Monday, 20 May 2013

Reign of Wizardry: Unacknowledged Gygax Source?

The first AD&D Dungeon Master's Guide, as grognards well know, contains the touchstone Appendix N, in
Frazetta cover, 1964
which Gary Gygax lists literary influences on the game. One of the writers who appears without any specific works listed is Jack Williamson. I don't think anyone yet has realized that Williamson may well be the direct source for a few aspects of magic, monsters and adventures in AD&D.

Williamson is one of those science fiction writers I read as an adolescent without really absorbing his name. His career started in the 1920's and his last novel, a year before he died at age 98, was published in 2005. Along the way, he is credited for inventing such terms as "terraforming," "genetic engineering," and "Prime Directive" - the latter from his classic 1947 story "With Folded Hands," a wry subversion of the ideals in Asimov's contemporaneous Robot stories.

It's been assumed that Gygax's reference to Williamson's influence is indirect, and based on those science fiction works. Having just read Williamson's 1940 novel Reign of Wizardry, I'm not so sure of that. There are a number of telling resonances with the very specific elements of early D&D in this "sword, sandal and sorcery" novel of the ancient Greek world. The version that Gygax probably read was the 1964 Lancer paperback reissue.

Superficially, the setting resembles previous examples of the ancient-world pulp story such as Talbot Mundy's "Tros of Samothrace" series: a fantasy Theseus pursues a grudge against the sorcerous rulers of Minoan Crete. The writing is zesty, evocative and gritty. Williamson uses the well-known Greek myth as a springboard rather than crutch for the plot, which delivers more dizzying twists than Christopher Nolan or M. Night Shyamalan would dare try.

What about the D&D influence? I'll go from most obvious to most doubtful.

AD&D spellcasting: As Gygax's Advanced game increased the power of spellcasters with a plethora of new spells, it also limited them with increasingly specific rules on how spells were cast. One of the key elements: the detailing of verbal, somatic and material components, with terminology taken straight from Pratt and de Camp's Compleat Enchanter series. But in that series, all three were described as necessary components of spellcasting; while in the Player's Handbook, many spells lack one or more of the elements, complicating the question of whether a spell can be cast while bound or gagged. Where did Gygax get the idea to make the components optional for different spells?

At one point in Reign of Wizardry, Theseus is captured by the bad guys and tempts a greedy admiral with a story of buried treasure, which allegedly can only be retrieved by the magic of Theseus' ally, the craven minor wizard Snish. This gives a pretext to bring Snish to Theseus:
"He is the wizard," said Theseus. "But let the gag stay. He can use his spell without words -- if he wants to avoid being tortured" [...]
As it turns out, Snish can indeed cast his spells without verbal component, although this fact turns out very much to the admiral's disadvantage. I can't help but infer that the question came to Gygax's mind as a result of this scenario, or similar other ones in fantasy literature.

Iron golem: The iron golem in the Greyhawk supplement and AD&D has a number of abilities - slowing spell, poison gas cloud - without obvious precedent in fiction or legend. In Deities and Demigods, the Cretan construct Talos is described as a "triple iron golem." Reign of Wizardry has a memorable version of Talos as a giant, moving brass statue who is animated by an internal magical fire and causes steam when he wades in the sea. This aspect is probably inspired by the legend, in the classical Argonautica, that Talos would heat himself in a fire to give intruders a lethal embrace. But the internal sorcerous fire of Williamson's Talos seems to have inspired at least one trait of that D&D golem - being regenerated instead of harmed by fire damage. Perhaps the other abilities have an equally obscure fictional origin?

Specific spells: The sorcerers of Crete, including King Minos himself, hurl lightning bolts, while a very crucial spell known to the wizard Snish (and, it turns out, others) bears a distinct resemblance to the AD&D illusionist spell, change self, although the version in the novel lasts until you make close contact with another person and can be conferred on others.

Killer dungeon: The Labyrinth of Knossos appears near the end of the novel, as Theseus is once again captured and thrust into it without a light, there to be devoured by the Dark One, the Minotaur. The description as Theseus explores the depths may not have been directly influential. But it certainly resonates with what we know of Gygax's ideas about how the game should be played:
He went slowly, counting the steps and testing each carefully before he set his full weight on it. After sixty steps there was a small square landing and a turning in the passage; after sixty more, another. Upon the third landing his foot crushed something brittle, and his exploring hand found two skeletons [...]
Theseus left the remains and went on down, wondering what might be on the fourth landing. Again, he counted fifty-eight steps. But, where the fifty-ninth had been, there was -- nothing. Almost, moving with too great confidence, he had lost his balance.
Theseus proceeds to use logic and the skeletons' bones to find a way through the abyss in the darkness, and then reflects:
The way through the dwelling of the Dark One was clearly thick-set with peril. The most of those thrust into the labyrinth, he thought, must perish in this chasm he has passed. 
I'm reminded of this anecdote from Mike Mornard of a convention scenario run by Gygax, in which eight out of nine incautious would-be adventuring parties fell victim to a similar death pit in a stairway, concealed by a wall of darkness. While the direct connection can't be proved, the indirect one is evident. The kind of fiction Gygax read and enjoyed was directly reflected in the challenges he set for his players and the style of play that ended up being rewarded.

Saturday, 18 May 2013

St. Amaro's Western Adventure

While researching my folk saints I came across a most intriguing real-world figure, the legendary, uncanonized Santo Amaro.

This blessed wanderer set sail from the land of Alia, "whose cities now lie in ruins," searching for the terrestrial Paradise, convinced it lay across the oceans - he is assumed to have sailed west, although the direction of travel is not always clear from the manuscripts. He gathered a crew (could YOUR PARTY be that crew?) and set forth into uncharted waters, guided only by faith.

The Spanish texts of his adventures (available here, at the end of the monograph) bear a certain resemblance to themes in pagan Celtic literature of the journey across the western ocean to the Otherworld (imramm) and to the similar legend of St. Brendan the Navigator from Irish Christendom. C.S. Lewis (who was Northern Irish) may indeed have drawn on these tales of curious islands, moral lessons and marine perils for his Narnia book, The Voyage of the Dawn Treader.

Amaro's encounters, to the gaming mind, look like the kernel of a saltcrawl map.


1. Tierra Desierta, island of five cities and many castles, where the men are ugly and the women beautiful. Abundant animal encounters. Provisioning and trade available. Handsome male party members are at risk of entanglements, jealousy.

2. The Ruddy, or Vermilion Sea.

3.  Fuente Clara, island of many sins and vices, but where everyone is beautiful and courteous, disease is unknown and the lifespan is 300 years. Henchmen and hirelings must make a loyalty check or remain in this false paradise.

4.  The Coagulated Sea traps the ship among seven other abandoned ships, where fierce sea monsters the size of horses and larger fight over the corpses of the ships' crew. (Inspired by prayer, Amaro escaped this deathtrap by inflating waterskins with air and tying them to the ship, whereupon the beasts attacked the waterskins, believing them to be corpses, and pulled the ship out of the clotted waters.)

5. Ysla Desierta, bare of growth, overrun by fierce lions and populated by hermits, a fortified abbey with basic supplies. Each Saint John's Day the lions and other fierce beasts fight and the stench of the resulting corpses is such that anyone staying on the island for up to a month afterward is sickened.

6. Further on the monastery Val de Flores, in an abundant land with rich supplies. The leader of Val de Flores is a friar, Leonatis, whom the local savage lions respect.

7. The Port of Three Houses, a rich and beautiful land but without inhabitants and the port with no more than three houses.

8. The two hermits in the valley beyond do not know where the Earthly Paradise is, nor do the high-born women of the convent Flor de Dueñas.  but the wandering holy woman Baralides does, who only appears to the virtuous. She can give directions to the gem-encrusted castle gates of Paradise.

9. Paradise: whose porter allows a timeless glimpse of that land (Amaro spent 277 years gazing without realizing it) and gives as a gift the fruit (complete healing) or the earth (a tree planted in it will give fruit as healing potions) from the trees of paradise. You want to pry some of the gems loose? I double dare you to try...

Amaro's voyage is short, however, compared to the wilder adventures of St. Brendan, which curiously manage to cover some of the same ground. Maybe a Greater Neo-Imramm Western Sea map is in the offing?

Thursday, 16 May 2013

Graphic Treasure Table, Take 1

Well, finally I have completed the treasure table for the One Page Rules. This is actually more like Take 3, as I went through several less worthy and less graphically intensive alternatives that just didn't look right. And it took a long time to grab up all these public domain images.

Click for larger version.
I'm just going to leave this out there and see what people think.  I should explain that previously in the rules, item weights are represented by weight icons (approximately 5 lb though adjusted by unwieldiness); armor types by the schematic shield icons; low-level partial +1 weapons and armor are made of various kinds of steel; and "depth" is my term that approximates "dungeon level/challenge level." Anything you don't understand? Could be better?

I will say that, played by my rules, it does a pretty good job at generating varied amounts and contents of treasure hoards, with a decided bias away from coins and the occasional hard-to-transport white elephant.

Wednesday, 15 May 2013

Low Stats as Disadvantages: Constitution and Charisma

All right, let's finish this series off. I may not use these rules in the game I'm running right now, but it would come in handy if I run another campaign with more bells and whistles attached. Any interest in a pdf of all of these?




Tuesday, 14 May 2013

"I Cut the Body Open!" Table

There's a player in my campaign whose signature corpse-looting move is to cut open the belly of any large creature, in search of treasure. I gave it a 1 in 6 chance to succeed the first time, with a giant toad, then a chance for the object found to be valuable, and he got lucky, so he never passes up the opportunity now. Anyway, I thought this would be a good opportunity for a table.


Use the table only if creature is human size or larger.
Add any hit dice above 1 to roll, if hit dice are proportional to size.

01-50: Empty
51-91: Last meal (in pieces)
92-95: Last meal (whole)
96: Save or contract exotic gutworm infestation
97-98: Bezoar stone (antidote to creature's poison or other special attack)
99-100: Small worthless object (d6): stone, tooth, nail, trinket, arrowhead, die
101: Coin (d10): 1-3 copper 4-6 silver, 7-8 gold, 9 electrum, 10 platinum
102: Piece of jewelry, worth d100$, or if both digits the same then that number x 100$
103: Gem, worth d100$, or if both digits the same then that number x 1000$
104: Scroll case (1/3 chance magical)
105: Bottle/flask, d6: oil, water, wine, beer, potion, acid
106: Parasite, 1/5 of host's hit dice, that leaps out and attacks
107: Clock or other device (1/3 chance mechanical trap)
108: Weapon (1/6 chance magical)
109: Keg or barrel, d6: oil, water, beer, wine, volatile explosive, holy water
110: Treasure chest
111: Statue
112: Piece of furniture
113: Tree
114: Ship or wagon with cargo
115: Last meal, miraculously still alive

Sunday, 12 May 2013

"I Loot the Bodies!" II: Orcish Pocket Change

One of the main things encouraging corpse-looting in D&D  is the unquestionable fact that troop-type monsters - orcs, goblins, the occasional bandit - each carry a small personal stash of low-value coins, something to tide you over while you're looking for the main lair.

But what's behind this assumption?

Superficially, it seems silly that a horde of goblins or gnolls out on a raid would value coins at all. After all, what would they spend it on? No human town would trade with them. Desperate raiders just look to get by, day to day. They'd be much more likely to loot ornaments, clothes, weapons and armor, supplementing their own lack of crafts, and of course they'd value food, drink, slaves, livestock and edible corpses. But going around with a pocket full of pennies like some kid on the way to the grocery store?

Here are a few interesting ways out:

Trampier's Wormy.
1. Between raids, humanoids are bored stiff. They have few stories, jokes or songs, so gambling is their main vice. They find human coins useful tokens; prestige is had by accumulating the most of these, but individual humanoids don't like to go weighed down, so really big winners often throw their piles of coins up in the air, giving them even more prestige. Hobgoblins, it's said, have developed the standard variety of crude dice games into a kind of wargame using bone pieces, with which they hone their strategic thinking. Kobolds favor a game with elaborate rules that the non-kobold mind finds hard to pick up. Goblins play a dumbed-down version of the kobold game. Orcs, gnolls, ogres and so on play a game called "same or different" using knucklebones, or dice that have only one or two spots on each side.

2. Individual humanoids don't find coins useful, but their leaders do. Individuals only carry coins when the whole tribe is on the move, to lighten their load. A tribe-level economics of brute force prevails beyond the pale of civilization. To save face and lives, confrontations that would likely end with both sides weakened are decided instead by a contest of dominance, and an offering of coin from the weaker group to the stronger. The weaker group sends an expendable member hauling the coins to a distant place, where the stronger group goes to collect and claim victory over the one unfortunate, while the main body of the weaker group makes an orderly retreat. Humanoids have found that humans also respond to extortion or tribute, and savvy adventurers know what to say and do to set this kind of negotiation in motion.

3. Humanoids do have an economy, just not as we know it. Behind the front lines of the wilderness is a shadowy market in arms, provisions, and the finer things in life, run by renegade and half-blood traders. The amount of negotiable coins found in any one humanoid purse or lair is highly variable, because this market produces its own tokens out of bone, shells and sand-glass; some amount of the humanoid's "wealth" will in fact consist of these trinkets. It is a very obscure corner of the black market, indeed, that will let you convert these finds to human currency (and, of course, at coppers on the gold piece.)

Friday, 10 May 2013

"I Loot the Bodies!" I: Itchy Fleas

The first of a few observations about the classic victory cry of the adventurer.

Looting the bleeding, crushed, burned and hacked bodies of dead foes is, for many adventure gamers, just a boring, routine conclusion to a scary fight, usually rewarded with a few coppers or a single low-value trinket. You know the real important loot is probably back in the lair, sitting on a trap or locked up tight. Where's the moral horror that this act should raise in sensitive minds?

Well, if there's no horror in robbing the imaginary dead, there may be disgust  if corpse-searching exposes yourself to their fleas and lice. And if the vermin bring a play disadvantage, you're sure to see more wariness and a little more respect for the poor old stiffs.

Per verminous body looted, there is a 1/3 chance of contracting the body's insects. An infestation makes it 1/3 probable each night that sleep is disturbed, meaning you recover 1 less hit point or can't memorize your highest level of spell. A good bath in town with proper scrubbing and hair-picking (cost: 1$) will remove the infestation. If you've got a boyfriend or girlfriend, they'll do it for free. Usually.

So, here's how the commonly-seen thief/rogue ability of picking pockets can finally come in useful without getting into trouble with the law or worse, robbing fellow party members. Simply put, the pickpocket can use the skill to loot a body without the risk of contracting vermin.

Pedicular pests can also be a risk of low-quality inns, and make certain gross and hairy monsters even scarier after death. "Y'ever see what happens to a feller gets bit by some a' dem bugbear lice? 'Taint a purty sight..." says the old one-armed man at the tavern.