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Tag Archive: Gary Gygax


Review by C.J. Bunce

If you’re not a player of Dungeons & Dragons, a new journey through the hills and valleys of the roleplay game that started it all will get you up to speed quickly.  Dungeons & Dragons Art & Arcana: A Visual History is a comprehensive, authoritative, and licensed look back at nearly 50 years of gaming, storytelling, and artwork.  If you grew up with the game you are certain to find both nostalgia and page-after-page of new information in its more than 700 color images from the past, images of heroes and villains, monsters and other creatures, that brought in some 40 million players over the years.  Boasting some 10-15 million active players today, D&D now features the results of writers/D&D celebrity fans Michael Witwer (D&D historian), Kyle Newman (director of the movie Fanboys), Jon Peterson (game historian) and Sam Witwer (actor, Being Human, Smallville, Battlestar Galactica) pulling together published images and source art from each edition of D&D’s core books, supplements, and modules, magazines, advertisements, tie-in products, sketches, and draft rules.  Their sources include the archives at Wizards of the Coast, private collectors, and more than 40 designers and artists from every era of the game’s history.  Released in two editions, fans old and new can choose from the standard 448-page hardcover alone or a special edition Hydro74-designed boxed set with some intriguing extras.  You’ll find a 14-page preview below courtesy of publisher Ten Speed Press.

This… treatise… this behemoth of a book is smartly designed so readers can approach it for a quick burst of throwback fun or a detailed dive behind the creation and many changes of the game and the companies behind it.  You can find a side-by-side evolution and comparison of monsters and other characters, soak in old maps and character sheets, and compare the covers and key art across all editions.  Possibly the best contribution is comparative images showing specific pop culture sources for many of the designs that made it into the early books and supplements, everything from Frank Frazetta Conan the Barbarian paintings to panels of comic book art from Marvel Comics’ Strange Tales.

From Guidon GamesChainmail to TSR to Wizards of the Coast and Hasbro and the latest 5th Edition rule books, the D&D story is one of corporate takeovers, failures, successes and strategies, all to survive and ultimately consolidate with games including Magic: The Gathering, Pokémon, World of Warcraft, and the entire Milton Bradley tabletop game catalog, all under one umbrella.  It all started with creators Gary Gygax and David Arneson, and their efforts to build on miniature figure battle games from centuries past, and modern rules for gaming that had a historic source:  sci-fi/fantasy author H.G. Wells first penned a gaming rulebook for miniatures titled Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys’ games and books, an influential book inspiring gaming to this day.  The founders would pull in amateur artists and eventually professional artists, sprouting from a small headquarters in Lake Geneva, Wisconsin, ultimately the source of Gen Con, the gaming convention that has been tied to D&D since the beginning.

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By Art Schmidt

Dungeons and Dragons has long been the most famous and widely-enjoyed of all fantasy role-playing games (RPGs), and for good reason; the various folks who have been behind the brand for the last forty-some-odd years have been putting out quality adventures that capture the imagination and set the standard for RPG campaigns.  From Gary Gygax and Dave Arneson to Tom Moldvay and Dave “Zeb” Cook,  Frank Mentzer, Lawrence Schick, Tracy Hickman, Bruce Cordell and countless others, they all knew one thing: that while the rules are necessary to provide a common framework for play, it’s the adventures that capture the imagination and draw the player into the story.  A good adventure is like a delightful story shared among friends; it entertains while you are lost inside it, and it sticks with you afterward.

Every six months for the past three years, Wizards of the Coast (WotC) has published a thick hardcover campaign book containing an over-arching storyline full of locations, quests, monsters and exotic treasures have which provided players and their dungeon master with countless hours of excitement and enjoyment.  The first was the two-book Tyranny of Dragons campaign, or “storyline” as the publisher calls it, taking player characters from lowly first-level nobodies and allowing them build up through a series of interlocked adventurers into the world’s most formidable heroes.  Then the story pitted those heroes against a five-headed dragon god named Tiamat in a bid to save their world from enslavement and darkness.  Exciting stuff!

Subsequent storylines have followed the same basic formulae, although in vastly different and colorful ways; one storyline pitted the players against elemental cultists bent on (you guessed it) taking over the world, another trapped the heroes deep beneath the earth in subterranean labyrinths in a quest to not only escape the Underdark, but also save the world in the process (of course).  Yet another whisked the heroes away to another dimension ruled by a dark lord, a vampire rivaling Count Dracula in his evil power, and the heroes had to defeat their undead overlord in order to escape.

The last storyline involved rampaging giants wreaking havoc and destruction across the countryside in a bid to rule their kind, and all of the little folk in the process.  Again, players created neophyte adventurers and ran them through a sandbox world full of colorful peoples, quests both simple and majestic, nasty monstrosities and wondrous treasures, bastions of light and dungeons full of darkness, all in an effort to save the world from giant rule.

But not really.  Sure, saving the world is the main goal of the characters in the story, and that’s all well and good.  I don’t know many fantasy novels where the heroes spend three hundred-plus pages saving a kitten from a tree, or ordering takeout, or trying to find the best deal on car insurance.  Saving the world is a noble goal, and will likely be the objective of story-driven fiction for the foreseeable future.  But the objective of an RPG adventure is, first and foremost, to have fun!  This is the main goal of the players, and anything the characters happen to accomplish along the way is just plain gravy.

In addition, the previous storylines all so far have lacked one thing which long-time players have been craving; a big, fat, old-timey dungeon crawl.  Sure, there have been dungeons in some parts of the previous five storyline campaigns, but none really more than a small section of the overall adventure.  After all, dungeon-crawling doesn’t easily lend itself to a big, wide-world-saving tale.  It’s fun and all, but saving the world often requires traversing it to different locales and interacting with the folks of said world which you are striving to save, most of which are above ground.  But still, the call persists.  “Dungeon Crawl, guys!”

NOTE: Yes, the forth storyline “Out of the Abyss” was essentially one huge dungeon crawl, in that the entirety of the adventure took place underground in the “Underdark.”  But really, that wasn’t one big dungeon, it was a world unto itself, beneath the earth, and had very few traditional “dungeons” in it.

So it comes as no surprise that the folks at WotC might be looking to put together a campaign hardcover that maybe, just possibly, doesn’t have an over-arching storyline quest to save the world.  Who would have thunk it?  But that’s just what they’ve gone and done.

Tales from the Yawning Portal is the sixth of the storylines in the 5th Edition of Dungeons and Dragons campaign books, and it is the first to leave out the “storyline” part in favor of providing DMs and their players with seven updated classic dungeon crawls for their enjoyment.  And these are some of the most famous adventures ever written for the game.

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