Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Thursday, October 13, 2022

On "The Dungeon As A Mythic Underworld"

[This was originally posted as a comment on a Reddit post but, knowing that will disappear down the memory within a few hours, figured it was worth preserving here as well]

In Original D&D (1974) the advice and procedures for creating dungeons were very strange: dungeons were supposed to be infinitely large and ever-changing, filled with a mostly-random assortment of monsters, treasures, tricks and traps with no particular reason or justification, and there were even weirder rules like that doors are always stuck for adventurers but never for dungeon inhabitants, and that all dungeon inhabitants can see in the dark unless they’re in the service of a PC in which case they lose that ability. 

By the time of AD&D and TSR's first published modules (in 1978) Gary Gygax had mostly moved away from that mode of design and towards a more logical and rational style that James Maliszewski later dubbed “Gygaxian naturalism” (though that is something of a misnomer since other folks/games like RuneQuest and Chivalry & Sorcery both went there first and leaned it to it more heavily - Gary always kept one foot in each camp) and the earlier mode was derided as “funhouse” style and looked down upon, and was largely abandoned by the early-mid 80s (The Abduction of Good King Despot, published in 1987, was probably the last gasp of this style of adventure in the Classic Era). Which was a shame, because that kind of game can be a lot of fun, especially compared to overly-ecologized stuff which can be dry and boring (especially when it jumps through so many hoops to explain and justify its “fantastic” elements that it drains the thrill and wonder from them).

Fast forward about 20 years to the early 21st century, and a few of us were trying on forums to revive the legacy of that old style, to bring back more of the sense of freewheeling fun and adventure that we felt had gotten lost and buried in 2E and 3E D&D. So we went back to the earliest material (books, fanzines, and testimonies of first-generation players) and advocated for the way they did it then and that the game could still be played that way and would be as much or more fun than the other approach. But that effort was hampered because people kept harping on the lack of logic and realism - declaring that everything was arbitrary and dumb and simplistic and they couldn’t suspend their disbelief enough to enjoy playing in such an environment.

Frustrated at being put on the defensive and having the same arguments over and over again, a couple of us decided it was worthwhile to come up with a rhetorical justification that went beyond the reductive “it’s just a game lol” excuses. I was reading both Lovecraft’s Dreamlands cycle and Joseph Campbell's Hero With a Thousand Faces at the time and realized that all of the weird elements of funhouse-style D&D made sense in a world of dream-logic and in the context of the mythological hero's journey; combined with the notion already present in D&D lore that almost all of the classic “funhouse dungeons” were built and overseen by a hostile or insane demiurge of divine or near-divine stature (Zagyg, Halaster, Zenopus, Keraptis, Acererack, Ignax the 27th, etc.) and it all kind of came together. I was (I think, but don’t have any receipts to back it up) the first person to articulate the idea of the dungeon as a mythical otherworld that is specifically counter to the normal logic and natural laws that govern not just our world but even the mundane parts of the fantasy world (the towns, wilderness, and “lair-dungeons” that operate on (what would later be called) Gygaxian Naturalist principles); that entering the dungeon is literally crossing the Campbellian Threshold to Adventure into a mythic otherworld. Either way, a friend of mine named Jason Cone (who goes by the forum-handle Philotomy Jurament) took this idea and ran with it, expanding and formalizing it into an essay that he posted on his blog c. 2005ish.

A few years later, following Gygax’s death, the controversial sacred-cow-slaughtering shift to D&D 4E, and the release of OGL “retroclone” games like Labyrinth Lord, there was a sudden upswell of interest in the oldest forms of D&D with tons of blogs (Maliszewski's Grognardia chief among them) popping up on the subject and bringing those old forum discussions to a new and wider audience. These guys were all really taken with Philotomy’s essay on the Dungeon As A Mythic Underworld and it became something of a foundational text to the budding OSR movement, alongside Matt Finch’s Quick Primer for Old School Gaming (which popularized the "rulings, not rules" concept that also grew out of those same forum discussions). Between those two essays, all of the things about 70s-era D&D that had been so roundly dismissed as dumb and primitive and broken in the 80s and 90s now had a sufficient rhetorical and game-philosophical justification that people felt freed up to play that in that "old-school" way and have fun with it without having to feel guilty or defensive about it.

But now, another dozen-plus years later, that’s all ancient history. The maxims of Rulings Not Rules and Dungeon As Mythic Underworld have become OSR dogma, stripped of their original context and purpose - i.e. to oppose the then-dominant contrary trends and justify a style of play that had been denigrated and dismissed for decades. What got lost is that these concepts weren’t posited as the only or best way to play, but as an alternative. We never intended to claim that rules are always bad, or that all dungeons should be mythic underworlds and normal logic and ecology should never be employed. On the contrary, one of the original points of the dungeon as mythic underworld is that it’s an exception to the fantastic-naturalistic logic and ecology that govern the rest of the game-world. To me there’s an ideal balance between rules and rulings, between logic and symbolism, between reality and dreams, that Gygax, Jaquays, Stafford, Perrin and a few others instinctively hit c. 1978-82, that really thrills and inspires me even to this day. The pendulum swung too far in one direction in the 80s-90s and diminished that magic, then our attempted correction in the 00s caused it to swing too far in the other direction with the OSR in the 2010s.

So if you feel [like the Reddit poster this was written in response to] that the Mythic Underworld concept is overused and is too often used as an excuse for lazy or sloppy design, I say that you’re right, and do so as one of the first people to articulate the concept and inspire the guy who popularized it. There’s a place for dream-logic non-naturalistic dungeons, but they should be (at least in my opinion) a fairly minor ingredient in an otherwise Gygaxian Naturalist stew rather than the only ingredient in the pantry.

Saturday, August 10, 2019

The Heroic Legendarium

Most of the 11 readers of this blog are probably familiar with the "AD&D Companion," the book of uncollected AD&D material by Gary Gygax (mostly from Dragon magazine) + original material I wrote based on or inspired by Gary's unrealized ideas and post-TSR games, that I compiled a few years ago and distributed as a pdf. I put a lot of work into that document and was pretty proud of it, but due to the nature of its contents was always leery of distributing it too widely lest I invite a Cease & Desist Letter from Wizards of the Coast or the Gygax Estate, or both.

Those same 11 readers may also remember that there was some D&D rules content on this blog (some new races, spells, monsters, magic items, etc.) that is no longer here. The two are related.

A couple months ago I began revising the Companion to remove all of the content that was directly copied from a prior source - in some cases adapting it, in other cases leaving it on the cutting room floor - as well as editing the whole thing to become OGL-compatible via OSRIC, which consisted mostly of changing references from "DM" to "GM" and not referring to AD&D or any of its rulebooks by name, but also of substituting out a few other "protected IP" terms - such as names of particular off-limits monsters, planes, locations, and characters. [A key point worth mentioning here is that in those cases where the OSRIC rules differ from AD&D - either through that work's editors' legal caution or personal preferences - I have not adapted my work to their standards and in particular have not adapted any of the alternate/substitute versions of AD&D classes found in Dangerous Dungeons (though I have pulled some names of monsters and planes from there).] Doing all of that left about 2/3 of the material from the Companion - those parts I wrote or adapted myself - all safely OGL compliant. From there I started plugging in new material I'd written since the Companion was released, as well as revising and updating the contents to reflect a couple years of additional playtesting and feedback. Some of this material has previously been posted here, but much of it is new.

That effort is still ongoing (a lot of new material exists only in rough-draft or outline form and still needs to be expanded and polished) but I'm making good progress and it seems likely at this point that within a couple of months I will have a document at least the size of the original Companion (if not larger) that consists entirely of original content - some of it adapted from other games, the rest of it original to me, but inspired by the spirit and flavor of Gary Gygax's AD&D. I'm calling this new version The Heroic Legendarium (because I obviously can't use its old name) and I think it's going to be very useful to anyone who plays AD&D or OSRIC in the manner of the original Gary Gygax-penned rules and adventures - that it really will feel like something TSR might have put out had Gary remained in control and the company not shifted directions creatively, a way for those of us who still hold onto and prefer that original creative vision to continue in that direction rather than remaining frozen in amber.

A few items from the old version are gone (Roger Moore's very long and boring article from Dragon magazine about the Astral Plane has been deleted and adapted into 2-3 paragraphs of useful info, the monsters and magic items collected from TSR's 1984-85 modules are no longer included, and neither is the Hunter class) but I feel the new material that's been added in their place all still captures the same spirit more than makes up the difference. I'm also declaring everything in the book to be "OSRIC Reference Content," so that any other OSRIC-licensed product may use and refer back to it: if someone writing an OSRIC adventure wants to use one of the classes, races, monsters, magic items, or anything else from this book they will be able to. I'm probably kidding myself about the likelihood of anyone actually doing so, but it seems kind of cool that they'll at least have the option to.

The downside (for you, not for me) is that now that I will no longer under the cloud of potential C&Ds, I'm no longer going to give it away for free - it will go up on one or more web-stores (as pdf and/or POD) and I too may get to live the dream of earning dozens of dollars as an rpg publisher. I don't have an estimated release date yet because I'm still working on the text (and haven't even begun to tackle the subsequent challenges of transforming that text into a credible publishable product) but I've made sufficient progress, and am sufficiently excited, that I wanted to share this update with all 11 of you, to let you know what I've been up to during the last few months and what's to come in the future. I hope you'll stay tuned!

Sunday, May 7, 2017

[Toys] He-Man and youthful disillusionment

Prior to discovering D&D, probably my main source of fantasy (along with movies like Clash of the Titans and The Last Unicorn) was Mattel's Masters of the Universe toys, which debuted in 1982 (truly the annus mirabilis of my childhood pop-cultural obsessions).

As toys, they weren't that great - all of the figures had the same super-muscular body, just with different heads, paint-jobs, and accessories, and I believe they only moved at the shoulders and hips - I don't think you could even really turn their heads. Nevertheless, something about them really clicked with me. Loking back, I think it was the way that all of the initial characters were all primal, mythological archetypes, more like gods than people: He-Man was Hercules, all strength and heroism, Teela was magic and wisdom, Man-at-Arms was science and reason, Stratos was the air and the sky; on the bad-guy side Skeletor was the personification of death and evil, Beast-Man was primal rage and fury and fear of the woods, and Mer-Man was the dark depths of the sea and fear of drowning. None of this was articulated at the time (I was, after all, 7 years old), but I think it must have been floating around in my subconscious. Plus they all looked really cool - sort of a kid-version of Frank Frazetta, with big muscles and deadly-looking weapons and Castle Grayskull all darkly foreboding and mysterious. This seemed like a strange, dark, violent, and dangerous world.

Anyway, I really loved those toys, probably even more than my Star Wars and G.I. Joe toys. I especially loved the little illustrated storybooks that came with them that provided details about the characters and their world. There were apparently four of them initially, but the only one I remember was King of Castle Grayskull - I must have read that thing 100 times, and a lot of the pictures are still embedded in my memory decades later.

Alas, things went downhill from there pretty quickly. The second and subsequent waves of toys got more gimmicky with lots of moving pieces and increasingly lame concepts, like the guy whose head spun and had three faces - one good, one evil, one (?) - or various figures with spring-loaded fists, or (a particular low-point) a guy who was covered with fuzz and smelled like a pine-scented air freshener. The little booklets also changed - they became mini-comics with a different style of art and (so it seemed to me at the time) cheesier stories. I lamented that it didn't seem as cool and dark anymore, but stuck with it nonetheless.

And, of course, anyone who was a kid in the 80s knows where the story went from there. In the fall of 1983 the He-Man and the Masters of the Universe cartoon premiered and it was just lame as hell. He-Man was no longer a Conan-esque barbarian hero, but was the alter-ego of wimpy and effeminate Prince Adam (who was, literally, He-Man in a pair of pink tights) and his pet tiger was also a wuss, and there was some comic-relief "thing" in a floppy hat, scarf, and oversized shirt with a big O on it called Orko that made no sense at all, and all of the bad guys were totally hapless and goofy, and nobody ever got hurt and there was always an explicit moral lesson at the end. Of course all of this was totally standard-issue for 80s cartoons, especially those based on toy franchises, and a lot of people a couple years younger than me seem to have a strong nostalgic connection to this series, but it felt like a huge betrayal to my 9-year-old self. He-Man was cool - it was dark and violent and dangerous, and the show wrecked that and turned it into garbage.

Luckily, right about that same time I discovered a new outlet for my dreams of a dark and violent fantasy world in D&D - and then watched over the next few years as it too grew increasingly sanitized, kiddified, and lame. Which is how I learned as a kid that nothing good lasts forever, so you need to hold onto it and cherish it while it lasts. Live in the moment, and accumulate a store of great memories that you can look back fondly on later. Good advice for a kid dealing with changes to their favorite toy franchises, and (I'd suggest) for life in general.

Saturday, April 8, 2017

[Movies] Fantasy Movies of the 80s

It's crazy looking back how much the 1980s (especially the first part of the decade) were an incredibly rich goldmine of fantasy-oriented movies, to an extent that I don't believe has been matched before or since. Sure, many of them were low budget and/or aimed at kids (and many of them were pretty awful), but there were some high-budget movies and things aimed at older audiences as well. It's no wonder kids in this era all took so naturally to D&D - we had already been totally inundated with and acculturated to fantasy, whether we realized it or not. This is just a partial list, going by memory of things I saw, and doesn't even include all of the fantasy-oriented TV shows of the era like Thundarr the Barbarian, The Smurfs, Fraggle Rock, ThunderCatsHe-Man, and (of course) Dungeons & Dragons, or non-English-language and anime stuff that I didn't become aware of until the 90s or later:

1981
Clash of the Titans
Excalibur
Time Bandits
Dragonslayer
Heavy Metal

1982
Conan the Barbarian
The Dark Crystal
The Last Unicorn
The Secret of NIMH
The Beastmaster
The Sword and the Sorcerer

1983
Fire and Ice
Krull
Deathstalker

1984
Gremlins
Ghostbusters
The Neverending Story
Conan the Destroyer

1985
Legend
Return to Oz
Ladyhawke
The Black Cauldron
Red Sonja
The Barbarian Queen

1986
Big Trouble in Little China
Labyrinth
Highlander

1987
The Princess Bride
Masters of the Universe
The Barbarians

1988
Beetlejuice
The Adventures of Baron Munchausen
Willow

1989
Bill and Ted's Excellent Adventure
Erik the Viking
Ghostbusters II