As readers know, I am a big fan of the Fighting Fantasy gamebooks and Russ Nicholson's art is one of the key reasons for that fandom. His dark and gritty line-work carefully balances grim imagery with humor and is indicative of the art typical of the British illustrators of White Wolf magazines in the 80s. Nicholson, and John Blanche, added a rough edged quality to the sleek and cartoony illustrations of the American "Basic" D&D artists Jeff Dee and Bill Willingham.
If you love Dark Creepers, Revenants, and the Githyanki, then Russ Nicholson is your man.
Wednesday, May 12, 2010
Axis of Awesome vs. Greyson97
Which is more remarkable?
Is the Axis of Awesome right in positing all pop songs use the same four chords?
Does knowledge of a "mere 4 chords" explain Greyson97?
Is the Axis of Awesome right in positing all pop songs use the same four chords?
Does knowledge of a "mere 4 chords" explain Greyson97?
Geekerati Gaming Archives Volume 1 -- Matt Forbeck Interview
In July of 2007, Geekerati Radio -- a podcast a few friends of mine and I ran for over two years -- had our first gaming related episode. It was our ninth episode overall and it featured an interview with Freelance Game Designer extraordinaire Matt Forbeck. Over the course of his career Matt has worked with most of the major game and toy companies -- from rpg games to toy design -- and has been nominated for 24 Origins awards and has won 13. His game designs have included miniatures rules for starship combat, dark future science fiction roleplaying games, bleak counterculture superhero rpgs, and the list goes on.
You can tell by the interview why Matt is called the nicest man in the gaming industry.

Last year in September the Geekerati show petered to a halt as we never got the listenership to justify the effort we were putting into the show. When you are interviewing Brandon Sanderson -- new author of the Wheel of Time series -- and you only get 4 "live" listeners (though the archive did quite well) it can be a bit disheartening. When you add a full time work schedule, MBA courses, attempts at a regular rpg gaming hobby, and twin toddlers to the mix it was becoming difficult to justify the time.
I loved the experience, and my co-hosts are great friends, and would like to do it again. But to do so will require some massive scheduling efforts and possibly some new co-hosts. Bill Cunningham, our mad pulp bastard, is hard at work promoting his own awesome pulp publishing company, Eric Lytle is keeping California safe from toxic chemicals, and Shawna Benson is striving toward fame and fortune.
Let me know if you think I should give it a go again, and in the meantime I'll be sharing the archives with you.
You can tell by the interview why Matt is called the nicest man in the gaming industry.
Last year in September the Geekerati show petered to a halt as we never got the listenership to justify the effort we were putting into the show. When you are interviewing Brandon Sanderson -- new author of the Wheel of Time series -- and you only get 4 "live" listeners (though the archive did quite well) it can be a bit disheartening. When you add a full time work schedule, MBA courses, attempts at a regular rpg gaming hobby, and twin toddlers to the mix it was becoming difficult to justify the time.
I loved the experience, and my co-hosts are great friends, and would like to do it again. But to do so will require some massive scheduling efforts and possibly some new co-hosts. Bill Cunningham, our mad pulp bastard, is hard at work promoting his own awesome pulp publishing company, Eric Lytle is keeping California safe from toxic chemicals, and Shawna Benson is striving toward fame and fortune.
Let me know if you think I should give it a go again, and in the meantime I'll be sharing the archives with you.
Watch the (fake) The Day After Ragnarök Movie Trailer, then Buy the Book
YouTube creator "BloodRunsClear" has created a movie trailer for an imagined film based on Kenneth Hite's remarkable Savage Worlds game setting The Day After Ragnarök (DAR) by Atomic Overmind Press.
Kenneth Hite has long been respected as one of the most talented writers in the gaming hobby, and has been a long time advocate of the independent game publisher movement. His "Suppressed Transmission" column for the online version of Pyramid Magazine was a must read while it existed was a rich source of inspiration for game masters everywhere. Hite has the capacity to connect seemingly unrelated events/objects in ways that were an almost "how to" education in designing alternative histories/presents. Reading his column, I always wondered what would happen if Kenneth Hite took the talents he demonstrated in "Suppressed Transmission" and applied them to an rpg setting. With The Day After Ragnarök Hite answered that question and it is a magnificent amalgam of Pulp goodness. Let's just say it's a setting that is a post-WW II Norse Apocalypse as seen through Robert E. Howard's eyes. It's a world where both Doc Savage and Conan would be welcome, and where characters of classic noir films stand in the shadows.
Tuesday, May 11, 2010
J. Eric Holmes on Miniatures
James over at Grognardia has been discussing references to miniatures use in Old School RPGs in a couple of recent posts -- one on Basic Roleplaying and one on Traveller -- and I thought it would be nice to offer a couple of thoughts on the topic by the author of the first D&D Basic Set. He wrote the following comments in his invaluable book Fantasy role playing games
(Hippocrene Books 1981):
Dr. Holmes clearly articulates the rpgs have their origins in miniatures wargames, or at least their rules do.
He also posits that they are not necessary for play of the modern -- in 1981 -- roleplaying game. This comment fits within the context of the book as an example of where Dr. Holmes is attempting to remove any intimidation a reader might have regarding RPGs if miniatures are required. Given that all the pictures of Dr. Holmes playing -- in the book -- include the extensive use of miniatures, I think this is the case.
These quotes exhibit that while Dr. Holmes has an appreciation for the use of miniatures in the game, he is ecumenical about who plays the game. Some people don't understand the appeal of miniatures in the game, that is perfectly understandable. But for those who are merely intimidated by the prospect, he has the following advice:
These sentences add to my earlier assertion that Dr. Holmes' comments that "miniatures are unnecessary" were partly to assuage any fear of financial bankruptcy that may be caused by joining the hobby. Here he adds an economical way to incorporate minis.
He finishes the chapter with this:
Miniatures use isn't a new part of the hobby. Nor is there a greater financial focus on miniatures than in the past. TSR created their own miniatures company in the 80s under Gygax/Blumes, and lobbied to put others out of business to reduce their competition. They hired Duke Siefried to assist them in the financial endeavor. Miniatures and D&D as an industry have always gone hand in hand, even though D&D in home games hasn't been ubiquitous.
When role-playing grew out of fantasy war gaming, many of the players were used to playing games with armies of toy soldiers. The first Gygax rules, Chainmail, were intended for just such games, and allowed for the fantasy element...
Dr. Holmes clearly articulates the rpgs have their origins in miniatures wargames, or at least their rules do.
The metal miniatures are not a necessary ingredient of the fantasy game, which runs perfectly well without them.
He also posits that they are not necessary for play of the modern -- in 1981 -- roleplaying game. This comment fits within the context of the book as an example of where Dr. Holmes is attempting to remove any intimidation a reader might have regarding RPGs if miniatures are required. Given that all the pictures of Dr. Holmes playing -- in the book -- include the extensive use of miniatures, I think this is the case.
The fantasy gamer is usually concerned with a few figures representing the player characters and their opponents, and for these encounters the 25mm scale is ideal. There are an almost unlimited supply of figure possibilities.
To use figures or not to use figures, that is the question for the fantasy role-player. Minifigs's Steve Carpenter says that if your eyes don't light up when you first see the tiny armies on the table top, you will never get the bug or understand someone who has.
These quotes exhibit that while Dr. Holmes has an appreciation for the use of miniatures in the game, he is ecumenical about who plays the game. Some people don't understand the appeal of miniatures in the game, that is perfectly understandable. But for those who are merely intimidated by the prospect, he has the following advice:
Another way to get started is to begin playing one of the role-playing games without figures. After the game has been going for a while and has gained a regular group of players (a few will always drop out or join up after the initial games), introduce the first use of figures. There should be figures of the regular characters in the game and one or two monsters. Other monsters can then be represented by small chesspieces, or unpainted figures, or even blobs of plasticene clay.
These sentences add to my earlier assertion that Dr. Holmes' comments that "miniatures are unnecessary" were partly to assuage any fear of financial bankruptcy that may be caused by joining the hobby. Here he adds an economical way to incorporate minis.
He finishes the chapter with this:
There are advantages to having figures on the table to represent the characters in a game...
The placing of figures facilitates [a] kind of dialogue with the referee and vastly increases the ease of visualization. Since many game melees are just that, a melee of characters and monsters running about and in and out, the poor referee finds it a lot easier to keep track of them all when they are represented by tiny metal sculptures. And, finally, the whole thing makes an exciting and pleasing spectacle!
Miniatures use isn't a new part of the hobby. Nor is there a greater financial focus on miniatures than in the past. TSR created their own miniatures company in the 80s under Gygax/Blumes, and lobbied to put others out of business to reduce their competition. They hired Duke Siefried to assist them in the financial endeavor. Miniatures and D&D as an industry have always gone hand in hand, even though D&D in home games hasn't been ubiquitous.
Monday, May 10, 2010
RIP: J. Eric Holmes (1930 - 2010)
I read the news that J. Eric Holmes passed away on March 20, 2010 due to complications from a stroke on James Maliszewski's Grognardia blog yesterday. For players of role playing games of a certain generation, this is very sad news indeed. His passing is all the sadder because there are so many who don't know how much he contributed to the role playing game hobby. Dave Arneson and Gary Gygax created and promoted new hobby through their Dungeons and Dragons role playing game, but it was J. Eric Holmes who made that game intelligible to the world at large. His efforts, and those of Tom Moldvay and Dave Cook, are major contributions to the growth of the hobby as a whole.
J. Eric Holmes wrote the first "Basic" edition for the Dungeons and Dragons game, he describes how he -- a Professor in the Department of Neurology at USC at the time (Fight On!) -- came to write the product in his informative book Fantasy Role Playing Games (Hippocrene Books 1981) as follows:
Without that Basic set, the role playing game hobby may have aged out with the older generation who were the majority of the audience playing the game prior to the publication of Holmes' work. Gary Gygax wrote of the importance of the Holmes Basic set to the hobby as a whole in Dragon #22:
Without the "Basic Set," D&D would have grown due to the size of the interested market, but it would not have had explosive growth. Gygax is right that the original rules failed on both the above counts, he is also right that the "Basic Set" succeeded on both. This is evident is that the "Basic Set" increased sales exponentially as it provided a pathway to the other products -- a well lit and easy to follow pathway. In the article quoted above, Gygax states that between January 1974 to December 1975 (two years of sales) 4,000 sets of the original rules were sold. Comparably, at the time the article was written (February 1979) the "Basic Set" was selling 4,000 copies per month, "and the sales graph is upward."
Holmes articulated the underlying difficulty of the original rules as follows:
Holmes understood that gaming companies needed to write products that could introduce people to the hobby. They needed to promote their products to broader demographics if they wanted to survive as a viable industry. Roleplaying games tend to get more and more complex the longer the rules set remains in play, and thus become more difficult for the neophyte player. One response to the "rules bloat" has been to reboot with new editions, but this can alienate your existing player base who enjoy the complexity the game has to offer. The other solution is to offer an introductory version of the game. The hard core current players will not, as a block, purchase the product, but it is a great way to introduce new players into the hobby.
Hasbro is attempting to apply this lesson with product offerings that are coming out later this year -- among them a new Dungeons & Dragons Introductory Set.
John Eric Holmes was a great advocate for the role playing game hobby, a gaming enthusiast, and the game designer responsible for making D&D rule accessible. He was also an active member of Edgar Rice Burroughs fandom. He is definitely someone I would have loved to meet.
From one Trojan gamer to another, all I can say is Fight On!
J. Eric Holmes wrote the first "Basic" edition for the Dungeons and Dragons game, he describes how he -- a Professor in the Department of Neurology at USC at the time (Fight On!) -- came to write the product in his informative book Fantasy Role Playing Games (Hippocrene Books 1981) as follows:
In 1974 I persuaded Gygax that the original D&D rules needed revision and that I was the person to rewrite them. He readily conceded that there was a need for a beginners' book and "if you want to try it, go ahead..." I edited a slim (48 pages) handbook for beginners in roleplaying, published by TSR in 1977...
Without that Basic set, the role playing game hobby may have aged out with the older generation who were the majority of the audience playing the game prior to the publication of Holmes' work. Gary Gygax wrote of the importance of the Holmes Basic set to the hobby as a whole in Dragon #22:
If millions take to the fantasy world of J.R.R. Tolkien, and nearly as many follow the heroic feats of Conan, the market potential of a game system which provides participants with a pastime which creates play resembling these adventuresome worlds and their inhabitants is bounded only by its accessibility. Access has two prominent aspects; availability is the first; that is, are potential players informed of the fact that the game exists, and are they able to physically obtain it; and difficulty is the second, for if once obtained the game is so abstruse as to be able to be played only by persons with intelligence far above the norm, or if the game demands a volume of preliminary work which is prohibitive for the normal individual, this will be recognized and the offering shunned even if it is available. D&D failed on both counts, and still it grew. Today we are putting D&D onto the track where it is envisioned it will have both maximum availability and minimum difficulty. This is best illustrated in the "Basic Set."
Well over two years ago we recognized that there was a need for an introductory form of the game. In 1977, the colorfully boxed "Basic Set" was published. It contained simplified, more clearly written rules, dungeon geomorphs, selections of monsters and treasures to place in these dungeons, and a set of polyhedra dice -- in short all that a group of beginning players need to start play with relative ease.
Without the "Basic Set," D&D would have grown due to the size of the interested market, but it would not have had explosive growth. Gygax is right that the original rules failed on both the above counts, he is also right that the "Basic Set" succeeded on both. This is evident is that the "Basic Set" increased sales exponentially as it provided a pathway to the other products -- a well lit and easy to follow pathway. In the article quoted above, Gygax states that between January 1974 to December 1975 (two years of sales) 4,000 sets of the original rules were sold. Comparably, at the time the article was written (February 1979) the "Basic Set" was selling 4,000 copies per month, "and the sales graph is upward."
Holmes articulated the underlying difficulty of the original rules as follows:
When Tactical Studies Rules published the first DUNGEONS & DRAGONS rule sets, the three little books in brown covers, they were intended to guide people who were already playing the game. As a guide to learning the game, they were incomprehensible. There was no description of the use of the combat table. Magic spells were listed, but there was no mention of what we all now know is a vital aspect of the rules: that as the magic user says his spell, the words and gestures for it fade from his memory and he cannot say it again.
Holmes understood that gaming companies needed to write products that could introduce people to the hobby. They needed to promote their products to broader demographics if they wanted to survive as a viable industry. Roleplaying games tend to get more and more complex the longer the rules set remains in play, and thus become more difficult for the neophyte player. One response to the "rules bloat" has been to reboot with new editions, but this can alienate your existing player base who enjoy the complexity the game has to offer. The other solution is to offer an introductory version of the game. The hard core current players will not, as a block, purchase the product, but it is a great way to introduce new players into the hobby.
Hasbro is attempting to apply this lesson with product offerings that are coming out later this year -- among them a new Dungeons & Dragons Introductory Set.
John Eric Holmes was a great advocate for the role playing game hobby, a gaming enthusiast, and the game designer responsible for making D&D rule accessible. He was also an active member of Edgar Rice Burroughs fandom. He is definitely someone I would have loved to meet.
From one Trojan gamer to another, all I can say is Fight On!
Friday, May 07, 2010
Oligatory Sharing of George Lucas Exploiting Gen-Xer's Love of Star Wars Post
The video featuring Darth Vader in a sound booth recording directions for the Tom Tom navigation device is very amusing and deserves to be shared for its entertainment value alone. That doesn't mean that I don't feel a pang of irritation with how George Lucas continues to mock, ridicule, or ruin what was an amazing experience for me as a child. Lucas has always exploited the market potential of Star Wars -- especially on the merchandising end -- but this seems a bit forced. Yes, it seems even more forced than Star Wars Slurpee cups or Burger King mugs.
It's odd being in an aging demographic that still finds the imagery of its childhood to be effective for commercial appeal. For all my irritation, I'm considering saving up to buy one of these. Can you imagine a Baby Boomer saving up to buy a Jonny Quest -- or Yogi Bear -- voiced GPS system? Heck, even a James T. Kirk one would probably appeal to Gen X more than Boomers. We're an odd bunch.
It should be mentioned that the Darth Vader video pales in comparison to Orson Welles discussing peas.
It's odd being in an aging demographic that still finds the imagery of its childhood to be effective for commercial appeal. For all my irritation, I'm considering saving up to buy one of these. Can you imagine a Baby Boomer saving up to buy a Jonny Quest -- or Yogi Bear -- voiced GPS system? Heck, even a James T. Kirk one would probably appeal to Gen X more than Boomers. We're an odd bunch.
It should be mentioned that the Darth Vader video pales in comparison to Orson Welles discussing peas.
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