revolutionize the industry, but it ought to revolutionize the publishing plans for D&D.  We might even see the books become loss-leaders, funneling people towards the monthly subscription of Gleemax 2, where the real money will be made.  


In addition, while One D&D might smack of the same sort of marketing BS as D&D Next, Ben Milton thinks they may mean it this time.  The more they integrate the rules of D&D into their VTT, the more expensive it will be to change those rules.  They’ll also avoid bifurcating their audience (which, according to Ryan Dancey, was what happened every time they released a new edition during the TSR era).  And, as Milton points out, if Curse of Strahd is still a viable adventure in 30 years, they can release a big, deluxe anniversary edition for the nostalgia sales with little effort or expense.  


However, just launching a successful VTT won’t be enough.  Lots of groups have already invested the time and effort to learn how to play via Roll20TaleSpire already has the 3D virtual minis thing going strong and has alliances with virtual market heavyweights like Heroforge.  I am absolutely certain WotC can lean into D&D’s domination of the TTRPG market to overtake those competitors who’ve already stolen a lap from them, but I suspect it won’t happen overnight.  


I just feel really sorry for One More Multiverse, who just announced full integration of the 5e rules into their VTT the literal day before this all dropped.  The timing on this has got to smart.  


Saturday, July 25, 2020

Myths of the Rakshasa

So this is apparently a thing. 

First, no, Gygax wasn't the one who said rakshasa's had backwards hands. There's no mention of backwards hands in the 1e Monster Manual entry for the rakshasa. And a bit of experimentation with your own hands will reveal that Trampier's amazing art doesn't have backwards hands either. 

So where did that come from? The first reference I've been able to find to the rakshasa having backwards hands is from DRAGON magazine #84, from April 1984 (the not-foolin' issue that included the last Phil & Dixie comic until years later). Opening an article about rakshasa is a full-page illustration by Jim Holloway:


This illustration is accompanied by the following text: The rakshasa pictured above... resembles the creature described in Funk and Wagnalls Standard Dictionary of Folklore, Mythology, and Legend. This version of the rakshasa has a big belly, fingers that curve away from the palms of its hands, and claws that are said to be poisonous.

Funk and Wagnalls appears to have been a exactly what it says on the tin, and I can totally see such a book floating around the old offices of TSR.  Near as I can tell, this is the origin of the backwards fingers of the rakshasa in D&D.  The 2e Monstrous Compendium solidified the backwards hands thing and the feline thing (rather than the orangutan-looking thing created by Holloway).  I suspect that's due in large part to just how cool the Trampier art from the original Monster Manual was.




Tuesday, November 05, 2019

They Were Wargamers

It’s a fact that the earliest players of D&D were wargamers, and that D&D sprang, not full-fledged from the brow of Gygax, but rather as variations on fantasy medieval wargaming. It’s easy, therefore, to extrapolate some assumptions based on what we know about wargaming. But if you don’t do much wargaming, or you’ve only been exposed to certain flavors of wargaming, the keyhole you’re looking through might be too skinny for you to get the full view of things.

Let’s take a look at one of the most popular wargames (at least in the US) out today: Warhammer 40,000. Thing is, when it was first released, it wasn’t really a wargame. Rogue Trader was billed as more of an RPG. Today we’d recognize it as a skirmish-level, campaign focused wargame with RPG elements. The idea was you’d create these stories of the 41st Millennium by playing out clashes between freebooters, criminals, space marines, and orks on the backworlds and seedy alleys of a dark and distant tomorrow. And stories need characters. In order to create interesting stories, you need interesting characters. That requires a certain amount of customization, if only in the ability to name and outfit your dudemans to personalize them. So if you flip through a copy of Rogue Trader, you’ll see all kinds of weirdness: Space Marines wielding shuriken catapults and rolling after a fight to see if your character was just laid up in a medical vat for a week or is truly, really, completely dead.

That’s likely what the first iterations of proto-D&D were: rules for personalizing your fantasy army’s captains and lieutenants, so you could create your own Elric and Conan and Aragorn and pit them against each other. They would acquire a history and rivalries and bosom companions and such from the stories of their battles, which would spin off new adventures (very much the way The Temple of Elemental Evil was spawned by the wargaming of a fantasy siege).

But note that this is a desire to imbue these characters with personality and hang stories on them. This is not the disposable cypher miniature of just another grunt in your horde. So how do we reconcile this desire for story with the very disposable nature of early D&D characters?

Quite simply this: the story a wargamer is telling isn’t so much the story of any particular individual, but rather the story of a battle, a campaign, an army, or a family. The death of any individual doesn’t end the story, but merely marks the ending of a chapter in a broader, possibly multigenerational story.

This is why AD&D has rules for things like constructing strongholds, for stat adjustments when characters age, for followers and henchmen and the like. Early D&D may not have been about fighter Joebob III, son of Joebob II, son of Joebob, but it could very much be about the dynasty of Joebob, the effect it had on the Gran Marches, and its eventual corruption and destruction at the hands of the black wyrm Mavelant.