Day 3 — First RPG Purchased
Dungeons & Dragons, Holmes blue box. If you read the first day’s entry, you’ve heard that story already, but here’s another peripheral take on it.August 3, 2014
August 2, 2014
#RPGaDay 2
Dungeons & Dragons. (That’s going to be a theme throughout much of this month; sorry.)
When I started playing D&D (see yesterday’s link), my friend Kevin was my gateway DM. As the person who’d been playing the game already, he was the one who gave me the first taste of adventure through In Search of the Unknown and Hidden Shrine of Tamoachan, then unleashed me onto an unsuspecting world. Truth be told, though, it took me a while to start DMing because of a strange confluence of geography and finances.
The geographical factor was the reality that living in a small town of 2,000 people in the middle of the Canadian wilderness, we didn’t have a gaming store that stocked the AD&D books, meaning that missions to secure those tomes required long-distance travel. The financial factor was that me and everyone else I knew were all perpetually broke in those heady days of 11th grade. As such, when we first started playing, myself and the other two core members of the party (Dave and Mitch) only owned one book a piece — Mitch, the Players Handbook; Dave, the Dungeon Masters Guide; and me, the Monster Manual. And though we traded the books around a lot between ourselves, it wasn’t until I actually got around to securing a DM Guide of my own that I felt comfortable pushing myself onto the other side of the table.
The first adventures I ran were the Slave Lords series of modules (A1 through A4 for you old-school types). I can remember being really worried about whether I had what it took to actually run a game, despite having been playing for almost a year at that point. I remember an enormous number of rookie mistakes I made during that campaign. I also remember one moment at the beginning of the first adventure, Secret of the Slaver’s Stockade, where the party was locked down in a standoff with slaver mercenary orcs in a courtyard. The decision was made to clear the courtyard with a fireball — except the party didn’t know that the orcs had strapped together an old pushcart, a barrel of lamp oil, and a bellows to create a jury-rigged flamethrower designed to stop the frontal assault they were too smart to make.
I remember the adventure talking about how if the cart caught fire, it would explode to deal damage to the orcs nearby and that’s about it. I remember thinking, “That’s kind of boring,” and instead describing the cart blowing sky-high as the fireball hit it, an explosion of lamp oil setting fire to the nearby wooden doors as the remains of the cart arced through the air and slammed down in front of the party, forcing the characters to run like hell to get past it and into the fray.
August 1, 2014
#RPGaDay 1
So this is apparently a thing, and so I shall I make it a thing that I do!
Day 1 — First RPG PlayedDungeons & Dragons. Kind of. You can read all about it here.
July 29, 2014
Tribalism
Those who know me best know that I have a touchy temper and a tendency to want to go after all the stupid I see in the world around me. However, I also have a tendency to not want to suffer a self-induced rage stroke, so as a result, I stay well away from most controversy and politics online.
I am making an exception to this policy tonight.
There’s a story making the rounds about a group of gamers who really love the new 5th Edition ruleset for Dungeons & Dragons. In fact, they love it so much that they decided to show their love of the new game by gathering up a pile of 4th Edition books and burning them. Because there’s absolutely no symbolism there.
There’s video but I’m not linking to it. You can find it if you like.
I was talking to a friend (hey, John) who’s a non-gamer, and who was interested in knowing what exactly was going on with this display. For other non-gamers, a short version of the story: D&D has been around since 1974, and has gone through a number of different versions. 4th Edition D&D (from 2008 to about 2012) marked a very different take on the game from previous editions, and was highly polarizing. A lot of players loved it. A lot of players hated it. We’ll have to assume that this particular group of book-burners were in the latter category. But maybe they were just cold; I don’t know.
Anyway, in talking to my friend John, he used a phrase that struck an unexpected resonance with me, speaking about the sense of the ‘tribal and ritualistic’ in what he’d seen of the video. And in thinking about it, I realized that even more than the surface-level stupidity, that’s what bothered me the most.
You don’t like a game? Don’t play it. You bought books and ended up regretting it? Sell them, or give them away, or donate them to your local library. Destroying them is stupid. It’s decision-level stupid; it’s “Hey, this won’t make us look bad on the Internet, right?” stupid. Just plain stupid.
But roleplaying gaming is, at its most basic level, a positive social and tribal endeavor. That’s what sets it apart from other forms of entertainment, and even from sports (which is built around the idea of a winning side and a losing side — a concept that doesn’t exist in gaming). And to replace a positive tribalism of imagination and shared world-building with a negative tribalism of anti-imagination goes far beyond the merely stupid and pushes into darker realms.
That particular group of haters thought they’d show their love of the new 5th Edition D&D by burning 4th Edition books. I worked on a lot of 4th Edition D&D. I’ve worked on (and continue to work on) a lot of 5th Edition D&D. And what I have to say on the topic of people who would burn books to prove a point in the edition wars is that these fucking morons don’t deserve to play any version of this game.
July 21, 2014
The Song of Belit
That autumn paints the leaves with somber fire;
Believe I held my heart inviolate
To lavish on one man my hot desire.
In that dead citadel of crumbling stone
Her eyes were snared by that unholy sheen,
And curious madness took me by the throat,
As of a rival lover thrust between.
Was it a dream the nighted lotus brought?
Then curse the dream that bought my sluggish life;
And curse each laggard hour that does not see
Hot blood drip blackly from the crimsoned knife.
The shadows were black around him,
The dripping jaws gaped wide,
Thicker than rain the red drops fell;
But my love was fiercer than Death’s black spell,
Nor all the iron walls of hell
Could keep me from his side.
Now we are done with roaming, evermore;
No more the oars, the windy harp’s refrain;
Nor crimson pennon frights the dusky shore;
Blue girdle of the world, receive again
Her whom thou gavest me.
It’s not annoying enough that Robert E. Howard wrote epic alt-history better than just about everybody who came after him short of Tolkien. The dude could write poetry as well (including the above, from the Conan story “The Queen of the Black Coast”). It’s easy for lesser writers like myself to become vexed and annoyed by people with that kind of raw talent for doing the things we drive ourselves to do. But at the same time, it’s almost impossible to foment a jealous rage against Robert E. Howard’s life and career without inevitably circling around to the reality of how that life and career were both cut drastically and tragically short.
Most gamers live their lives engaging in the broad wonder of fantasy, as a matter of course. As did Howard, obviously. Many gamers have histories of feeling socially isolated and closed off from the world, as did Howard. Many gamers have stories about moments in their lives when the pressure of being closed off from the world — of feeling different and distant, and of all the uncertainty and fragility that comes with that — opened up to a particular kind of darkness that has only one way out. As did Howard.
(Aside — I’m one of those gamers, but that’s not important to this line of thought.)
But if the anecdotal evidence is to be believed, the vast majority of gamers are able to step back from that edge of darkness. And in many cases, often long after the fact, those gamers speak to the notion that gaming and fantasy played a significant part in what let them step back. For us, gaming and fantasy created a sense of a larger world that had a place for us, and gave us the understanding that even when the darkness seems like the only option, there are always choices. There are always ways to move forward. There are always reasons to fight on.
Whatever thoughts and emotions and pain resonated in Robert E. Howard on a particular day in June, 1936, they took away his reasons to fight — just long enough for the fight to end. And there’s a terrible kind of irony in the idea that Robert E. Howard’s imagination crafted fantasy worlds so vast that not only he but literally millions of readers have explored them without ever even getting close to learning all their mysteries, but that his own worlds of the imagination offered him no way out of the darkness of the real world.
Fantasy and gaming are about the ability to dream, and about how the ability to dream can help you look past the limitations of a real world that seems to promise nothing but pain. For me, and for a lot of gamers like me, the lessons of fantasy and imagination that Howard taught were a part of what kept us going. And I can’t help but wish that on that June day of eighty-odd years ago, Howard had been able to dream the future that the rest of us — in our time, in our own ways, and using the examples that Howard and so many others laid down for us — saw and made.
July 6, 2014
Twenty-Eight Years in the Making
Way back in 1986, my college gaming group (which had previously been my high school gaming group) took on the classic supermodule “The Temple of Elemental Evil,” with me DMing. It was the culmination of a campaign that had been going with a steady core of characters for the previous three years, and which promised to unfold as an epic awesomefest of world-shaping dungeon-crawling goodness.
And then we never actually finished the campaign. Because partway through level 2, myself and all the other players seemed to simultaneously reach that annoying stage of mid-20s life when jobs and school and family and stuff finally demolish what’s left of one’s free time.Last night, after a few months of prep and planning and experimentation, I rebooted that campaign. We started outside the front gates of the temple under thunder and lightning, with all the old player characters, and three of the original four players, and new players (including the wife, and the older daughter, and the older daughter’s boyfriend) taking on the old NPCs, and running everything in five cities across three time zones through G+ hangouts and Roll20.
My life is awesome.
March 29, 2014
Fallen Heroes
If you played D&D in the 1980s, you knew Dave Trampier. You might not have known his name. You might not have known his story. But his iconic illustration work was the gateway to gaming for millions of players, in the most literal sense.
In the cover of the AD&D Players Handbook, published in 1978, a fire-lit archway in a mysterious temple becomes a portal beyond which a whole world of imagination lies. On the front side of that archway, you’re the observer stepping into the aftermath of battle. You take in what lies around you. You feel the sense of events and history that brought you to this point. You linger and dream of what might lie beyond the looming darkness.
Trampier’s work — including iconic illustrations in the Monster Manual, Player’s Handbook, Dungeon Master’s Guide, and some of the game’s most memorable adventures — did more than just define D&D in its early days. It created a foundation of fantastic authenticity that defined what the game could be. A Trampier illustration captured the essence of what fantasy gaming is all about — using imagination to create a portal beyond which anything is possible. Tramp wasn’t a realist by any stretch. Especially in the black-and-white that the early rulebooks and adventures of D&D demanded, his work was often sedately stylized. But that sense of the sedate was never static. Rather, it captured the essence of a fantasy world driven by the motions of life and conflict, then flash-frozen in a single image.
Tramp extended that gift for drawing the viewer into his world when he began tell his own stories in the comic “Wormy”, which had an occasionally intermittent but eventually breathtaking run in Dragon magazine for more than ten years. “Wormy” was a strip that never bothered to even glance at the mundane in its cast of working-class trolls, sadistic ogres, sarcastic monsters, and an eponymous wisecracking dragon. But within the confines of the strip’s comic fantasy, Trampier created a compelling story and some of the most strikingly beautiful art ever put to paper.
The saddest thing about Dave Trampier’s passing — taken as a whole with his walking away not just from his RPG work but with his apparent retirement from art as a whole — is that his last days should have been filled with the knowledge of how many people his work inspired, and the degree of love that we have for that work, even after forty long years.
Trampier is gone now. Gary Gygax and Dave Arneson are gone. David Sutherland (whose art stood alongside Trampier’s in defining the look of D&D in its earliest days) and J. Eric Holmes (who edited the D&D “Blue Box” basic set that was the introduction to the game for so many players) are gone.
On some level, it’s an amazing thing to be part of a hobby and an industry still possessed of so many living legends. But the downside of that is the sadness that comes of seeing — even after only forty years — the first and greatest of those heroes slip away.




