King Arthur Pendragon

Showing posts with label dragon magazine. Show all posts
Showing posts with label dragon magazine. Show all posts

Wednesday, April 25, 2012

The Dragon Magazine - Up on a Soapbox

For my ultimate quest to create the best megadungeon I can possible create for my group, I returned to the roots of it all: Castle Greyhawk, the most famous of dungeons. Because it never saw the light of day outside Gary Gygax's and Rob Kuntz's game table, it acquired an almost mythical status. I've recently heard quite a bit about it and what I heard made me realize that it was exactly what a good megadungeon should be: not completely realistic, but whimsical, filled with fiendish traps and puzzles to entice the players AND the characters. To learn more, I tracked down several sources, some of which were easier to acces than others. One of these sources is the complete series of Dragon articles written by Gary Gygax: Up on a Soapbox.

The first article was published in issue 287 (September 2001) and the last one in issue 320 (June 2004). In them, Gary describes his experiences running and playing in the Greyhawk Campaign, mainly in Castle Greyhawk, a megadungeon than spanned several levels. These are uniformly excellent articles because they open a window to a past that most of us have almost forgotten, but also because they give us glimpses of a long-lost campaign that - to most of the old grognards - is a kind of Holy Grail, lost in a mythical time. Only elements of it have surfaced since then in different mediums. Now that Gary is deceased, these articles and a handful of other materials are the only link to the original Castle Greyhawk.

The articles themselves are not connected in any way. The author tells us about several situations that cropped up during his and Rob Kuntz's campaign. Thus, we have mainly independent accounts of various moments, involving different characters. One article describes a group's efforts to solve the riddle of "a towering block of carved stone" that radiated magic. In another, the adventures are befudled by the appearance of a mysterious man whose skin is gold encrusted with jewels (according to Gary, no group ever caught him, and it continues to be a mystery to this day). There are accounts of Robilar going solo, and how he was teleported to the other end of Oerth. One article even describes how pit traps evolved from simple pits, to pits with trapdoors and, finally, pits with spikes. Without exception, every one is a small diamond in the rough and a joy to read. I say diamond in the rough not in a derrogatory sense, but because these articles are an account filtered through the mind of the man who lived it and is trying, to the best of his abilities, to describe what was like to be a part of that game. We can only imagine how things were.

From Gary's writing, I have extrapolated several elements that I will incorporate in my own megadungeon. It is also implied that Gary and Rob played with several different groups in the same setting. Therefore, parts of the dungeon were explored by different groups. Most of the puzzles and traps were not designed in a manner consistent with real world logic or even, sometimes, any kind of logic, but prepared only to confuse the players (the aforementioned trapdoors that changed as the groups learned to bypass them and the infamous ring of contrariness). In this sense, there was a sort of duel of wits between the DM and the group, with the former creating increasingly fiendish traps and puzzles and the latter trying to "beat" the obstacles set before them. I like this sort of adversarial/collaborative duality. Let us not forget that these were different times, and gameplay has changed a lot in the interim.

Castle Greyhawk also evolved, as different groups left their marks. Creatures would be slain or move away, allowing the characters to set up camp inside. Some mysteries were never solved and the characters would move on or return to them again and again. In the end, Castle Greyhawk, like any megadungeon, was never intended to be complete cleared or solved. It was a work in progress that constantly tested the characters AND the players' wits and problem-solving capabilities.

Up on a Soapbox is highly recommended reading not only to those who are interested in the history of our hobby, and the origins of the first megadungeon, but also to those who seek inspiration for their own dungeons and settings, like me.

Monday, April 16, 2012

The Dragon Magazine - Realism in D&D

A very small article in Dragon #8 (1977), penned by Brian Blume, titled Realism in D&D, caught my attention for two reasons: the first is related to the always constant demand of certain players for realism in fantasy; the second because I've seen people do what the article proposes to do albeit in a different manner. The article describes a new system to generate attributes to replace rolling the dice. Here are the two most funny examples:
"WISDOM
To determine your wisdom, calculate the average number of hours you spend playing D&D or working on your D&D Campaign in an average week. Subtract the resulting number from twenty and this is your wisdom."
Some DMs already complain that much time is spent generating stat blocks for high-level NPCs, let alone preparing scenarios. If we take their word for it, then many of us would have very low wisdom scores.
"CHARISMA
To determine charisma, count up the number of times you have appeared on TV or have had your picture printed in the newspaper. Multiply this number by two, and the result is your charisma rating."

Again, I suspect many of us would have very low charisma, particularly in the single digits. I don't spend as much time preparing the adventures, either because I'm lazy or for lack of time, so my Wisdom would be high, around 17 or 18, but my Charism would be very low, like 0 or 1 low.

I don't pretend this article to be anything other than a harmless stab at those who seek realism in their games, especially OUR own world or personal concept of realism. On the other hand, I have seen players trying to play themselves in AD&D with amusing, albeit unintentional, results, so perhaps this article will be of any use to them. Let's not hope anyone out there took this article seriously.

What do you think your wisdom and charisma attributes are? Please comment.

Thursday, March 15, 2012

The Dragon Magazine - Turning Back the Clock

As part of my recent, unapologetic conversion to "old school", mostly classic D&D and AD&D 1st edition, I decided I should try and absorb as much literature of the era as possible. Consider this: one can only appreciate the greatest books or movies by putting them in their proper chronological context. Granted, this isn't strictly necessary, but I'm that kind of guy. Curiosity got the best of me. And part of the history of this game is, undoubtedly, the Dragon magazine, published in paper form since 1976 until a few years back when Wizards of the Coast decided it should turn the magazine to electronic format only.

I admit that reading the Dragon magazine is, in no way, necessary to understand AD&D or even enjoying the game, but both are inextricably associated even if in reputation. I also admit that it's part curiosity and a desire to tread a path I never took in my early days as a gamer. To this end, I managed to acquire the entire first 250 issues in electronic format. Ironic, considering that it was first in printed form and there was some consternation and divided opinions when WotC decided to go the electronic way. I'll post my impressions as I read the articles. I don't intend to read them all, because some are wargaming-related, but I believe I'll find some inspiration for my own campaign as many gamers did before me.