04 February 2013

Basic Dungeons and Dragons is Back

I’m sure that this is old news for those readers who follow ‘old school’ RPG blogs and websites.  Nonetheless, I am pleased to report that, for the first time ever, the 1980 version of the Basic Dungeons & Dragons rules – the version edited by Tom Moldvay – is available (legally) as a PDF.


The 1980 Basic D&D rules, along with the 1981 Expert rules – commonly referred to by grognards like myself as ‘B/X D&D’ – constitute my favourite version of D&D.  While I remain very fond of the original Advanced Dungeons and Dragons game (including its ‘High Gygaxian’ text), as well as the (much later) Dungeons and Dragons Rules Cyclopedia, B/X D&D is number one in my view.  It covers everything you need to run a classic fantasy campaign in two slick 64-page books.  

Moreover, B/X D&D has the best art overall (with the possible exception of 1e AD&D Players Handbook – Trampier’s work is simply amazing).  Erol Otus’s cover (posted above) really stands out as the best D&D cover ever, in my judgement.  It has a dragon, two adventurers (a fighter and a magic-user), and clearly is set in a dungeon.  

Moreover, while the cover illustration portrays a pretty standard fantasy 'action scene', Otus's evocative and unique style confers a strangeness and 'otherworldliness' upon the game that other covers simply don't -- including Dave Sutherland's fine cover for the earlier Holmes-edited Basic Set (the one that I in fact started out with).

I can't look at Otus’s cover – or his one for the Expert rules – and not want to run some classic D&D!


02 February 2013

Lynn Willis RIP

I'm saddened to report that Lynn Willis recently passed away.

Willis was co-author of The Call of Cthulhu, and helped to shape many other RPG lines, including Stormbringer and Elric!.

Here is a brief statement from Chaosium.  And my friend Lawrence Whitaker remembers his interactions with Willis here.

25 January 2013

Thoughts on The Hobbit: An Unexpected Journey



Peter Jackson’s The Hobbit: An Unexpected Journey has been out for a while now, so this is hardly a timely post.  But I’ve now seen it twice, and so have decided to share some of my thoughts on the most important fantasy event of 2012.

I think that the film is definitely worth seeing – but only if you keep your expectations moderate, and keep in mind that this is very much a 'Peter Jackson' film.  I'd rank it as slightly inferior to Jackson’s The Two Towers, which I thought was the weakest of the three The Lord of the Rings films.  Like The Two Towers, Jackson inserts some scenes into The Hobbit that were not in the book – or in any of The Lord of the Rings appendices (or, by Tulkas, anything written by J.R.R. Tolkien!) – to the detriment of the film.  (I mean, really, how many fights with wargs do we need?)

Especially grievous is the insertion of some scenes involving Radagast the Brown.  When I first learned that Radagast would be appearing in the film, I thought, "Cool – the more wizards the better!"  But in the film he is portrayed as complete buffoon, with bird poop encrusted on half of his face, and who rides around on a sled pulled by rabbits.  (No, gentle readers, this is not something from The Onion, but really is in the film!  Radagast is the Jar-Jar Binks of Jackson's Middle-earth.)

A few other changes grated on me as well.  Apparently, in the film, the Necromancer only just arrived at Dol Guldor, thereby warping Greenwood the Great into Mirkwood, whereas according to Tolkien the Necromancer had been around for at least a thousand years before the beginning of The Hobbit.  Similarly, Galadriel at one point refers to the Witch-King of Angmar as having been interred in Rhudaur, whereas according to Tolkien the Witch-King fled from Eriador (after his destruction of Arthedain, and the subsequent destruction of Angmar by forces from Gondor), but later appeared with a horde from Mordor, taking Minas Ithil from Gondor (which became renamed Minas Morgul), and eventually killing the last heir to the throne of Gondor (except for the Northern line of Arnor, of course).  I could go on.  So, for Tolkien purists at least, there is a lot in the film that might bug them.

(On the other hand, just as Jackson wisely eliminated Tom Bombadil from The Fellowship of the Ring, he prudently dispensed with the talking eagles from The Hobbit.  The eagles still appear, but they don't say anything.  So not all the changes that Jackson made were for the worse!)

All that having been said, there are two very good things about this film.  First, like The Lord of the Rings films, the casting in The Hobbit is spot on (leaving aside the whole Radagast disaster).  Martin Freeman is Bilbo.  Andy Serkis is amazing as Gollum.  And Ian McKellan, of course, is awesome as Gandalf.  The dwarves also generally are very good.  I found the Goblin King to be simultaneously grotesque and charming.

Significantly, Jackson reworked Thorin Oakenshield into a more heroic figure.  In the book he's something of an incompetent blowhard.  Like the modification to the scene involving the eagles, I think that this was a very good decision on Jackson’s part.  And Richard Armitage does a great job portraying the royal exile.

Second, like the LotR films, The Hobbit is beautiful to watch.  I actually quite liked the 48 frames-per-second format, and did not find it 'weird' as some have complained (if you've watched any HD television, there is nothing ‘weird’ about it).  Even the 3D was good (and I normally loathe 3D!).  The scenery is amazing, and the sets make you believe that you are in Middle-earth.

Finally, some critics have complained that the film lacks the childish spirit and innocence of the original novel.  While that is true, it is clear that what Jackson chose to do is embed the story of The Hobbit within the world of Middle-earth as presented in The Lord of the Rings (hence the inclusion of material from the appendices, etc.).  I don't have a problem with this decision, especially as it ensures greater aesthetic coherence among all six (!) of the Middle-earth films.

So, The Hobbit is a bit of a mixed bag, but one that contains more treasure then dross.  I'm hopeful that things will improve with the next two films, but I do think that this one is well worth seeing.  Just remind yourself, ahead of time, that this is Peter Jackson's The Hobbit, not Tolkien's!  I found myself enjoying the film much more the second time around by keeping this fact in mind.

Rating: 3 rings of power (out of 4).
[If a version of this film with all the Radagast scenes edited out should ever be produced, it would deserve 3.5 rings!]




10 January 2013

My Most Played Role-Playing Games


Over at the RPGsite, there recently was a thread devoted to lists of folks’ ‘most played’ role-playing games.  Here is my own list (slightly modified from the version I posted at the RPGsite, as I previously had underestimated just how much AD&D/D&D I had played during grades 5-8, and had forgotten about my rather zany Thieves’ Guild campaign).

The list of my all time most played RPGs from 1980 through 2012 (in order from ‘most played’):

01. AD&D (1e) and Basic (+ Expert) D&D [mixed them together]
02. MERP (Middle-earth Roleplaying)/Rolemaster (2e) [mixed them together]
03. D&D (3e)
04. Call of Cthulhu
05. RuneQuest
06. Hawkmoon (BRP)
07. Thieves’ Guild
08. Swords & Wizardry
09. Star Frontiers
10. GURPS (3e)
11. DragonQuest

All of these games I have played at least twice (and some, like MERP and AD&D, probably over a hundred times, albeit decades ago).

RuneQuest (which includes RQ2, MRQII, and RQ6) is ranked number 5 largely thanks to my participation in a campaign that Lawrence Whitaker ran during the winter, spring, and summer of 2011 (part of which is summarized here).

(Still dreaming of that RuneQuest 'Elric' campaign...)

Swords and Wizardry, despite being so recent, makes the top ten list as I ran a (sporadic) campaign during 2008-2009, in which most of my house rules were forged.  Many of those of house rules later were incorporated into Crypts and Things.

Although I played some Call of Cthulhu decades ago, I quite recently ran it again (namely, my sporadic ‘Cthulhu Canada’ campaign, as well as a game at OSRCon II), which gave it a bump in the rankings.

Since I haven’t played any MERP, AD&D, and most of the other games listed in years, if not decades, here is my ranking of my most played RPGs over the past 3 years:

01. RuneQuest (MRQII/RQ6)
02. Call of Cthulhu
03. Crypts and Things
04. OpenQuest

Obviously, I have drifted markedly toward BRP/d100 games of late (though I certainly retain a fondness for the D&D-inspired framework, as shown by the ranking of Crypts and Things).

20 December 2012

A Dr. Seuss version of Lovecraft’s ‘The Tomb’



In an earlier post I mentioned a brilliant ‘Dr. Seuss’ style rendition of H. P. Lovecraft’s classic tale, ‘The Call of Cthulhu’ (check out the revised gallery).

It seems that the artist also has a version of Lovecraft’s ‘The Tomb’ in the works.

I really hope that these become available as real books at some point.  I’d love to add copies to my library!

05 December 2012

2013 Stuff for RuneQuest 6



Over at the Design Mechanism website Lawrence Whitaker posted this interesting announcement:
As we hurtle towards Christmas, I'd like to begin by thanking everyone who's shown us support during the past 18 months or so, since Design Mechanism began and we announced our revival of RuneQuest. Your support and custom has enabled us to produce two books for early 2013 release and confidently build on our promise to make RQ - and Design Mechanism - a growing system and company. Its great to have your confidence here on this forum and in the wider community.
 So, now to the news. If you can't wait for the Big Reveal, scroll down now. Otherwise, here's where we are. 
 Monster Island
Cover art is with us, Russ Nicholson and others have provided illustrations, and Pete continues to refine the text (with a tiny bit of input from me). The book is getting ready for editing, and Colin Driver is hard at work on the maps. 
 We're going to make 'Monster Island' something special. It deserves it. Pete's worked hard to create a really evocative, fun, setting/sourcebook/creature digest and he's more than succeeded. We're looking at 256 pages filled with scenario ideas, scenario cameos, a full setting to be dropped (literally) into any ocean in any campaign world, and more monsters than you can shake a spear at. To this end, we're going to include a full-colour, pull-out map of the island with the book, probably in A3 or A2 size, and done by our good friend Colin, the genius cartographer behind the bulk of the maps in Moon Design's 'Guide to Glorantha'. 
 Monster Island really does take its cues from Chaosium's masterful 'Griffin Mountain'. Its a living, breathing place populated by bizarre and interesting fauna and flora that will provide months of great
adventuring. Its the kind of place GMs can strand their characters upon, and structure an entire campaign around their survival and escape. Its a place where you can play one of the different indigenous races and treat it as home - to be explored and endured. Its the sort of place that some dastardly sorcerer like Kratos or Jedakiah (see Book of Quests) will send characters to, in return for money or secrets (or maybe as punishment), so they can quest for the rare and precious items that will fuel their sorcerous schemes. 
 Its going to be a great book. 
 Book of Quests
This compendium of seven scenarios is completing editing and now into layout. All the art is in, and I'll be previewing the cover in the next couple of weeks. All the scenarios in BoQ are penned by relatively new authors who worked to a light brief provided by me. The idea is to offer a loosely detailed region where the adventures take place, but keep the scenarios as flexible as possible so they can be used in any fantasy world. The writers have done an excellent job of taking my rough ideas and making them into a series of terrific, exciting scenarios. There's something for everyone: a caravan guarding job that turns horrific; a city-based intrigue concerning a tragic countess; a rescue mission into a murky swamp; an investigation into shady dealings in the king's court; a race to find an ancient artefact of dreadful power; a quest into the remote mountains to thwart an evil plot; and a showdown with the nefarious sorcerer, Jedakiah, at his mountain lair. Each scenario can be played standalone, or the whole lot forms a complete campaign. Couple this book with Monster Island and you have years of adventuring. 
 It'll be about 200 pages and, once again, Colin Driver has done all the maps and floorplans - and in a splendid style too. 
 Hardcover Kickstarter
In 2013 we will launch a Kickstarter or Indiegogo project to produce the core rules and, depending on stretch goals attained, Monster Island and Book of Quests, published in hard cover. We're looking to produce the very best hardcover we can - dustjacket, bookmark, stitch casement... its not cheap to do, and we also want to offer the book at a reasonable cost. More on this in January next year. 
 Mythics
During 2013 Pete and I will be working on Mythics Greece and Briton respectively. I've already started my Briton research and notes. These will not be straight historical books, but will contain magic and heroics too. Of course, we'll produce the books in such as way that magic can either a) be dispensed with or b) treated as vague superstition that may or may not work, depending on your point of view.
 We will also be commissioning Michael O'Brien (Sun County, River of Cradles and Mister Maximum Game Fun) to write Mythic Constantinople. This is a pet project for Mike and knowing his approach to game writing, it will be worth waiting for. 
 And now the reveals... 
 Age of Treason: Shores of Korantia
We're delighted to announce that Design Mechanism will be publishing Jonathan Drake's superb Age of Treason setting for RuneQuest 6. Jon is writing a completely new core book, focused on a different region, Korantia, which we will be releasing late summer 2013. Those of you familiar with the first Age of Treason book, focusing on the Taskan Empire, will know what a great and original world Jon has created. The Korantia sourcebook follows in this vein but is a completely new area with new gods, magic, cultures and adventures . We heartily welcome Jon aboard the Design Mechanism galley (and he's already working out where, in the nearby ocean, Monster Island fits)... 
 Luther Arkwright
Design Mechanism has licensed the exclusive rights to produce a brand new version of Bryan Talbot’s acclaimed graphic novel series ‘The Adventures of Luther Arkwright’. For those unfamiliar with the character, Luther Arkwright is a trans-dimensional troubleshooter working for WOTAN, the agency that monitors the myriad parallel worlds of the multiverse. The first graphic novel series focuses on the attempts by the sinister Disruptors to unleash the Firefrost weapon and so cause widespread destruction and chaos across the parallels. Luther, working in a variant Earth where Cromwell’s descendants still hold power, goes to extraordinary lengths to thwart the Disruptors’ plans. An excellent overview of the Luther Arkwright saga can be found at:
http://en.wikipedia.org/wiki/Luther_Arkwright And Bryan’s own site at: http://www.bryan-talbot.com/arkwright/  
‘Luther Arkwright: Roleplaying Across the Parallels’ will see Bryan’s iconic character and setting powered by the RuneQuest 6 rules. The game will focus on WOTAN’s attempts to police the multiverse and prevent the Disruptors’ (and others’) schemes. Characters will each have a unique ability that has brought them to WOTAN’s attention, including psionics, mysticism and other talents of the kind found in the Arkwright multiverse. The game takes RQ in a new direction: rules for the modern era, along with mechanics for Steampunk concepts, travel between parallels, and even maintaining the same character across multiple worlds, will be included.
  
The game will be written by myself and Pete, collaborating with Bryan: indeed, some work has already started. Arkwright is a perfect background for RuneQuest Science Fantasy/Steam Punk/Fin de Siècle adventuring. Some of you may recall that 23rd Parallel Games produced the first Arkwright RPG in the 1990s and that, too, used a d100 resolution mechanic. This, though, will be an entirely new game. We intend to support the setting with Parallel books, detailing a particular variant Earth complete with a set of scenarios or campaign arcs included. 
 Bryan had this to say: “2014 is the 36th anniversary of the beginning of the original serialization of The Adventures of Luther Arkwright graphic novel, and it's never been out of print since then. In the summer, Dark Horse books are releasing a large format, hardback prestige edition of the book, which will also include the sequel, Heart of Empire, an extensive illustration gallery and a ten page interview. It's so very cool that this brand new Luther Arkwright role playing game is being published in this same year. I'm very excited about the project". 
 At this stage, its too early to predict page count, but its likely to be 256 pages. It won’t be a standalone game; you will need the RuneQuest rules, but it will be a complete treatment of the Arkwright multiverse so you can expect a lot of depth, new rules, and new concepts. 
 As you can imagine, we’re very excited about this project. Pete and I are long-time Arkwright fans and, with our deep love and affection for multiverse-spanning concepts, eternal champions, and the whole Fin de Siècle vibe, this is a perfect setting for us. We’re very much looking forward to starting the work proper and getting the Luther Arkwright game finished for the end of 2013. 
 Happy Holidays!

This line-up looks very promising!  I’m especially interested in The Book of Quests, Monster Island (which includes some Russ Nicholson art!), Mythic Briton, Mythic Greece, and the hardcover version of RQ6, although I certainly will check out the other products as well.   

2013 promises to be an exciting year for RQ6!

Plus, RQ’s younger cousin, OpenQuest 2, will be published in colour

Good times. 

01 December 2012

Crypts and Things Lives


I haven’t mentioned the role-playing game Crypts and Things here lately (C&T is a ‘swords-and-sorcery’ variant of Swords and Wizardry, to which I contributed some of my house rules).  But that doesn’t mean that nothing has been happening with the game!

D101 Games already has one adventure out for C&T, Blood of the Dragon.  Moreover, Newt Newport has lined up a “Crypts and Things Masters’ Series” of modules, with contributions from a number of UK authors.  The first module in the series, Temple of Urshruuk by Rik Kershaw-Moore, is now in production.

Things are stirring in the Crypt…

30 November 2012

A positive RuneQuest 6 Review

... has been posted over at RPG.net.

It's a succinct yet informative review, well worth reading if you're curious about the latest (and best!) version of the game.

The reviewer is Shannon Appelcline, who interviewed the authors of RQ6, Lawrence Whitaker and Pete Nash, last month.

29 November 2012

Dead But Dreaming


I recently obtained the legendary anthology of Mythos-inspired tales, Dead But Dreaming, edited by Kevin Ross and Keith Herber (two names that should be familiar to any fan of the Call of Cthulhu role-playing game).

Originally produced in 2002 by Dark Tales Publications, only 75 copies were printed before Dark Tales closed down.  Thankfully, Miskatonic River Press republished the anthology (with some corrections and a new afterword) in 2008.

I cannot praise this collection highly enough, and strongly recommend it to any fan of Lovecraft’s (and Clark Ashton Smith’s) work.  Indeed, I enjoyed Dead But Dreaming so much that I just started reading Dead But Dreaming 2.

09 November 2012

RuneQuest 6 Interview

Over at RPG.net, Shannon Appelcline interviews the authors of RuneQuest 6 (and the earlier Legend/MRQII system), Lawrence Whitaker ('Loz') and Pete Nash.  Read the whole thing here.

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).