Showing posts with label tegel manor. Show all posts
Showing posts with label tegel manor. 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, November 5, 2012

Tegel Manor and my Return to “Gonzo” D&D


As a kid and most of my teens my D&D was all kinds of Gonzo. I used City State of The Invincible Overlord, Tegel Manor, and a variety of early Judges Guild products as my D&D wheelhouse. In those early days I did not give a damn about verisimilitude, and didn’t even know what the hell it was. Right out of the gate I think we were doing weird fantasy in our games by default, long before James Raggi used the term for his games.


But that was not to last. Just growing up made the gaming group increase the realism a bit, and once again as usual I put the blame for my own game world becoming more “real” on girls entering our gaming circles. Pretty, pretty girlies. Endless dungeon gauntlets and constant killing, combined with apeshit occurrences in-game that made little sense seemed to turn girls off. Role-play became a bigger factor then. The gals wanted to develop relationships in the game world. They seemed to respond better to things that made some sense, not just the weirdo whims of adolescent fantasy-minded boys. So in my game world shopkeeps and bartenders stopped being 10 level wizards or retired 9th level paladins. Magic shops began to become scarce. Dungeons existing for no other reason than to massacre adventurers became rarer. I stopped using Thor, Zeus, and other gods of myth and injected my own that made sense for my setting. Verisimilitude reared its ugly head. Thus has it remained over the decades. I kept an eye on things making some kind of sense in my world.


Well, I’m sort of getting turned around on that. I've had a couple of years off from running a regular D&D campaign, focusing on Sci Fi and other types of fantasy. After all those years of making my game world sort of low on gonzo, I’m getting a desire to go silly once more when I get back on the campaign track. Not that everything in the game world is going to go apeshit all of a sudden. But I want to have my main city stop being so much like Gondor, and go back to being more like Lankhmar. Weirdo shit around every corner. And my first step is to utilize the full gonzo nature of Tegel Manor. That setting will be the focus of my next campaign I think. Gonna make it MY Ravenloft! On a trip out of town the other weekend I actually got to test the waters with it outside my regular group a bit. That taste has me ready to go full bore with the wacky, brutal mansion on the gang in the not too distant future. Oh, of course I will try to throw a little gravitas with it in the form of better explanations of why certain things are the way they are, but Tegel seems the perfect way to hit the group over the head with my new gonzo outlook.

Really, life is getting too short for obsessing on verisimilitude in a game of pretend.

Tuesday, October 30, 2012

How consistent the game world?


While staying with friends for a long weekend out of town, I had a planned visit from a girlfriend from many years ago who lived in that area who I had not seen in forever. Back in the day she played in my games a lot, and since the girlfriend of the pal I was staying with requested I run a D&D game I had asked my old friend to come and play with us. What was especially interesting is that my friend from back in the day now owned a game store in Northern Cali. So I came up with some encounters we could do in a fairly short session.

What I went with was the area around good ol’ Tegel Manor. Though the last couple of years I used a sort of prequel setting for the location, I went with full on classic haunted Tegel. There only ended up a couple of combat encounters on the roads and in the village, so the actual manor never got visited (hopefully we can finish that up some day), but in thinking about the setting, I was struck by how consistent I needed to be with it. See, in my game world maybe 30 years have gone by since any characters went to Tegel. A decent chunk of it had been mapped by a couple of parties over the early years, and many of the various NPC’s interacted with. So, would I still have Runic Rump the paladin around looking to sell the manor? Would the lich still be in the tower (though characters had routed him out decades before); would the black pudding still be in the outhouse? Should I change things to show the place had been looted before, and that all this time had passed?

See, I’ve used the same game world I created for D&D since I was a kid. The same world where over time I had adventures using many classic modules. Tegel, The Giants adventures, The Keep on the Borderlands, White Plume Mountain, Homlet. In my mind, I always thought towards keeping a certain amount of constancy. If the Steading of the Hill Giant Chief had been taken down, would a replica of it every pop up many years down the line for a different group?

Recently I have lost that desire to maintain that consistency. And why not? Over time, as my game groups come and go, I’m the only one aware of any true passage of time in the game world reality. Have I tried to maintain a certain consistency just so that, in my own mind, this can seem like a real place? That’s pretty daft.

I want to use lots of my favorite old adventures, such as Tegel, when I get back on D&D with my group. To hell with all the consistency. I’m not writing novels based on it, and I’m not maintaining internal integrity of the game world because I’m keeping meticulous journals on it over the many years. Hell, the notebooks with my notes on those old sessions are long tossed away.

My old comic collecting background is helpful for that. If you love a universe, such as Marvel, you have to accept a certain amount of retconning. Tony Stark originally had his origins as Iron Man in the Korean Conflict. Then Vietnam. Then The Gulf War. Ben Grimm was a WW2 veteran. Now I don’t think he is the vet of any war. These things are fairly minor, and the universe moves forward.

But I’m wondering how much other DM’s with long time game worlds of their own have done to maintain internal consistency of the game world. Would they go so far as to refrain from ever using the same module, as is, a second time even if it is for different players? Or is that just some weird conceit unique to me?

Sunday, September 4, 2011

Oops, I con gamed again



I made another one of my rare public appearances DM’ing yesterday at Socal Smackdown in Anaheim. Last year’s session was a big success, and the organizers (wanting more RPG events, especially old school) had asked me to run a game again. I was back and forth about it for the last couple of weeks, but having not a whole ton of other priorities for the long weekend I was leaning towards it. Earlier in the week a player from my regular group was interested, so I said “what the hell” and went for it. Last year I stayed at a cheap hotel near the con, but this time just travelled down there for the session

I did not have a lot prepared, and had not done OD&D since the pub game earlier in this year, but I dove in the last few days whenever I had a few minutes and tried to hammer out a scenario. I pretty much used my Tegel Manor Dynasty setting I did in the pub game; basically a prequel to full blown haunted Tegel Manor. This setting is sort of turning out to be my Ravenloft, a recurring locale with undead, demonic forces, family intrigue, and atmosphere. In a lot of ways I’m inspired by the old Dark Shadows program to give a living family angle to the cursed mansion.

Even though the con blurb did not mention me specifically, there were three people from my pub and Smackdown 2010 groups, so including regular player Terry it was not a total batch of strangers, which was nice.

It was really kind of a wild and wooly session, the 4 or so hours going by pretty quick. There was a bit of over the top dorkery from a couple players, but it was more funny than annoying. My sessions tend to be boisterous and filled with wild laughter. As a matter of fact, one guy who played another game at a table near mine last year and was playing in mine this year commented that he remembered how loud and fun my game looked, and how he wished he was in that session. And again, it was a success and very worthwhile.

I do have to say that campaign play is always going to be my main fun and focus. I just love having time for characters and situations to be developed through ongoing gameplay. For these more or less one shots (although this is the second time running the same character for both Terry and another guy, so I try to collect the character sheets at the end to keep them in case somebody plays again in the future), I just think in terms of several encounter situations and loosely tie them together. There isn’t a ton of time for sandboxing.

Anyway, I’m in my busiest time of the year now, so I doubt I’ll do another public session anytime soon. But it turned out to be another great way to spend one day of a long weekend.

Thursday, March 24, 2011

Tegel Manor Dynasty




Tegel Manor is one of those love it or hate it old school items. Even by Judges Guild standards, it was an especially wacky and crazy funhouse dungeon. It’s so chock full of wild shit (a huge undead, demon, and monster population in a relatively small area), it has the almost random feel of something written up on a weekend of heavy marijuana usage. I mean, just the butler in one of the front main rooms is described as a “Balrog Ghost.” That seems so random. And do demons like Balrogs even have ghosts when they die? Don’t they just go crying back to hell when you kill them?

I guess I can’t throw stones. I added even more weird crap to the mix as a very young teen with this. I had Green Warhoon Martians with radium rifles in one of the big rooms off the main ballroom, and pretty sure I had some kind of robot created by a mad scientist roaming around as well. As I got a bit older, I stopped trying to use it as a dungeon to be explored, and used it here and there over the years mostly as a mission based location. Characters arriving to find an item lost in the Wizard Tower or something, and only moving into a small area of the Manor and then leaving.

In these OD&D games I’ve been doing here and there since last year, I’ve thought about Tegel a bit more. I think all those old Dark Shadows episodes I’ve been watching on Netflix have affected me.

I thought of using the super-haunted house for these sessions, but the problem was my OD&D games are set around 200 years prior to the current time period of my 1st edition game setting. So rather than expect that the manor has been around in maximum haunting form for several hundred years, I thought that it might be interesting to check out the manor and the surrounding area before it was taken fully over by evil and the Tegel family (yes, I do not use the name “Rump”) more or less died out. A sort of Tegel supernatural soap opera like Dark Shadows.

I decided that the evil curse on the house/land began very early on in its existence. That even the first few generations knew something was wrong, and minor haunting went down. The house grew in size from additions, and the family carried on, despite certain cries, screams, moans, and whimpers from older parts of the mansion at night. And the people of Tegel Village carried on as well, generation after generation being used to weirdo happenings.

So I took four family members from portraits that were together in the list: Lady Rubianna, Riven, Rotcher, and Ruang. I don’t believe the 1-100 portraits are in fact linear and meant to be taken as having been in order of family members as they came along, but I thought it would be easier to take some who where next to each other in the list. I kind of also went with the description in that entry to some degree, thus “Rotcher the Radiant” is a handsome, charismatic, and fun loving person while alive. Here’s the family members in question and what I did with them for the current, living lords of Tegel.

Lady Rubianna: Mother of Riven, Grandmother to Rotcher and Ruang. Fled the mansion as a young lady 20 year ago, to have her child Riven in the big city of Tanmoor.
Lord Riven: when he reached adulthood, took his mother back with him to Tegel to reclaim the birthright. Brought loyal Tanmoor butler “Slappington” as well. Married a local girl soon after returning, and had two boys, Rotcher and Ruang

Rotcher and Ruang: Riven’s children with his wife Rhian (who has no Tegel Manor portrait). Rotcher is happy and handsome, Ruang is dark and brooding, taking delight in the suffering of things. Rotcher is a hit with the other local teens, and on Friday nights Riven lets a chaperone (in this case Terry’s elvish fighter/MU “Rose”) take them on an outing to the Tegel Tavern.

There are portions of the mansion that are now very haunted, and dangerous for strangers to wander into it. Even for Tegel family members; Lady Rubianna one day wandered into the East Wing, and was possessed by the vampire portrait of an ancestor when she stopped to admire it. Since then she has laired in a nearby sea cave, and has been gathering undead to pester the land.

So with Terry’s Rose character in place working for Lord Riven as a bodyguard to the teens, the rest of the party are a group of adventurers passing through on their way to the big city. This particular one-shot (more or less) is supposed to be telling a story to a degree, so a bit of a railroad job compared to my dungeon sessions for OD&D. So I just thought that a couple of decent role-play situations, combined with some breezy location based fights, would fill up the session and give me some good “phone it in” ease of DM’ing in a semi-public setting. Nothing too complicated for me, or ponderous for the players.

So after camping near some gypsies, and getting their fortunes read (including some semi-vogue warnings of what might be in store in Tegel), the party came up on the village proper. They passed the large monestary that is to the north on the Tegel area map, but alas there was no monk character so didn’t feel compelled to get them to go there. They decended upon the town hollow, and found zombies prowling the town square in the rain. Nice combat (wherin one character almost died, but I decided to go for -10 and die rather than the -5 I had been using for OD&D), and got the party involved in Rose and the Tegel kids who were at the tavern on their Friday outing. So a bit of tavern role-playing, with the happy go lucky teens of Tegel hanging out with Rotcher and Ruang, and the older townsfolk brooding in their beers over strangers and walking dead being afoot.

Lord Riven came with some guards from his manor eventually (the characters learned that the local constabulary were cowardly Keystone Cops who rarely showed up when there was monster trouble) to investigate the zombie fuss, and offered the PC’s a job. In the less-haunted part of Tegel Manor, Riven had butler Slappington serve drinks, while he and his wife skittishly told of the mother possessed, and the need to stop her haunting the area for the sake of the Tegel kids if not the village folk. The party agreed, and went to spend the night at a two-story several room guest house nearby.

The PC’s took up residence in some of the rooms and the lounge, falling asleep to the occasional howl or spooky laughter from the haunted parts of Tegel Manor across the way. The vampiric Lady Rubianna came to Rose in the master bedroom, and offered her info on some of her own family secrets (Rose came to Tegel because her uncle had mysteriously died in service to Riven and the family) if she convinced the party to leave Tegel. She fled the guest house before summoning a hoard of rats to attack all in the house. That was a fun little scramble, with PC’s fighting rat packs as a thief character ran around behind the scenes using secret passages in the walls.

The next morning it was off to the sea cliff, where before the stairs down to the waves they had to pass a local mausoleum. A small hoard of skeletons, led by a couple of wights, came pouring out of the mausoleum to combat the party. The cleric of St. Cuthbert tried a bit of turning here and there, but the battle was ultimately won through cold steel and elbow grease. Fun fight.

Then down into the caves, to first face Rubianna’s Wraith, then on to the lady herself. It was a fairly quick battle, as the cleric used hold person and the save was failed. I know, I would probably not let a hold person work on a full vampire, but Lady Rubianna was still alive and human, just possessed by the vampire spirit. After a bit of treasure looting, the group dragged Lady Rubianna out to the daylight, where the ancestor spirit retreated back to its portrait, and Lady Rubianna was cleansed of evil and returned to her family. Happy little ending to a nice little session.

I’ve really loved this idea of a Dark Shadows inspired Tegel Manor prequel setting, and I’m for sure going to do more with it. Plenty of opportunities for chilling adventures as the current tenants of Tegel Manor try to hold off the encroaching evil; even though we all know how it will eventually turn out in the long run. So more Tegel Manor family fun in the future I hope, with at least some of the same great players.

Tuesday, March 22, 2011

Playing D&D with Pub Stars





I guess if a fortune teller told me a couple of years ago that I would be running a Dungeons and Dragons session in a busy pub, I would have told her not to listen to those spirits again, because they were full of shit. But there I was, at a Santa Ana British Pub, running a sort of Tegel Manor prequel game for seven players, and drinking pint after pint of delicious Elvish brew (Bass Ale).

Cyclopeatron put this together, and it was an interesting experiment. Basically, we took over a back area, slid some tables together, and I did the 5 hour session while Trent Foster ran at another table nearby. It was a stormy day in Southern California, and I really thought I might face the prospect of this falling through if a lot of players decided not to forge out into the weather. I told my regular player and designated driver Terry, and great trooper, to bring along her Mythos card sets in case I had to go ahead and fold whatever players showed up for me into Trent’s session (who was willing to have up to 12 people play).

But as it turned out, I had a full boat. Seven players including Terry. Wow. I think Trent ended up with a couple players less than I had, which surprised me. I think some kind of word of mouth, somewhere, is getting around about the breezy little OD&D sessions I’ve been doing since last year. It was really gratifying to me to have such a great showing.

At Around 11AM the pub was filled with hollering and shouting soccer hooligans, but before long the TV matches were over and it quieted down a bit. We took our time getting characters set up, I ordered up two pints at a time, and tore into some delicious Cod and Chips when it finally showed up. I had a nice cozy booth type seat to adjudicate from, and it was the perfect amount of players for the space we had. Just enough room for everything and everybody.

The pub manager was a hilarious Manchester lady names Jackie, and her often mean and sarcastic attitude in the morning blended nicely with her more warm and friendly chatting in the afternoon when things quieted down a bit. Personally, I think she had tilted a few herself in the back, which is always a bringer of cheery feelings. One of my players that day was also English, from the London area (there was an old London map in the bathroom that he could see his old neighborhood on), so the combination of the Euro accents, pub atmosphere, and rainy day was super conducive to good gaming feelings. It was all quite perfect. After making sure of taking care of Terry’s Cod lunch and a couple of pints for being my designated driver, the day cost me around 90 bucks, but it was well worth it for a great day out. To me this was more fun than a day at Disneyland or Knott’s. Limey manager Jackie said that for next time she might arrange a buffet and some booze discounts to cut back on costs a little.

As far as the scenario, I did a sort of Tegel Manor prequel, set in a time before that mansion become the most haunted place in the world. I used some of the Tegel personalities from the 100 portraits in the Tegel Manor adventure, and had them still be alive, and a family trying to hold off the encroaching curse of the area.

Later this week I’ll post a bit about that Tegel Manor Prequel session, and also about tomorrows Night Below session, which I think will be quite brutal and very likely the last game of the campaign.

Meanwhile, go to Cylcopeatron’s site to see a couple of photos of the sessions from that day.

Friday, February 18, 2011

Dark Shadows






Since I got Netflix awhile back, I’ve been catching up on some of my favorite childhood shows that are available on the instant play feature. So on some nights since the holidays I’ve been watching a lot of The Rockford Files and Kolchak:The Night Stalker.

But with me having Tegel Manor on the mind a lot in the last few months, and possibly doing a sort of sequel to that great module for my OD&D games, I remember that unique soap opera from the 60’s called Dark Shadows.

Dark Shadows’ original show story bible had no supernatural elements, despite being mostly set in a spooky old mansion on the New England coast. Besides the unusual setting, Dark Shadows featured the typical romantic and dramatic subplots of the usual daytime soap opera. Some six months into its run the show introduced the supernatural by having characters encounter ghosts. But when flagging ratings threatened to end the series, the character of Barnabas Collins was introduced. A polite and unflappable man who claimed to be a lost cousin of the Collins family living in the Collinswood mansion, Barnabas was actually a 200 year old vampire, released from a local tomb by a trouble making drifter.

I was but an infant during the show’s original run, but as a kid I discovered the it through reruns on UHF, and loved it. Flash forward to the 90’s, I had another chance to see a couple of episodes, and was bored as hell. But inspired to check it out again now, I’ve watched several of the first Barnabas episodes and I’m loving it.

For one thing, the frequent stock footage of Collinswood outside at night and day looks just like the outline of Tegel Manor! And the interiors of Collinswood and the dilapidated old house next door practically screams “Tegel!” Even Barnabas’ speech early on describing the creation of Collinswood from local lumber and imported stone seems to be a description of the building of the great house of Tegel. This is super inspiring stuff for Tegel adventuring.

Many scenes so far also take place at the ramshackle but cozy seaside tavern The Blue Whale. The bar has its own sort of haunting moodiness, but that is broken up by the constant Beatnik music in the background and the surprisingly lovely 60’s chicks, both featured actresses and background extras, enjoying their cocktails the way the 60’s folk seemed to love to do.

The episodes are only 20 minutes long, and last night I actually watched around four of them back to back for mood as I was working on my Tegel Manor material. This is going to be a stormy weekend in Southern California, so I plan to watch a lot of DS. I understand that in upcoming episodes there will be homage’s to werewolves, Frankenstein, and even Rider’s “She.” Time travel, parallel universes, and “The Levianthans,” old dark gods in the HP Lovecraft mold, are going to be featured as well.

If you’ve never seen Dark Shadows, do yourself a favor and check it out. Just be sure to start with the first Barnabas episodes. Otherwise you are just watching a soap opera set in and old house. Yawn.

Note: Tim Burton is working on a Dark Shadows film this very minute, with Johnny Depp as Barnabas. I really don’t want to see a campy, Cirque De Soliel trannyfest that Burton might make of it, and I am tired as hell of Johnny Depp. The one saving grace is apparently Depp has been a fan of the show since childhood, so hopefully that will add something special to his portrayal of the iconic vampire.

Wednesday, June 2, 2010

Thinkin’ about Tegel (Manor, that is)



Having owned it since the late 70’s, I’m surprised that I never used Tegel Manor more. My maps are worn more from floating around wherever I stored my game stuff over the decades than from use. The players map has only a few halls and rooms penciled in (including the wizards tower), showing that I never really had the place explored by PC’s much.

I really only remember two or three sessions of using Tegel Manor. Once I was around 15, fairly new to gaming, but more experienced than my schoolfriends, mostly because of spending a lot of time playing at Aero Hobbies in Santa Monica with the older creeps who hung out there. My game world (still in use to this very day) was new, so there was no need for things to make much sense in my setting. A funhouse dungeon fit just fine.

I really only remember a couple of things from the first time I used it. The thing that really stands out in my memory is that I had the players greeted by Green Martian Warhoons in the front ball room. Yeah, I know. I don’t know why I included them, but the main reason might have been that at the time I had some great Green Martian miniatures and probably wanted to use them. My main memory of that is the player who was pissed that I didn’t give the Warhoons minuses to hit because they laughed heartily as the blasted away with their radium rifles.

A couple of years later I was visiting my teenage sweetheart in Ventura, and as she was up for playing some D&D I pulled out Tegel and she had two or three of her mid level characters visit the place. I remember later that night the PC’s fleeing from the manor in terror from some ghosts, but I also remember before that Denise having great fun checking out the Rump Family portraits (not liking “Rump,” I actually called them the “Tegel Family”) down one long hall.

But after those halcyon teen gaming sessions, Tegel has floated around in my game containers for decades. My game world had really evolved from a Judges Guild/Arduin Grimoire “anything goes” type of world into a more adult, “realistic” fantasy world. Zeus and Thor etc. were replaced by gods of my own creation (or created by cleric player characters that came along), and crazy funhouse dungeons were mostly replaced by locations with ecologies that made some kind of sense.

Although I haven’t been to Disneyland in decades (blasphemy for a Southern Californian), I went two or three times a year as a kid and teen. The Haunted Mansion was my favorite, and I think that is why Tegel really caught my imagination. You could picture a band of adventurer’s hacking and spell-ing their way through HM just as they would TM. Something was going on in every nook and cranny.

So over the long Memorial Day weekend, I found myself digging out Tegel and giving it a look over for the first time in years. I soon came to the conclusion (probably thanks to a bit of help from some Fat Tire Ale) that there is indeed a place for Tegel Manor in my world. In fact, I never had it go away. I have had it referenced to a time or two within game, and so it must of course still sit up on a hill above Tegel Village, a few short miles North of my main world city Tanmoor.

During my campaign last year (the same one pretty much that goes on currently), a mage character found references to Tegel Manor amongst some books in a treasure trove, and at the time it looked like the seed had been planted: at some point this mage was going to visit Tegel. Unfortunately, that player eventually dropped out of the group, so Tegel left my mind at that point.

But taking another look at my Tegel Material, I see that the ecology of the place (in a fantasy world) is very clear. The family (Rump, Tegel, whatever) is one seriously cursed group. Something weird going on with each and every member of that tree. Therefore, the mansion itself is cursed, soaked in the awful souls of the Rump/Tegel family, and attracting all sorts of evil and undead into it’s rooms and behind the walls. It’s a self-perpetuating evil, one that will probably exist there long after the elves of the forest have faded away and man drives around in horseless carriages.

A campaign to explore Tegel sounds fun on paper, but really, it would be a long haul and a deadly one. One wraith too many, one ghost over the line, and you have characters that have been seriously reduced in level, and seriously aged. Player might not appreciate that , especially considering the low treasure yield. But a mini-campaign, 4 or 5 sessions, might be just the thing for a party of 4th-6th level dudes.

So after a handful of games in my next campaign (probably to start late this year or early next year when I finish The Night Below campaign), I think I’ll lead the new PC’s to Tegel. Right now, I’m envisioning characters on a quest for a mage or sage looking for some item in the manor. I’d have them focus on one corner or wing of the castle, perhaps pitching a temporary camp in Tegel Village, the garden patio at the back of the house (close to the haunted outhouse indicated on the map!), or even inside at the main ballroom near the front door. From there, they would set out about that portion of the house, looking for clues to the McGuffen they would be searching for.

Months away, I know, but it’s fun to start thinking about it, and about my players (who all seem to have never heard of Tegel Manor) reacting to all the weird, scary, and cool shit in Tegel!