Showing posts with label gygax. Show all posts
Showing posts with label gygax. Show all posts

Tuesday, 13 May 2014

Another Greyhawk-Chicago Correspondence

Yes, it's widely known that Gary Gygax explicitly said that the city of Greyhawk in his original campaign was located on an altered map of North America where Chicago was, and Dyvers, likewise, was based on the location of Milwaukee.

But I don't think it's been observed that when it came time for him to draw the city ...


(based on the map from City of Hawks, which he approved)



it looks a bit like an upside-down map of Chicago's downtown area, "The Loop," with a large body of fresh water on one side and a smaller river curving around to enclose the city proper:


This also lends credence to the idea that on a larger scale, the World of Greyhawk more or less corresponds to an upside-down North America, with snippets of right-side-up geography like Lake Superior thrown in.

Sunday, 6 April 2014

Broken Sword, Broken Elves

As a teen I read Poul Anderson's Three Hearts and Three Lions but never got around to its slightly later-written companion volume, The Broken Sword, until recently. Both can rightly be said to be foundational works in fantasy literature and gaming, influencing both Moorcock and Gygax with their supernatural struggles between Law and Chaos. But what's also informative is what Gygax didn't pick up from this "Appendix N" novel and put into Dungeons and Dragons.

The trippy UK paperback cover.
The Broken Sword uses many of the concepts and adversaries from Three Hearts; elves, trolls, Christendom, witches, a magic sword, and the Law-Chaos divide. The mythic terrain changes, from a fantasy world based on Carolingian legend to a semi-historical Norse England. So does the point of view; instead of a transported modern hero we have an omniscient, archaism-dotted narrative of a Norse jarl's son fostered in Faerie and the changeling who replaced him.

The Law-Chaos war in Three Hearts is straightforward, but the main matter in this novel is a war between two powers of Chaos, the elves and the trolls. The conflict is tragic rather than heroic, because its Pyrrhic outcome heralds the weakening and fading of the hosts of Chaos. Our lawful world, as in Tolkien's and Moorcock's fantasies, must somehow be arrived at from these narratives set in a dim and unknown past.

Although cruel and evil, the fey races and their mortal allies cannot help but be read as the antiheroes of the story. Law is also more complicated; although Christian belief and oath protect against Chaos, the "White Christ" is far offstage, compared to the Lawful Norse gods - in particular, Odin - who are shown taking a more active hand to set Chaos against Chaos. This situation has parallels to the further complications of alignment in AD&D. Strife can happen within the camp of Evil (Chaos) as well as Good (Law).

Now, about those elves. Anderson's elves, trolls, dwarfs and other fey creatures inhabit a parallel world. They are normally invisible except to those humans who have been granted "witch-sight" through sorcery. However, their deeds sometimes manifest as omens, portents and misfortune for humans.

(As an aside, this would be a great campaign rationale. Ever wonder why the king with his retinue of knights can't go after those goblins threatening the village? They need the adventurers, witch-sighted all, to actually see the goblins.)

Fey creatures also cannot handle iron and are harmed by it. This means that a fostered human or changeling, as well as the dwarfs who are not iron-shy, become valuable tools in the elf-troll war. We catch a glimpse of this in the OD&D and Holmes D&D logic of elves choosing to be fighters or magic-users each day. Holmes apparently elaborated on the reason for this in a novel. Simply enough, the choice to wear iron armor and weapons would nullify the elf's magic. But although games like Runequest took the idea and ran even further with it,  AD&D dropped it cold.

If people complain that elves are overpowered in AD&D and later editions, perhaps one reason is that Gygax chose to go with the Tolkien view of elves as benevolent, superhuman beings. What would have happened instead if he'd taken up the Anderson view of elves as powerful and innately magical, but limited by weakness to the inexorable forces of Law and metallurgy? We'd have perhaps a darker D&D, one with the kind of fey elves that other new-old-school settings have embraced (here, here and here as notable instances.)

Sunday, 16 March 2014

Between Gygax and Greenwood

Here is a representative treasure description written by Gary Gygax. It's from Steading of the Hill Giant Chief.
The jade coffer is worth 5,000 g.p. and contains 6 healing potions. The crown is begemmed and worth 25,000 g.p. The small sack holds 276 p.p., 29 base 10 g.p. gems, a scroll of 7 magicuser spells (pretend to roll, but they are all 1st and 2nd level), and a map showing a location several hundred miles away which supposedly has a rich treasure (it is a fake, naturally).
(I love that "naturally". Whaddya expect? A treasure map for free? This is the guy who invented the ear seeker! Suck it up!)

Now here is part of a vampire's hoard, published by Ed Greenwood about 13 years later, from Ruins of Undermountain.
Also in the sack is a small (5"” × 5"” × 2”" high), flat, plain ivory box (value: 7 gp). Its lid slides off in grooves to reveal the contents: a black silk garter and a coin-sized plate of human bone, carved and polished into the semblance of a staring eye. These items are actually a band of denial and an eye of aiming, respectively; both items are detailed in the Magical Items chapter. 
There is also a stout book, of parchment pages locked with iron hasps between two pieces of black, smooth-polished slate. It is a spell book, the spells recorded one to a page; the book has six blank pages at the end. Thearyn'’s spell book details the following spells: [long list] 
There is finally a leather drawstring bag, heavy with coins (43 cp, 21 sp, 36 gp, and 18 pp), and a small copper coffer (worth 5 gp) which contains satin wrappings. Within the satin folds are a tiny ivory statuette of a mermaid (worth 4 gp) and gems: six 5000 gp rubies (deep crimson red, crown cut); and four unusually large sapphires, each worth 4,000 gp (clear blue, cabochon cut). DMs are urged to modify this hoard to fit the individual campaign.
Of course, the differences between writers may be exaggerated - there are Gygax treasures that are more unique and Greenwood treasures that are more bare-bones. But it's no exaggeration  that Greenwood got his start in the hobby by elaborating on what had before been left generic, through his eye-opening treasure and ecology descriptions in the Dragon magazine.

"The skull belonged to a jester, Yorick..."
Still, looking back, the descriptions seem less magical and more self-indulgent. Can't the DM just determine how small a small box is, or that a spellbook has parchment pages? Are we required to study the terms of the jeweller's art? Old School writers today have to navigate between these two poles. Some are kinder to the Greenwood way, some less so, but the general agreement is: you need to make descriptions interesting, but do it efficiently. Here are some guidelines for doing that.

Information has to ultimately be of use to the players. It has to give them information useful in problem solving, evocative descriptions that create an atmosphere, details that add to the sense of discovery and piecing things together.

  • Don't write about what the characters can't actually discover. The classic example is the room in an early draft of Dwimmermount where "There were plaques, statues, and other similar ornaments all long since looted and removed to other parts of the fortress." There's a tiny example in the vampire's hoard, too: the disk of "human bone." Boy, that's going to put a chill down the players' backs when they get the DNA results back from the lab.
  • Detail for the sake of detail may give short-term interest, but detail that supports top-down discovery pays off better in the long term. In the page or so that the vampire's hoard takes up, there's no hook to larger discoveries. You'd never know that "He is searching for a way to augment his magical powers so he can master the creation and control of gates," his main motivation from earlier in the description.
    Does he deal and trade with other powers in the dungeon? Why the hell is this vampire living in a dungeon, anyway?  That last unanswered question makes clear that beneath all the clever traps, combat situations, and treasures, Undermountain is still at heart a monster zoo.
At the same time, it's also a mistake to think of the DM as an invisible conduit through which information should flow from writer to players. The DM is a person who wants to be entertained by creating entertainment. A lot of advice on adventure writing focuses on making the descriptions easy to read in play, on describing things in a logical order. That's good, but not enough.
  • A description should involve the DM actively, while saving space, by leaving to the DM things that can be easily imagined. The dimensions of the box, how its lid opens, the ordinary material the bag is made of: none of that is necessary to describe unless it challenges the players or contributes to a larger meaning.
  • This means that description should be reserved for things that can't be improvised: details of startling originality, or clues that support a larger process of discovery. I like how the nested containers and wrappings of the treasures give drama to the unpacking of the vampire's trove, and the basic descriptions of the items are certainly original. So, the first paragraph can boil down to: "Also in the sack is a small flat ivory box worth 7 gp. It holds a black silk garter (a magical band of denial, p. **) and a carved bone eye (an eye of aiming, p. **)."
  • Writers should keep in mind that a good DM will want to fit the adventure into their own world. That's another difference between Gygax's wide-open Greyhawk world and Greenwood's detailed Forgotten Realms. Let's suppose that the vampire's hoard gave some clues to his former life as "an 18th level adventurer-wizard, once of Lantan." Perhaps the box has a Lantanian design, or the gems are an unusual type known to come from there. That description would still only be good in a world containing Lantan. A better way to go is to make Lantan generic, describe it as "a far-off land of scholars to the south" and give appropriate descriptions to some of the goods and treasure. 
  • Too much time describing the history and set-up of the adventure in loving, campaign-specific detail is also useless to a DM with their own agenda. "A baroness wants evidence of her past crimes erased. She has tracked down all copies of an executed historian's book, except one, traced to a wizard's tower in the wilderness which swears fealty to a different law. She needs deniable agents to go get that last book by force." That is all the DM needs to fit the adventure into their own campaign.
It's because of the need to involve the DM that I have a certain tolerance for bare-bones descriptions like Castle of the Mad Archmage's. Yes, there certainly could be more, but what I have to fill in during the course of play takes on a life of its own - almost like writing my own adventure, with very little preparation needed.

Tuesday, 12 November 2013

Hiero and D&D

Inspired by Appendix N fever, I recently picked up and read Sterling Lanier's Hiero's Journey (1973), which I'd never read before -although I soon realized that as a teenager I'd read some of its derivative works, like the nearer-future World Enough, And Time, and the farther-future Dark Is The Sun. For Lanier wrote the original post-apocalyptic, mutant-fauna, ancient-artifacts, psychic-powers fantasy, in which a heroic priest-mentalist and his psi-sensitive moose steed wander across the Great Lakes region millennia after the nuclear holocaust, gathering a band of unlikely allies to fight a cabal of evil psychic sorcerers.

Naturally, it has been noticed that Gamma World was pretty much an attempt to go gaming in this setting. What isn't recognized so much is how Lanier's universe also influenced the constitution of D&D from the supplements onward (although some are hip). Specifically, once you take out the mythical, natural and Tolkienesque creatures from the D&D wilderness tables, what you're left with is a mix of giant-sized animals, animal-men, and oddball mutant creatures. That's pretty much my "WEIRD" table when I tried to sift wilderness monsters into six different genres, and that's pretty much what Hiero finds, day in, day out, in his journey. The ancient ruins, the long distances between tiny points of civilization, all can be laid down to Tolkien; but the roll-four-times-a-day, teeming encounter-fest of D&D, that's Lanier.

Artifacts, too. There's a scene in Hiero's Journey that has to have inspired the artifact examination rules in Gamma World, where Hiero finds a strange device on the body of an evil sorcerer, and tries to find out what it does, at the end going as far as to prop it up and jab at its last button with an eight-foot stick. But this kind of procedure also describes D&D magic items. Unlike the heroes of folklore or fantasy, who come into fairly straightforward items as gifts or treasure trove, the heroes of D&D, like the far-future explorers of the ruins, have to contend with a relic of the ancients being possibly cursed. The artifacts section in the Dungeon Master's Guide even suggests creating random benefits and drawbacks. So, when your adventurers gingerly try out that new potion or necklace, they're acting more post-apocalyptic than fantasy -- acting out of wariness, rather than awe.

And then there's psionics, and perhaps only an obsession with Hiero and the Deryni novels can explain why Gary mixed mental powers with magic in both editions he had his hands on. It's pretty clear that the D&D psionic combat system draws on Hiero's many mental duels with evil forces, which describe different modes of attack and defense. Very present in the novel, too, is the central balancing idea for D&D psionics - while characters can luck into these amazing powers essentially for free, using them opens you up to attention from a whole new range of unwholesome entities.

Finally, one thing the illustration reminds me of: like Ursula K. LeGuin's Earthsea series and, a little later, Samuel R. Delany's Neveryon stories, Hiero's Journey is very much a post-Civil Rights movement fantasy, where North America has mainly been repopulated by ethnic minorities, and pale people are barbaric and seldom seen. A reminder, perhaps, that the old school had a more progressive streak to it - think M.A.R. Barker's Tekumel, based on non-European cultures -  before all the cliches about Scottish dwarves and the like sunk in.

Sunday, 13 October 2013

The Mississippi Sea

As Joe Bloch has observed, the Greyhawk map has a lot of interesting coastline, unlike boring maps like Middle Earth. This is, perhaps, just a conscious design decision made by Gary Gygax as he transitioned his Greyhawk campaign from the map of North America to an actual commercial product. In place of a big chunk of land in the Flanaess' equivalent of the US South and Midwest, we have a great two-armed sea.

Great maps by Anne B Meyer.
Could be this a homage to the great inland sea that spread over the Midwest in Cretaceous times? Perhaps, but only indirectly. In fact, the sea was far to the west of the present-day Great Lakes. Still, the idea of a North American inland sea would have been known in the 60's from archeology. Its receding phase as the Pierre Sea, shown below in a map by Ron Blakeley, presents an intriguing profile in the spirit of the Greyhawk map.


A geographically closer influence, perhaps, is the idea that the Mississippi Plain which stretches up to southern Illinois, surrounded by hills and bluffs on every side, is in danger of becoming submerged. Although mass media often focus on the possibility that California might drown or become an island from the activity of the San Andreas Fault, another equally severe seismic zone is located along the Mississippi. The New Madrid earthquakes in 1811-1812 were the strongest and most extensive recorded in North America.

Perhaps on the basis of this anxiety, a series of psychics since at least 1983 have produced remarkably similar-looking visionary maps of the future North America with huge inundations of California and the Mississippi Valley, often connecting the Great Lakes with the Gulf of Mexico. A risen Atlantis, accounting for sea level rises elsewhere, is optional. A handy compilation of these is provided by a diligent poster on the David Icke forums, although the bloom somewhat goes off these prophecies when you notice that they were all predicted for different dates ranging from 1994 to 2012. Although a little late to have influenced Greyhawk, Gygax had avowedly read up on Theosophy and may have come across the 1940's cataclysmic geographical prophecies of the psychic Edgar Cayce, who attributed his "future map" with a marine Mississippi to a coming pole shift:


Of course, geological facts make the Mississippi and Ohio river valleys the most low-lying parts of the Midwest, so it is no great stretch to imagine them as the basis for a more watery continent. Indeed, extreme global warming scenarios also put Chicago - the location for Greyhawk in the early campaign - in a position to trade between lakes and sea, with the Ozarks standing in for the Pomarj peninsula:


Conspiracy believers, however, generally reject global warming and see the coming Mississippi Sea as the plot of a purposefully evil government, with levee demolitions, sinkholes and FEMA preparations all pointing to the cataclysm, in which a polar shift may or may not be involved. Thus we stand in the 21st Century.

Anyway! All of this suggests a slightly different look to the North American Greyhawk map. Greyhawk and Dyvers reclaim their positions as Chicago and Milwaukee, respectively, and some combination of seismic activity and sea level rise produces this geography, on a scale of 125 miles to the hex:


The three cities of the Greyhawk campaign, here, are a buffer between the proud kingdom of Acrondy and the plains realms to the west, while also profiting from north-south trade in raw materials from the woods and mines of the Lakes region. Ashland, from the etymology of Nashville, is a secretive realm ruled by druids and bards, where something real bad happened to blast the mountains in the east. The Four Winds kingdom is a nod to the etymology of Kansas, while Acrondy is a breakaway state from the declining Great Kingdom over the mountains. And somewhere in Manitoba, Iuz weaves his plots ...

Friday, 11 October 2013

North American Greyhawk

The clearest sign that Gary Gygax's World of Greyhawk was based on an earlier campaign that used a map of North America is the Lake Superior/Nyr Dyv resemblance.



Recently, I decided to develop a little more the small campaign world that had grown up around the university gaming society's forays into the Castle of the Mad Archmage. Player-named, a village named Linton and a town named Burwell coexisted with the "Grey City" (Greyhawk with numbers filed off). I wanted the world to have the same feel, looking like a slightly different derivation of Gygax's North America campaign with an homage as transparent as the "Mad Archmage" dungeon itself.




Southern Wisconsin, then, is the new location of the Grey City, and it sits in the hills at the confluence of the Wisconsin and Mississippi. Except that, using the same translation gimmick as the Atlas of True Names, it is now at the Great Grand River and the Redley (red-lay). It benefits from brisk river trade between the realms of Blackmoor up the river, the lands of Ernst to the east, and the cities downriver.

Lake Superior: Lake of Unknown depths
Lake Michigan: Lake of Fog (undoubtedly sorcerous)
Site of Chicago: Ruins of the Stinking City
Lake Geneva: Shrine of St. Cuthbert and the location of many pilgrimages and conclaves.

But what about points south? Well, that is where the real craziness comes in. Get ready for psychic visions, conspiratoids, and Cretaceous hijinks as ... the Bay gets Woolly, next time on Roles, Rules and Rolls!

Sunday, 29 September 2013

The Fundamental Uncoolness of D&D

Having availed myself of the free download of Gygax and Mentzer's Temple of Elemental Evil last week, I was immediately stopped dead in my tracks by this ... well ... astounding opening salvo:

By any standard of modern game writing this looks overwrought, paid-by-the-word, hamfisted. There's the stumbling glee to get that awful, awful simile out, the blustering admonitions to players and the DM. Fluff phrases abound - "in the near future, and in the far as well"; "a very small part indeed"; "such is a role playing game." Oh boy, do we really need to be told that the module does not need to be played through all in one sitting? Or to "turn now" to a section on the same page?

But after the initial surge of mockery I stopped. Where have we heard this kind of voice before? Let's see...

In the notorious video that came packaged in TSR's Dragonstrike boardgame...


And wherever people lovingly, or not-so-lovingly, mock the D&D experience ...



Indeed, there is magic in the incantatory repetition of stock phrases - a magic that, from the outside, looks like utter tomfoolery. But a sure sign of total commitment to some world-within-a-world is that you feel free to make these literary gaffes, unselfconsciously, encouraging the listener or reader to join you in immersion. 

Think about the kinds of statements that sportscasters make in the heat of the moment, the kind of verbal fluff they put in there to fill time and keep interest going but that don't stand up too well on reconsideration: "The game will be won by the side that scores the most points" and so forth. 

There's even a term for this kind of material in storytelling: the oral-formulaic, epithets and stock phrases intended to keep bards in preliterate societies on point and on the beat. It has a transporting effect when recited as poetry, but put it on the printed page and it seems redundant and quaint, as Miguel de Cervantes observed in Don Quixote:
And of them all he considered none so good as the words of the famous Feliciano de Silva. For his brilliant style and those complicated sentences seemed to him very pearls, especially when he came upon those love-passages and challenges frequently written in the manner of: 'The reason for the unreason with which you treat my reason, so weakens my reason that with reason I complain of your beauty'; and also when he read: 'The high heavens that with their stars divinely fortify you in your divinity and make you deserving of the desert that your greatness deserves.'
The danger in this kind of language and this kind of transportation is of being uncool - losing self-possession and becoming lost in the fantasy world, looking a fool to someone who is not in on the game.

With this in hand we can understand why the Dragonstrike video is there in the game to begin. After all, it teaches no rules; it does not set the atmosphere for the story, so much as tell a version of it. If it exists to promote the game, packaging it inside the box is surely a bad move. No, it is there to advertise the fundamental uncoolness of D&D: the FUDD. Because losing your cool, one way or another, can be intensely fun.

The hammy acting and amateurish effects in that video are not just products of a budget limitation. The High Gygaxian prose is not just a stylistic affectation in need of an editor. Both serve to advertise the FUDD, much as Corman Henley has observed that the risible features of e-mail scams work to deter attention from people who would not fall for them anyway.

Once you understand and accept the FUDD, then many of the arguments and stylistic poses in modern roleplaying take on new meaning. Like pearl around an irritant, a thick layer of defenses has grown around the raw, pulsing shame of the FUDD, often becoming themselves tainted and identified with the uncoolness of the game. Otherwise reasonable people are driven to make statements like "D&D is not a roleplaying game" or dress up their games in cooled-down mid-20th century iconic graphics in their desperation to stave off the FUDD. I'll unpack these defenses more, in the coming days.

"D&D is uncool" - it's a statement as obvious as the nose on your face, yet like your nose, you're rarely aware of it. But what is uncool, or cool for that matter? Dare you follow along, as I spin a tale of how cool evolved - how, over the long years, it made the transformation from a tool of resistance to a tool of repression? For alas, the tale is long and I have not the time or space to tell it all in one go. Instead, gentle reader, stay your impatience until the next installation of our faithful web-log, and time indeed will tell whether or not the tale convinces you!

Excelsior!

Friday, 5 July 2013

Gygax's Treasure Obsession and Mistake

Brendan's comment on my previous post had me going back to the first AD&D Dungeon Master's Guide trying to pinpoint exactly how the game progressed from the monster-related random treasure types in the Monster Manual and OD&D, to the "place what you will" philosophy that has ruled the game ever since.

Arguably, this hurt the game, as DMs became personally responsible for handing out treasure. Eventually the official advice for this became as structured as an office Christmas party gift exchange, with treasures carefully rationed out in a challenge- and level-appropriate manner. Gone from this approach, as from the DM-controlled approach to encounters, is the feeling of discovery for the DM that lets him or her participate in the players' exploration, when preparing an adventure from random elements or from a published module - both of which, of course, still allow for sensible adjustments.

I hardly need to point out that the first edition DMG is organizationally a mess. In this case information about generating treasure is scattered in three different parts - the section on gems and valuable items, tables in the back for generating random maps, hoards and magic items, and a fateful section on pp. 91-92 which gives Gygaxian advice on treasure.

The tables seem entirely compatible with the OD&D/Monster Manual approach, expanding on the OD&D magic item tables and providing random determination for hoards that might be guarded by traps, locks or puzzles rather than monsters. Trouble starts with the valuable items section; while eye-opening, it's hardly clear how furs, ivory, perfume and other luxury goods  fit into the random treasure system. And then in "Placement of Monetary Treasure" ...

"This is not a contradiction in the rules!"

This statement is the tip of a toxic iceberg that lurks hidden throughout the DMG. Gary has been burnt by high-treasure campaigns, and now it has become his white whale. Restrict acquisition of treasure - a party of 5 would have to defeat 333 orcs and pick up 333 of these exemplary 11-20 gp value troves to get the 10,000 xp required for most of them to make it to 2nd level! And wrest it out of players' hands wherever possible - through student-debt-sized training costs, taxes and levies, spell material costs! If by-the-book OD&D can be impossible to figure out, by-the-book AD&D is impossible to play and enjoy.

A bit later, Gygax gets more sensible with the example of two tough ogres guarding 2000 gp, and downright poetic in detailing the use of valuable items and equipment to compose the trove. However, this is still only a tiny fraction of the xp a 3rd-level party would need to make 4th level, the ogres themselves being worth at most 250 xp each. Clearly, AD&D was a game made to be played several times a week, with 40-50 encounters fueling advancement in each level.

A much healthier approach in the DMG, though presented as an afterthought without the authority of Gygax's ex cathedra rumblings, comes from the Appendix A random dungeon generation tables. There, 60% of monsters will have treasure and an average monster-guarded hoard works out to about 600 g.p. per dungeon level.

What has always been lacking, until about 3rd edition, was a comprehensive treasure table that would include all kinds of interesting and surprising finds, scaling well with the experience charts. This would let the DM be objective in placing treasure, while making the generation of adventures more of a surprise and less of a chore for him or her. The droughts or excesses of treasure that would worry some people can, of course, be dealt with intelligently - either allowing such variance as part of  the realism and excitement of the world, or filing off the rougher edges to give a steadier experience.

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.

Sunday, 22 April 2012

We All Grew Up On a Square Planet

So yeah, the wife and I just fell over laughing the other night trying to read aloud Zak's Helm-of-Opposite-Alignment smashup of that much-celebrated indie game, whose alignment is apparently opposite to "Hakim Bey's Ledjinndery Subventures."

But I want to point out that Zak's procedure:

1. Take an RPG product you find profoundly uninspiring
2. Turn to the first page
3. Going sentence by sentence, write the exact opposite until you have a whole game.


sounded very familiar. Because when the guy who wrote this in 1975:
If the time ever comes when all aspects of fantasy are covered and the vast majority of its players agree on how the game should be played, DandD will have become staid and boring indeed. Sorry, but I don't believe that there is anything desirable in having various campaigns playing similarly to one another. DandD is supposed to offer a challenge to the imagination and to do so in many ways.
Applied rule 3 to come up with this in 1978:
 Returning again to the framework aspect of ADVANCED DUNGEONS 8 DRAGONS, what is aimed at is a "universe" into which similar campaigns and parallel worlds can be placed. With certain uniformity of systems and "laws", players will be able to move from one campaign to another and know at least the elemental principles which govern the new milieu, for all milieux will have certain (but not necessarily the same) laws in common. Character races and classes will be nearly the same. Character ability scores will have the identical meaning - or nearly so. Magic spells will function in a certain manner regardless of which world the player is functioning in. Magic devices will certainly vary, but their principles will be similar. This uniformity will help not only players, it will enable DMs to carry on a meaningful dialogue and exchange of useful information. It might also eventually lead to grand tournaments wherein persons from any part of the U.S., or the world for that matter, can compete for accolades.
He made sure that every single edition of D&D  from then on would come from that  Bizarro universe.


Wednesday, 13 April 2011

A Gygaxian Summoning

Gary Gygax
Hello, visitor! If you're interested in the legacy of Gary Gygax, the game he helped create, and what do-it-yourself hobbyists are creating from his vision even to this day ...

Please do check out some of the fine posts, other blogs, and resources over to the right.

Explanation for my fellow blogerati:

Google keeps directing people who search for pictures of B. F. Skinner to one of my previous posts. In fact, it's the number two result on Image Search, and all those people looking for hot behaviorist beefcake have pushed that post to number four in all-time pageviews on RRR. Today alone Google sent me three views for Skinner, and one, inevitably, for "hot elf."

Could it have something to do with my picture of B.F. Skinner having the caption "B. F. Skinner?" Is this a broken Google/Blogspot combo? The above post is a test. Let's see how it works out.

If it works ... well, when I start my social science blog, it's going to be unstoppable ;)

Wednesday, 29 September 2010

E. Gary Gygax, Social Psychologist

For my 100th post please allow me to cross the streams of my professional and hobby lives.

Gygax's view of values and morality, Players' Handbook, 1978:



For most of my readership this needs no explanation (but please look here if it does.)

Now. The major model of human values  in psychology research today is Shalom Schwartz's circular model, developed in the mid-1980's. The methodology is a questionnaire where people are asked to rate which principles they personally hold most and least important in life. The position of those principles (values) on the circle is derived from statistical analysis of how answers tend to be similar or different across respondents.

While people and countries differ in which values they hold important, values that are close to each other on the circle usually are ranked high or low together. Likewise, values opposite to each other tend to have a negative relationship, so that people who value one set of principles highly, usually value the opposing set of principles less.

By now there are hundreds of studies using this model (including some from my own lab) conducted across scores of different countries. In the diagram below, the smaller labels are more specific values, larger labels describe groups of values, and the 4 labels on the corners represent the largest-scale value groupings.

So on one axis are "good" people who put helpfulness, justice and equality first, versus people who put their own achievement and power first (Gygax's core definition of evil, although later editions leaned more toward a caricature of evil aligned beings as intentional sadists). The other axis separates "lawful" people who put social order and humility first, from "chaotic" people who put freedom, new experiences, and pleasure first. Hmmm.

It looks like Gygax got at least a seven-year head start on psychology here, with a model of human motivational ideals pulled out of his head that gives basically the same results as hundreds of international surveys.

So the two-axis AD&D system is a great model for capturing the main ways people and countries are different from each other in their guiding principles. Why, then, do so many old-school revivalists disdain alignment, or reduce it to a simpler system? Why does 4th edition D&D seriously simplify the alignment diagram, making lawful a subset of good and chaotic a subset of evil?

I have a few possible answers - that is, reasons the two-axis alignment system often doesn't work in games - which I'll try to describe in the next couple of posts.