Showing posts with label dungeoneer. Show all posts
Showing posts with label dungeoneer. Show all posts

Saturday, January 9, 2021

The Early D&D Pirate Ship

 Below is another of a series of articles I wrote a couple of years ago for a pop culture entertainment site.

The Smell of Wargamers is In the Air

It was a beautiful August day in Lake Geneva, Wisconsin, and a throng of men old and young were lining up at a sign-in desk at the entrance to the historical Horticultural Hall to sit at a table indoors all day. It was 1976 at GenCon, originally a tabletop wargaming convention that had evolved to cater more to the players of a new game: DUNGEONS AND DRAGONS.

Inside at the many tables set out for the event sat middle-aged WW2 and Korean War vets clinging to their historical wargames.

Horticulture Hall
Geek Asgard circa 1976

Some scowled over at the nearby college-aged youths who in the last couple of years were invading the stodgy event, pretending to be elves and dwarves in the newish game Dungeons and Dragons.

Occasionally a paunchy, neckbearded wargamer would sidle over out of curiosity, and eventually ask a question non-D&D players would ask for decades. “How do you win?”  Each player had a different answer.

Charles Grant
“Blah blah blah Hitler. Blah blah blah Napoleon. “

In one corner of the hall, not far from several seller’s tables, a blond, bespectacled 21 year old was hanging a fabric banner on the wall. The edges of the sign had been burnt and dirtied to give the impression of an old timey treasure map. On the banner were the words JUDGES GUILD.

Building A Pirate Ship

The young man’s name was BILL OWEN, and he was there to represent he and friend BOB BLEDSAW’s new game company, Judges Guild. Bob was back at home sick and could not attend, and they had forgotten to arrange the use of a merchandise table, but that wasn’t going to stop Bill. He and partner Bob Bledsaw had a product to sell, and it was to be a game changer.

Based on Bledsaw’s home D&D campaign, it was a beautifully designed and intensely detailed map of a fantasy city they called CITY STATE OF THE INVINCIBLE OVERLORD.

Invincible Overlord Map

The map immediately evoked inspiration in even the most skeptical D&Der, with it’s dozens of buildings labelled as mundane businesses such as rope maker or bath house, to more fantastic shops such as wizards supply and monster hunter. It had an intricate system of alleyways and streets with names like Slaver Street and Misty Street. The maps were snapped up, but many buyers wondered about the details of the locations.

That had yet to be worked out; Bob and Bill had assumed Judges (what Dungeon Masters were called then) would want to add their own details. After all, Gary Gygax and TSR didn’t produce settings for the game yet, assuming there would be no demand. Bill thought for a second, then led any who inquired to his car, where he provided Bob’s address. “send us your address and 10 bucks, and we’ll put you on our subscription list for further info and releases.”

Bill had just invented Judges Guild’s subscription model. With few hobby shops specializing in role playing games yet, this turned out to be a winning move. The Judges Guild pirate ship had launched, matey.

pirate ship D&D
“Avast there, me dorkos!”

Flash back a few months. 32 year-old Bob Bledsaw, who had fallen in love with D&D almost as soon as it came out, had been running a locally popular campaign for some time. He and young player Bill Owen had talked a lot about producing game materials, and Bob’s incredible map design skills made them decide to visit TSR Hobbies in hopes of convincing Gary Gygax to agree to let them produce game materials for D&D.

They were unable to gain audience with Lord Gary, but D&D co-creator Dave Arneson was happy to meet them. TSR didn’t think game setting products would sell, assuming everybody was happy doing their own homebrews. Dave went ahead and gave verbal permission, and Judges Guild was born (Gygax would much later say he would never have made the agreement).

The Ship Launches

The City State map proved wildly popular, and in order to fulfill the first subscription requests, Bob whipped out the details of the city he created. The vibe he instilled in it would be his gameworld standard. Bob’s personal home game setting was Tolkien’s Middle-Earth, but this new location could not be more different from the lands of Bilbo and Aragorn. It was totally gonzo.

The style was part ancient Greece, part Hyperboria, and part Lankhmar, the city of Fritz Leibers Fafhred and Grey Mouser. The city was designed as an outdoor dungeon, and walking the streets could lead to random monster and villain encounters. Walking into a shop and roughing up the haberdasher could be unwise; he might just be a 10th level sorcerer or even a demi-god.

Interesting to note, The City State’s Pegasus-riding Overlord was himself unabashedly evil, as well as 90% of his advisors and council.

Invisible Overlord book

Years of campaign play could be enjoyed without the characters ever leaving the city. This was not a setting for wanna be novel writers. It was pure sandbox. Characters were supposed to wander the city and encounter non – player characters who would react to them.

There were charts and tables describing random encounters and events, and each shop location featured it’s own rumors being discussed by customers and shopkeeps. If players heard a rumor that a dolphin had appeared out of thin air at a bathhouse, characters could hightail it over to see what was going on. It was up to the dungeon master to wing it and adjudicate the situation.

Bob continued expanding his City State setting. Calling his lands THE WILDERLANDS OF HIGH FANTASY, many adventure modules and packets containing maps and info on other locales and city states in the setting were gobbled up by the new Judges Guild faithful. The tropes of The Wilderlands included having it’s city state communities exist in isolation in the middle of howling wildernesses, with little real power outside their city walls.

A Gritty Sandbox to Play In

The Wilderlands were lands in decline, full of ruins of older civilizations, with little in the way of usable trade roads or safe havens. Bandits, monsters, mutants, and even aliens could kill you as you journeyed. If you were a resident of a town in the lands, a ten mile hike to visit your cousin was a suicide mission. Much like The City State, populations of all sizes (at least the human dominant ones) tended to be evil in nature. In most fantasy settings there were pockets of evil. In the Wilderlands, it’s good that is hard to find.

The brutal Wilderlands made Westeros look like Tolkien’s Shire.

highlands of High fantasy book

Another labor of love of Bob’s was Tegel Manor, a haunted super-mansion set in the Wilderlands, a dungeon chock full of ghosts, ghouls, vampires, and an endless variety of threats. With many gags, tricks and traps, it was a total funhouse dungeon. Playing in the mansion was like being on Disney’s Haunted Mansion ride, except you have to fight everything you see. It featured over 150 rooms, and a maze of hallways. It was both deadly and goofy as hell. At the main foyer you might be greeted by a butler in the form of a Balrog’s ghost, or you might enter a room to witness several zombies bowing before a large white rat wearing a plumed hat. In typical Bledsaw fashion, single sentence descriptions were the norm.

It was up to the haggard DM to decide why the hell zombies were bowing to a rat.

The manor halls were adorned with a hundred magical paintings of former residents with mystical affects.  There’s no evidence that Bob Bledsaw was a coke hound like Gary Gygax, but he sure came up with some wild-ass stuff.

D&D map

Fans of Judges Guild ate it up. It seemed the perfect weird fantasy world to D&D in.

Bill Owen would leave the company in 1978 for other pursuits (his true love before and after the Guild was the travel industry). But The company continued to expand, gaining the ownership of Dungeoneer Magazine, a fanzine-like product chock full of new monsters, magic items, and new adventures to add to the growing Wilderlands.

Sailing Along

The Dungeoneer book

Judges Guild produced over 250 products related to D&D, and by the early 80’s employed over 40 people. Not bad considering many of these items were poorly edited, very often contained fairly generic and unappealing artwork, and almost always were printed on poor and flimsy paper stock. And this was one of the reasons The Guild was heading into a decline to rival the decaying civilization of The Wilderlands.

Gary Gygax and company over at TSR had wised up and realized there was a demand for settings and adventures. The items they began to produce were well edited and typeset, done up with high grade paper stock and hard covers, and professional artwork. Judges Guild rejected these notions.

Bob Bledsaw
“But the sign in front of my office is bitchin’!” – Bob Bledsaw

Also the Guilds ideals of dungeon gauntlets, jokey puns and gags, and devotion to gonzo concepts were already becoming old. The D&D fanbase was changing and becoming more sophisticated. Ironically, players of a game where you pretended to be elves faced a growing realism movement.

Playing D&D
“Realism will make our dorky elf game legit!”

Sunk

Judges Guild lost it’s license from TSR in 1982, and this proved to be the nail in the coffin. After a few last gasps (The Guild had a few licenses with other companies), the gangplank to the pirate ship was pulled up in 1985.

Sinking pirate ship
Glub glub

But, A Legacy Among the Faithful

Many years later Bob would briefly team with others to reprint some old Guild items, keeping his name in the gaming loop. Bob passed away in 2008 (the same year as Gary Gygax), but to this day his legacy carries on, through his son Bob jr. teaming up with small press game companies.

Original printings of Guild items sell for high prices on Ebay and Amazon.

The pirate ship is long gone, but the gonzo lives on in the hearts of Judges Guild faithful, like yours truly.

Monday, April 2, 2012

I Hated Stories in my Game Mags

“…Your humming has summoned up a pair of mud ghouls, Lute!”



Over at Grognardia today James mentions some pulp fantasy fiction in Dragon Magazine back in the day. I had an immediate thought I wanted to comment upon there, but rather than lay a negative on his blog, I will do it here where it belongs.

I HATED that shit in my magazines. Short stories featuring some fighter or barbarian or thief or another. The Dragon, White Dwarf, The Dungeoneer…whatever, I hated it. They could have been the greatest stories ever told for all I knew. I didn’t care, I rarely read more than a few paragraphs before turning away to look at the Anti-Paladin article or whatever for the thousandth time. I didn’t care if they were good; if I wanted to read fiction I would get a book or Argosy Magazine or something.

Tables, charts, rules clarifications, character class and alignment articles, and even comics. These were fun to read and you would read the same entries again and again, and a thousand times again. But the stories. Ugh. Who read these more than once?

I more or less stopped buying game mags by the late 80’s, but I did pick up the occasional Dungeon magazine in the late 90’s, and they seemed blissfully free of amateur fiction. I hope that is still the case today, especially if I get a hankering to buy one.

Thursday, December 2, 2010

Top Ten craziest AD&D rules (part 1)

Here is a countdown of the top ten most insane AD&D rules. It’s from a site called Topless Robot (one of around a thousand geek sites with the word “robot” in the name). Each item is followed by my own (hold the applause) witty and informative comment on it.

Because it’s a little lengthy (3 or 4 pages or so) post, I’ll do the first five today, then post the other five in a couple of days.


10) Treasure Type

This system of treasure placement suggests that every Gargoyle has 2-8 pieces of gold on them at all times, or that Shambling Mounds always have on their person an assortment of coin, a few gems, a couple of scrolls, and maybe a potion or miscellaneous magic item (not to mention that carrot they have for a nose, just in case you're feeling snacky). Once players realized that this system was more or less a guarantee of at least a chance for a specific item type to drop, it becomes incentive to hunt them down. Who cares if nymphs are neutral good? She's Treasure Type Q and X, man!


My take: I hardly ever used the random treasure type stuff; although at some point in Jr. High I was using some tables from the monster and treasure assortment. Ultimately, it was more fun for me to just decide for myself what the creature had on its person or in its lair. Sure, I keep the Old School Encounter Ref in my game bag for emergencies these days for when characters wander off the beaten (and plotted)path, but that isn’t really based on monster type anyway. Yeah, we don’t need no steeking treasure type lists for monsters.

9) Level Titles

Okay, so these are pretty damn cool, and remain a fond memory for most players familiar with the 1st Edition rules. But if you think about it, they're also pretty nuts -- why is a 1st level fighter a veteran, if they're first level? They're even sort of insulting, in some cases. Take the Cleric titles: at sixth level, you're a Catholic Canon; at seventh, you embrace Buddhism as a Lama; and at eighth, you're a Patriarch out of the Greek Orthodox tradition. All this from a cleric who worships Odin. Seriously, this is just asking for religious boycotts. And while we're talking about it, was there anyone who played a kick-ass Monk who wanted to go by the title "Grand Master of Flowers"?


My take: this is a very good point, and flavor or no I don’t really use them. Let’s for sure hold off on calling Mr. 1st level fighter a “veteran” until he has killed his first orc and kissed his first girl (put a female orc in there and you got yourself a two-in-one).


8) Magic-Users

The name alone warrants inclusion on this list. Later editions fixed this -- "mages" in 2nd Edition, "wizards" in 3rd. But really, anything was better than what they fixed upon for the 1st Edition. It becomes status quo for most players, but think about it--by this nomenclature, fighters (which had at least by this point graduated from the gender-exclusive and similarly lame class title of "fighting men") should have been called "sword-users" and thieves would have been called "lockpick-users." (I'm excluding clerics from this example, since they would have been called "healing-users with a blunt weapon of only marginal combat value"--which they already sort of were.) But the real beef about Magic-Users in 1st Edition was that in terms of magical combat, they were one-shot and done. One magic missile or sleep spell, and they were done for the remainder. Mages make up for this by being insanely powerful on the other end -- when fighters are doing only slightly more damage per hit than they were doing at first level, mages can lay waste to an attacking platoon in a single round. But getting past that early going when a decent wand is more useful than you? That's a tough row to hoe there, Gandalf.


My take: Bah, I don’t really care. I tend to use the term MU or Magic-User because I like to reserve terms like mage or wizard for a character that has advanced somewhat (but not necessarily a name level). In in may game world, I assume people refer to them as magic-users (even though there are other types of spellcasters). As far as MU’s being a little light in the pocket spellwise at low levels, well, them’s the breaks. In the last couple decades I gave new MU’s a couple of random spells “in mind” that they can cast once a day, but for my next campaign I’m just thinking of giving them access to cantrips again, and making those cantrips free and castable anytime, with perhaps a 3-5 a day limit.

7) Arbitrary Limits as to Gender, Race, and Class

Admittedly, this is a broad category. But the problem here is well represented in the early pages of the first edition Players Handbook, in which in his preface on page 6, Gary Gygax mentions that readers will find "no baseless limits arbitrarily placed on female strength"...and then two pages later, the rules specifically state that human female fighters are limited to no more than an 18/50 strength. (It can, of course, be argued that this can still be seen as consistent, and that Gygax meant that those limits -- which are even more stringent, by the way, if your character is demi-human and not a fighter -- are neither arbitrary nor baseless...but that only exacerbates the problem.) But seeing as how that score is (supposedly) rare, there are better examples: how about a cleric of Poseidon who can't wield a trident? A dwarven fighter who can't rise higher than 9th level? (And too bad for you if you wanted to be a half-elf cleric, because you couldn't go higher than 4th level.) Why? Some of it is game mechanics -- unlimited levels were one of the few perks that existed insofar as being a human was concerned, back then -- and the game designers didn't want magic-users and clerics using swords, so they just forbade it (and even though 3rd Edition and onwards has corrected this issue to some degree, it still lingers in legacy games like World of Warcraft.) But other things -- like gender differentials for ability scores and the like? That's not a game balance thing; that's just alienating half your potential audience. To be fair, later editions of the game went too far the other way, and relied almost exclusively on the feminine pronouns -- so the game switched from exclusionary to pandering. Great work.


My take: Heh, I remember some gaming material in the 80’s going with the “she” or “her” instead of the usual male reference. Political correctness at its finest. I also remember fondly articles in The Dragon and The Dungeoneer in the early 80’s aimed at female players (with titles like “Those Lovely Ladies”) that seemed to think women in gaming were getting the short shrift. I had a superhot girlfriend who played in my games when I was in high school (she was already a fan of Sci Fi and fantasy so this hot chick playing D&D was not that weird), and all my jealous gamer friends would have their characters kiss her charcter’s asses in attempts to at least get favor from her PC’s in a way they could only dream of in real life. This was in stark contrast to when I took her around my football teammates, where my friends would try to kick my ass to impress her. Best of both worlds. Jeez, I took this comment in a weird direction. Ah, memories.

6) Bards

Holy crap, why was it so hard to be a bard in first edition? Any idiot can pick up a lute and start strumming it in a tavern -- so why in the world would they need to be at least a fifth level fighter, a 5th level thief, and a first level druid before becoming a first level Rhymer? Especially in a game that didn't seem to have been designed to support characters going much higher than 14th level or so? (No modules were created early on for levels above that with the exception of Isle of the Ape in 1985, and even though the spellcaster tables go up to 29th level, once most classes hit name level---10th, they stopped accumulating even full hit dice, let alone new powers or abilities.) Bards were effectively the first prestige class in a game system that didn't yet support them. Bards--along with psionics and several items above--are a good example of why the stuff in the Appendices were relegated to the appendices in the first place.


My take: D&D bard was indeed some stupid shit, at least in my games. In the 80’s onward you were lucky if I ran a campaign long enough to get your character to 7th level, so a regular bard would be out. At some point I created a bard subclass of thief that gained skill (in music, performance, and art in addition to some thief skills) as they went up. Due to Andy’s early (and fairly mild) power gaming with this kind of bard at the start of this current campaign, I have altered my bard heavily since he rolled up his character Vaidno (much to his chagrin). I love the Vaidno character nowadays, but my bard class will be a different animal if anyone runs one in the future (although in Andy’s defense, I gave my bard a D4 for hit points, which makes up for almost every other problem with my bard class).

Tuesday, June 8, 2010

Night of the Walking Wet

Even though it is maybe months away, I keep thinking about what I would like to do for the early part of my next campaign, so I have been going through my older game stuff for ideas. Over the weekend I took another look at my old and beaten copy of The Dungeoneer Compendium.

The first 6 issues of The Dungeoneer from back in the day each had a featured dungeon. Each of these were great examples of Judges Guild’s wild and wooly take on Dungeons and Dragons. For one thing, the entries for rooms and areas were just like I did mine in my game notebooks, specifically, poor spelling, grammer, and amusing misuse of words. A lot of the time, you could barely grasp what the author (usually the great Paul Jaquays) was getting at in some of the entries, just like one of my players might find my notebook jots to be if they snuck a glimpse. This stuff was so very amateurish, and for sure that was a good thing. It was one of the charms of the stuff; it was written the way I wrote for my games, and how could that not appeal to me? It was homey and warm, and you automatically felt like the author was your buddy, a regular guy in a way Sir Gary never could came off in his flowery prose.

At one time or another, I ran each of the dungeons featured. Borshak’s Lair, The Pharoah’s Tomb, Merlin’s Garden, etc. Actually, I ran most after the Dungeoneer Compendium came out and collected the dungeons of the first six issues. That great book not only contained all those dungeons, but also placed them all on the land map of Jaquays’ great Night of the Walking Wet setting. All those places, and more, were right there in the Castle Krake area, and I used that to my advantage.

I made a decent mid-level campaign out of it. My teenage sweethearts’ Elf character Noradama “Nord” Calingref won Castle Krake in a card game, and took her adventurer pals along with her to clear out the Slime God, and the Type 4 Demon and ghoul army of Krakesbourough. That Walking Wet scenario is hella cool, and is pure Judges Guild.
I have great memories of all those dungeons set near Krake. In The Pharoah’s Tomb, one player had a desert ranger, and he was able to scramble over all those sand-trap rooms while other characters struggled and got trapped. He loved using an ability I gave his character that he thought he would never use. He was so jazzed, his character skittering over the sand floods and ululating “ayiayiayaiyaiyai!”

Within Borshak’s Lair, a magic tomb invaded by orcs, one character found the hilarious “Fred the Magic Amulet.” The sentient, +1 protection amulet had awesome illusion powers, and I would have it transform into a giant, inanimate shark that still spoke in Fred’s high pitched Mickey Mouse voice. Dark Tower was great, but this shit was Paul Jaquays best work as far as I was concerned. Was he as stoned as I sometimes get when he was writing these scenarios?

All these dungeons featured old school D&D staples, i.e. plenty of magic affect statuary, and traps that were usually more weird and scary than deadly. I had so much fun with this stuff as a teen. Sadly, I eventually got more serious with my adventures, heading more into “High Fantasy” despite sticking with 1st edition.

But I think it is time to revisit some of this classic cheese of time past, so I may just be making the dungeon-heavy Castle Krake area and it’s interesting sandbox surroundings the setting for the next campaign.