Showing posts with label 80s. Show all posts
Showing posts with label 80s. Show all posts

Wednesday, May 8, 2019

OMG: Greek (and maybe Roman) Mythos, Part 1

Ah. Now this feels like a homecoming of sorts.  All year I have been talking about how this is my 40th year of playing D&D.  In a very real sense, my early D&D experiences were originated and shaped by the Classic Greek myths.  By 1979 I was 9 years old and had already read all the books in my local library on myths and legends.  Since it was a small town it was the late 70s there were not a lot of choices; I had "American Tall Tales" and Greek and some Norse myths. But mostly Greek.  One of my favorites was D'Aulaires' Book of Greek Myths.  I read it many times as a child and even revisited it back in college and even as an adult. It was one time while reading this that a friend of mine let me borrow his AD&D Monster Manual to read.  I was hooked.
The rest is history or mythology!

I am not going to recount my tale of getting into D&D from that point. I have done it before and will be doing it again this year.  Today I want to talk about the Greek Myths and how they are portrayed in AD&D 1st ed and in particular focusing on what got me involved in the first place, the monsters.

Quick reminder. The stated goal of my One Man's God (OMG) posts are to try and relate the monsters of various myths as presented in the 1st Edition Deities & Demigods (and sometimes Gods, Demigods & Heroes) to the demons as presented in the AD&D Monster Manual.

I am also in the debt of my former Classics Professor, Joan V. O'Brien who would have been 92 this year.  Ten years after discovering the Greek Myths she lit a new fire under me and got me to read even more myths of our world.

This one will have multiple parts I can tell already.

Greek Myths and AD&D Monsters
While AD&D owes a sizable debt to "Lord of the Rings" and the tales of Howard, Lovecraft, and Smith, there is also a great portion of the "D&D Mythos" that comes from the tales of Greek Mythology.  Even before I crack open my D&DG there are monsters from the Greek Myths filling my Monster Manual.  There are the basilisk, catoblepas, centaur, chimera, cockatrice, dragons, dryad, elementals, erinyes, Geryon (monster or devil), giants, giant animals, Golems (at least the iron kind), gorgons, hags, harpy, hell hounds, hippocampus, hippogriff, invisible stalker, lamia, larva, lemure, lycanthropes, manticore, medusa, mermen, minotaur, nightmare, nixie, nymph, pegasus, salamander, satyr, giant scorpion, shadow, skeleton, sphinx, sylph, titan, and triton.

There are also a number of monsters in the Deities and Demigods book that could have been easily moved over to the Monster Manual. Not as demons, but as monsters.  In particular, the Lesser Cyclops comes to mind. Another giant (the Greeks loved giants), the Hecatoncheire or the Hundred-Handed one would be another good choice.  Titans are listed in the MM and you could build one of the "named" Titans in the DDG with the stats, though many are much, much larger.  This seems like a good time to bring up Titans.

Looks Greek to me!

Titans, Primordials and D&D Mythbuilding
Current versions of D&D go with a time before the gods when the Primordial ruled.  In D&D 4e the Primordials were explicitly tied to the various elemental titans still running around.

4e Giants and Titans
This should sound very familiar.  In fact, if we go back to the D&D 3.0 days Sword and Sorcery Studios released their "Scarred Lands" books for the d20 license. In the preface of their Relics and Rituals book, Gary Gygax had this to say:
Allow me to add just a few more words here. The Scarred Lands, of which I know insufficient details at this time, seems a most intriguing setting. Perhaps you will find it likewise. If so, consider how very adaptable its premise is, the war between gods and titans, and the resulting "world" thereafter. Does it not lend itself to adaptation into many different settings? From the mythological Greco-Roman and Norse (substitute "giant" for "titan" and there you are) to any authored world environment in which two or even several groups of deities contended and one triumphed.
Is this coded into our collective sub-consciousness because of the Greeks? Or is it a classic tale? Maybe it's both. Likely it is one because of the other.  Who knows.  The tales of the Greek Myths are so deeply woven into our collective history and storytelling it would be impossible to tease out the individual effects.

James Ward has this to say at the beginning of the Greek Mythos section of the D&DG.
The Greek assembly of gods is probably more familiar to most readers than others of the groups in this work, because they were woven into a literature that has lasted down through the ages. Many of our civil concepts can be traced from the assumed actions of the gods and their mates.
A lot of our concepts of...well most things come from the Greeks.

It then is no surprise that Titans/Primordial vs. Gods is universal and it also appears in our games.
Interestingly enough, almost every evil titan mentioned in the book is Chaotic Evil, although I am not sure they meet the "requirements" to actually be demons.
Let's look at some examples.

Geryon
Geryon is our first one to really stand out.  There is the devil Geryon and the Greek Giant Geryon have a link, but it would be really difficult to claim they are the same.  The Giant Geryon was the 10th Labor of Heracles.  He was described as a triple-bodied monster with human faces.  The Devil Geryon comes from Dante Alighieri's Inferno.   While my norm has been to try to fit things together, I think in this case there are far too many differences between these two creatures to try to reconcile.

The Primordials
The "gods" that came before the Titans are known as the Primordials.  Well. That works well. They represent larger concepts or even elemental properties in the universe.
There are no Primordials in the D&DG, but there are titans.  The Titans are Atlas, Coeus, Crius, Epimetheus, Kronos (Cronos), Oceanus, and Prometheus.

Among the Primordials, two are of interest here; Chaos and Tartarus.  Both of these creatures represent a "person" and a "thing".  Interestingly enough they also have a relationship to the word "Abyss".

In AD&D Tarterus is sandwiched nicely between the Abyss (Chaos) and Hades (the Underworld).


WHICH gets me to a point.  Hades should not really be Neutral Evil. Sure there is that whole "Rape of Persephone" thing but often Hades, the God, was shown as somber, ill-tempered and somewhat hateful of his role in the underworld, but not exactly evil.
Hades the underworld was the destination of ALL souls, not just the evil ones.  The REALLY evil ones and the Titans went to Tarterus/Tartarus.

The changing of the plane name "Hades" to the "Grey Wastes" was one of the few I approved of in the "Demonic Diaspora" of the 2nd Ed era.


That still gives us Tarterus/Tartarus for the monsters the gods have cast down.  Sounds like demons to me.

We know that Cronos imprisoned the cyclopes there along with other monsters.  When Zeus and the Olympians came to power Cronos and the Titans were thrown into Tartarus.  Though later Cronos won Zeus' favor and became the ruler of Elysium.

Looking through the D&DG there are not many creatures that qualify as an AD&D Demon. Lots of monsters yes, demons...not so much. There are few that might qualify.

There is Cerberus, the three-headed dog of the underworld. But he has always been portrayed as unique.  The Death Dogs of the Fiend Folio are considered to be his offspring.

Enceladus is described as a giant in the D&DG.  A giant with snake bodies and tails for legs and so horrifying that any who view him must save vs. spells or run in fear.  He can also grab spells out of the air.  So myths describe Enceladus as a giant and others as a giantess.   If we change Enceladus into a demon I would be tempted to make them a demon living in Tarterus.  The stats as listed are fine.

The Furies also were known as the Erinyes and are a special case.
They are included in the Monster Manual as the devil Erinyes which are based on the classical Furies. In a way they do exactly what I am doing here.  They are the case study to show that this can work.

Next time let's talk about Typhon, Echidna, the Hyperboreans, and "the dreaded name of Demogorgon".

Wednesday, March 20, 2019

Home Sweet Home Summer 1985

The new Stranger Things trailer was released today!  I honestly can't wait for this.

"What did you think? We were going to sit in my basement and play games for the rest of our lives?"


Uh yeah. I did.  So I worked my ass off for several degrees so I could get a great job and then do exactly that!

Got my mix-tape play-list gathered up and going to plan some Dark Places & Demigorgons game for this summer.

I should gather up my Dragons from 85 and see which ones still need the This Old Dragon treatment.
It was also this Summer that I first remember my "Very Haunted House" dream that would later spawn "Under a Cajun Moon" and  "The Haunting of Oakcrest Manor" in the Guidebook to the Duchy of Valnwall Special Edition.

Hmm.  Maybe I need to re-combine them into a Dark Places & Demogorgons adventure!

If you read them both you will see the obvious relationship between Cottoncrest Manor in Cajun Moon and Oakcrest Manor in "Haunting".  That's because both places are based on a real place, Maplecrest Manor.

Yeah.  I should do that.  Have the playlist ready to go for inspiration.  Kids + abandoned spooky old mental asylum?  That's the recipe for a good time!

Thursday, January 31, 2019

This Old Dragon: Issue #78

Ok. I will admit. Today is a total cheat. I was not due to post this issue for a few more weeks., but given yesterday's discussion on Psionics and Deyrni I went to my collection and pulled this one out.  Glad I did. This is one of my favorite issues.  So let's mentally project ourselves back in time to October 1983 for issue #78 of This Old Dragon!

As usual, let's start with that cover.  Butterfly winged dragon-like creature feeds their young. Looks like a cool alien landscape too.  I always liked this cover a lot. It had a great Sci-fi and Fantasy feel to it.  Perfect for Dragon really.

The Editorial cover the 1983 (and not the 1988 typo) Gen Con.  Some nice reminiscing.

Letters mostly covers a list of complaints. About copyright issues, about spell rulings, about Sci-Fi being shuffled off to Ares.  Nothing Earth shattering or terribly interesting to us today.

Ah. Here is the main feature and why I grabbed this for today.
Mind Games deals with all sorts of psionics.

Arthur Collins is up first with Psionics is different. . . And that's putting it rather mildly.
First he details what I think was always assumed but never explicit in the rules. Magic comes from without, but psionics are powered from within; the power of the characters' own minds.  Collins also makes some comparisons between AD&D and OD&D psionics AND the issue of whether or not elves should be psionic (I say no).  He spends nine pages discussing all sorts of situations that come in psionics.  So psionic character creation, ability use and of course combat. It is very detailed and honestly, I would not play AD&D 1st Ed psionics without this guide.

Sage Advice deals with various psionic questions. Some seem to contradict advice given in Collins article (namely about psionic elves) but all in all a good read too.  Three full pages of this advice too.

GREAT ad for what would become one of my favorite adventures, Ravenloft.


Yeah. I ate that up.

Next is Overhauling the system. A three-part remedy for problems with psionics by Robert Schroeck.  This deals largely with the fact that you get all your psionic strength points at once. So a first level character with high mental scores (Intelligence, Wisdom, and Charisma) and good rolls can have a ton of points. I think 350 was the maximum, but that is a memory and I am likely wrong.  Schroeck solution? It's a good one really, start with 25 points at 1st level and then gain 15 points per level till they reach their max.  He also suggests a "use them or lose them" option, so psionic characters need to keep using their powers, even if that means that monsters will be attracted to them.   He also suggests some changes to psionic combat.  I like all three of his suggestions and would use this as well.  Astute readers will see that many of these ideas would later be adopted in some fashion or another in 2nd Edition.

Another treat from the past and my past in particular, an ad for Bard Games "Compleat" series.


Arthur Collins is back and this one is a big one, again both in terms of the issue and for me.
And now, the psionicist. A class that moves psionics into the mainstream gives us exactly what it sounds like.  It is based on Katherine Kurtz's Deryni books and it looks great.
The Psionicist is it's own class and it has a monk-like feel to it. The class has some ability score minimums, but nothing at all like I would expect.  It is avialable to humans and half-elves only, but I would say that half-orcs could as well.  No armor, no shields, minimal weapons and no spell use at all.  So no multi- or dual classed magic-user or cleric characters here.
The class progression reminds me of the Magic-User. The psionicst gets a d10 for first level hp and then a d8 till 4th, then a d6 till 7th and then a d4 at 7 and on.  This represents the psionicsts deepening devotion to mental pursuits and not physical ones.  It's an interesting progression.
As expected they get attack modes, defense modes, minor and major Disciplines,  as well as the new Grand Disciplines which they don't even get till 12th level.
Additionally, we get two new minor (devotions) disciplines, two new major (sciences) disciplines, and six all new grand (arts) disciplines.  In particular is the dreaded "healers" power of Severance or the ability to disconnect another's psychic powers.
Whether it looks like this is left to the individual DMs.


The article ends with a great section of psionic-related magic items from the DMG and a bunch of new "magic" items.

This article is followed, again by Collins, about the Deryni race.  It is adapted by Collins with the permission of Katherine Kurtz.  We get a Monster Manual like entry and some notes on Deryni as a race. They can be multi-classed psionists/magic-user or clerics.

We end this section with another one from Collins (seriously did anyone else write this month?) all about the Heroes & villains of the Deryni. This includes the famous Camber of Culdi.

Honestly, if I stopped here that would make this a great issue.  But we are less than halfway through.

Our big adventure is next.  Citadel by the Sea was designed by Sid Fisher.  I remember this one and had a lot of fun with it. But more importantly it was the adventure that convinced me that I could write my own adventures AND get them published.  I mean Sid Fisher, whomever that was, was just a regular guy. He wasn't named Gygax or Moldvay or Holmes and he got his adventure published.  I never got my earliest adventure published, the Knight of the Serpents, but i did get stuff done.
The adventure is a low-level sea-side mystery at a full 16 pages.  I do wish it had been more connected to the psionic stuff, especially since it is for 1st to 3rd level. Ah well, can't have everything.

A couple pages on miniatures from various manufacturers.
A page of the then hottest conventions.

Ah, now here is something.  I remember this article so, so well.
Be thy die ill-wrought? Only those that pass the chi-square test can play by D. G. Weeks asks the age-old question.  Do my dice suck?
This article gives the basics (huh huh) of the Chi-square (x2) goodness of fit test to see if your dice are biased in any way.  You get the basics of the Chi-square test and even a BASIC program to test them.  I remember typing in this program into my TRS-80 Color Computer 2 (I did not have my upgraded Color Computer 3 yet) but I never could get it to work.  I think now it is because I just didn't really understand how the Chi-square worked.  Today I would just drop my numbers into Excel.

The hits keep coming.  Roger Moore gives us a GREAT one.  The ecology of the mind flayer. Not just great information on the Mind Flayer, but also the githyanki and githzerai. This is also the first time I read the word illithid. Like the article The Sunset World that would appear six years later I read and reread this article many, many times. A huge part of my now current adventure campaign, Come Endless Darkness, comes from these articles.

Kim Mohan is getting in on the psychic action too with Spells can be psionic, too. How and why magic resembles mental powers. This lengthy article (6 pages) covers all sorts of Player's Handbook Spells that emulate psionic powers.  We took the opposite approach and looked at how powers could be like spells. I know we referenced this article many times for that.

I know I do this one a lot, but here another ad for my favorite local game store.  Of course at the time Games Plus was 200 miles away from me.  Now it is a very short dirve and I get tickled whenever I see one of these ads. Plus I don't mind giving them some free press. I ordered from them for years via mail.

They still have the same phone number, only the area code has changed around them. 312 to 708 to now 847.

Wow. 3/4ths of the way through and this issue has delivered more to me than 2 or 3 other issues combined.

Pop the clutch and roll! is a set of rules for car chases for Top Secret.  It's a good-sized article, 4 pages, but I can really say anything intelligent about it.

Paul Montgomery Crabaugh is up with a Dragonquest article on hunting in The thrill of the hunt.  DQ is one of those games I always wanted to try out but never did.  I now have a copy of the 1st edition and I am looking forward to trying it out.

Oh and don't look, but the answers to the later "What's New" quiz are listed here.

A few full-page ads. The Gamer Guide has a bunch of smaller ads. Including ads for War Games West and "The Floppy Disk" a store for wargame and RPG software.

Two pages of What's New features some logic problems, maze, and other silliness.
A page of Wormy, and three pages of Snarf Quest.

We end with big ads for Hârn and Middle Earth Roleplaying games.

So. Wow. What an issue. Not only was it full of great 1st Edition material for psionics there is material here that I am STILL using.

Just a great, great issue really.

Want to know what I said about White Dwarf from the same time? Check out White Dwarf Wednesday #46.

Tuesday, November 13, 2018

In Remembrance: Stan Lee

Stanley Martin Lieber, known to us mere mortals as Stan Lee died yesterday at the age of 95.
I have often said that my own "Appendix N" would consist of 70s rock, Hammer Horror films, and comics.  Marvel Comics was a huge part of how my D&D world was shaping up.

I grew up being a DC fan, and I still consider myself to this very day a true DC fan.  But in the 70s and the 80s in what was coexistent with my formative D&D years. I dropped DC in favor of Marvel's Spider-Man, X-Men and of course their Horror and Mystic-themed comics like "Tomb of Dracula", Dr. Strange, Blade, and Ghost Rider.  Much of what went on in my D&D worlds was very Marvel influenced.

I had a character named "Rogue" after my favorite bad-girl (at the time she was not in the X-Men yet), and nearly all my character had an illustration that I cut or copied from the pages of Marvel.  While over in DC my first magical-love was still for Zatanna, I also loved reading about the exploits of Dr. Strange and Clea.   I read with a voracious appetite every Tomb of Dracula I could my hands on to.  I read Red Sonja, X-Men, hell...every X-everything in the Mutant 80s.  This leads me to read other comics. 

Stan gave us great characters and stories.  I LOVED Black Panther. Here was a guy who was brilliant, a physicist, a king, he all sorts of superpowers, and yet he still fretted over his people, his lands and doing the right thing.  Peter Parker was so neurotic he could have been a Woody Allen character. Stephen Strange was an arrogant prick, Stark was an alcoholic arrogant prick.  The X-Men had so much pathos it was almost Shakespearian.  These were relatable characters or at least approachable ones.  Jim Croce once sang "You don't tug on Superman's cape" and it is true. Superman, for everything he stands for, is still a god, unapproachable. Even Batman for that matter.  But Stan's characters and the ones he influenced were still more like us.

My introduction to Stan Lee, the man or rather his persona, was via the "Spider-man and his Amazing Friends" cartoons where Stan would narrate the intros. I first heard his "True Believers" here as I suspect most of us did. (Though the FIRST time I heard "True Believers" was on the Electric Company's "Spidey" on PBS in the 70s.) A generation later he would be known to a new audience via his Marvel Cinematic Universe cameos.  But I always felt it was us, the old fans, the ones that remember them smell of comics back in the 70s and 80s (and for others the 60s), that he was there for.

Stan Lee was a flawed, imperfect man.  Just like his characters.  He didn't always say the right thing or maybe he took credit for some ideas that were not his.  At some future date, we can go back and debate the issues of the Stan Lee/Jack Kirby split.  But not today.

Today I want to remember the man that gave us all so much. A man that took his own words "with great power comes great responsibility" to heart.  Stan knew the power he wielded and he used it to create worlds for us to enjoy.

Several years ago, when Stan Lee was in his late 80s I asked a question on Facebook, "Who has had a larger impact on our culture, (Playboy founder) Hugh Hefner or Stan Lee?"  The results were fairly predictable, with Stan beating Hugh by nearly a 2 to 1 margin.

We will miss Stanley Lieber, the man.  But Stan Lee, the icon and the personality will live on forever.  Excelsior!


Wednesday, October 17, 2018

October Horror Movie Challenge: Don't Go to Sleep (1982)

Rhoda and McCloud have a murderous daughter in this 1982 made for TV Aaron Spelling movie that surprisingly holds up well.

The late 70s and early 80s were a great time for some really spooky made for TV movies. At least that is my memory of things.  Well if you grew up in the 80s and had brothers or sisters then this movie most certainly freaked you out.

Phillip and Laura just lost their daughter Jennifer and have moved to LA (because that is where Spelling is) with their remaining children Mary and Kevin.  Mary keeps hearing her dead sister but no one believes her.  That is till the killings start.

Now I watched this back in the day and at the time I loved the fact that the mystery could go one of two ways.  Either really a ghost or everything was a product of Mary's psychosis.  As a teen just discovering psychology I thought that was great.

Of course, now, the punch is a little less. Not just due to seeing it before but also time.  Though I was surprised by how well the movie holds up to now.  Re-film this in modern LA and not change a bit of dialog...ok there are some changes that would have to be done...but otherwise it would still work.


Watched: 10
New: 5


Sunday, October 14, 2018

October Horror Movie Challenge: Burned at the Stake (1982)

If there were as many witches in "real" Salem as the Salem in movies and TV, the trials would STILL be going on.

Salem really was an important moment in American History Not the trial itself but as a test of this new country.  Personally, I think we would have ended up exactly where we are today, but we would lack some great stories.

Burned at the Stake, also known as "The Comming", covers the Salem trials in the same way a lot of movies do; as background with a lot of mistakes.  First off, no one was burned at the stake in Salem. They were either hung or in one case pressed to death and another died in prison.

Ok. That all aside. People died and we can get ghosts that way. Ghosts are what gives us this flick.

The plot is simple. Man from 1692 comes back in the 1980s to take revenge on the descendant of the one that accused his wife and daughter. 

I gotta admit despite the subject matter, I found the movie a bit dull.

Watched: 9
New: 5


Thursday, October 11, 2018

October Horror Movie Challenge: The Incubus (1982)

Rapey demon goes on a rampage in TorontoGalen, MA.  This movie has ties to both Deadly Blessing (incubus as our monster) and Watcher in the Woods (directed by John Hough).  This movie was on my list a couple of years ago when I did "Movies I thought I had watched, but never did" for the challenge.

The acting is not bad. Not great mind you, but better than expected in many cases.

There is a twist in the end, and one that should have been expected to be honest, but still fun.  Though that is about all that is fun about the movie.  Though the movie is true the nature of the Incubus, so I can't fault them there.

Keep your eyes open, near the end Bruce Dickinson shows up (on film) with his then band Samson.  So that is fun.

Interestingly enough, both Incubi are depicted here as mostly incorporeal begins that can possess people. Typically succubi have a more physical manifestation.  I wonder why? (of course, we all know).


Watched: 8
New: 4


Wednesday, October 10, 2018

October Horror Movie Challenge: Forbidden World (1982)

Ah...not Forbidden Planet...but well you get the idea.
I was not going to do an 80's themed October Challenge without getting in a Roger Corman film.
Corman is up to his usual tricks here too, cheap sets, recycled footage, and beautiful women in various stages of undress.

The plot is one so old that even in 82 it felt old. Alien monster created by science gets loose in a lab and kills everyone.  But to Corman's credit, he still manages to make this old chestnut entertaining.
Our hero, Mike Colby, is a Federation Marshall sent to deal with the problem.  He manages to have sex with every woman on the base and still finds a way to allow everyone to get killed on the base.
Priorities I guess.

Still, if I ever get my Star Trek/White Star/Black Star game going again there will be a shape-shifting alien in the Jefferies Tubes killing people.

Forbidden World also features a Pre-V June Chadwick as Dr. Barbara Glaser, but she might be remembered best as David St. Hubbins' girlfriend Jeanine in "This is Spın̈al Tap".  Of course given that this a Corman flick the only way the two women on board can figure out how to communicate with the creature is during a scene where they shower together.

This movie has also been known as "Mutant".  The actual creature, as to be expected, looks nothing like the cover art.

Watched: 7
New: 3


Tuesday, October 9, 2018

October Horror Movie Challenge: Deadly Blessing (1981)

Ah,  Deadly Blessing. As kids my brothers and sisters LOVED this movie.  No kidding. The ads were so damn creepy.



A young Sharon Stone forced to eat a spider by an Incubus? Hell yeah! That's nightmare fuel for decades.   And a real spider was dropped into her mouth for this scene.  How's that for dedication?

Ok, where to start on this movie?  Well, it features a young Sharon Stone in one of her very first roles.  It also features Battlestar Galactica's Mara Jensen in her very last role before disappearing from public life.  Also appearing is 80s horror mainstay Michael Berryman, TV star Lisa Hartman, and the last film for Susan Buckner before she left public life as well.

The movie features a group of people called the "Hittites" (no relation to the ancient Mesopotamians) who are supposed to be some sort of ultra-Amish.
Our demon-de-hour is an Incubus, but one that decides to possess women.  I guess "incubus" sounds cooler than "succubus" in this case.

Anyway. Lots of creepy stuff. Murders happen. Mara Jensen takes a famous bath with a snake. And it a fashion that predicts A Nightmare on Elm Street, we think we have the murderer and everyone goes back home.  Except for Martha (Mara Jensen), who pulled into hell by the Incubus in his full demon form.

Ok. Let's be honest. The movie doesn't hold up.  In truth, it wasn't that good to start with, but my memories of it are tied up in watching it with my family.

Sharon Stone is great really.  You get a feeling for the sort of actress she will become later.  Maren Jensen is fine, but I think had she not be diagnosed with Epstein-Barr Syndrome she would have naturally left acting.  She was good, but didn't have a lot of range.


Maybe one of the most iconic horror movie posters of all time.  Well, at least in the top 10.

Watched: 6
New: 2



Monday, October 8, 2018

October Horror Movie Challenge: Sons of Satan (1981)

A bit under the weather here today and all weekend, but I watched to old favorites.
Working my way to 1981.

Fear No Evil (1981).  Loved this stupid little movie as a kid and even more on VHS when I got a copy.  Let's be honest, high school IS Hell.


I had that poster on my wall for years.

The Final Conflict (1981). Damien is back and this time he has his devilish eyes on nothing less than the office of the President!  Imagine that, a soulless son-of-a-bitch as the President.
Sam Neil was really fun in this movie.  The Omen trilogy itself is pretty bad, but this one was fun.


God might only have one son, but Satan's sons are all real underperformers.

Watched: 5
New: 2



Wednesday, October 3, 2018

October Horror Movie Challenge: The Nightmare Never Ends / Cataclysm (1980)

Its Atheist vs Satanist is this 1980 Troma...er...classic.

The movie details the struggle between an atheist (Martin Richard Moll in a very early role), his wife a psychic and surgeon, a police detective and the immortal satanic Nazi they are all hunting.

Personally, I think they tried to cram too much into one movie and none of it fared well.  Plus it is Troma and while they are still a couple years from their Golden Age of Toxic Avenger, they have not yet found their sweet spot.  Though I do recall there were a couple of Troma movies from the early 80s that were fine.

Plus the woman playing Moll's wife, Faith Clift, is not very good.  Though my favorite part in this is she goes to see a psychiatrist friend and he suggests she go to the Disco to get rid of these nightmares she is having.  It comes off as so pandering that he made me laugh. (Psychologists will often suggest a vigorous physical activity to aid with night terrors.)

Maybe if they had split this into two movies, with the detective following the case from both and then had you know a good script.  I like the idea of evil, immortal satanic Nazis as bad guys.

Did I mention though our Nazi sucked too?  No? Wel,l he did.  IF he is the best that the Nazi's and Satan can collectively come up with then the army of evil is nothing.

The movie was released as "The Nightmare Never Ends" but at some point was renamed "Cataclysm". No idea why.  Also, the movie has two release dates; 1980 for the US and 1983 for West Germany.

Watched: 2
New: 2


Monday, October 1, 2018

October Horror Movie Challenge: Beyond Evil (1980)

It's Halloween everyone!  Or October. Same thing.
This year I want to focus on movies made in the 1980s.  I have done a lot 70s and 60s movies, but never a dedicated tour of the horror movies on the 1980s.  I also want to focus on the Occult and things that made people really nervous in the age of the Satanic Panic.

So let's get started.

Up first is John Saxon in Beyond Evil (1980).  It's slightly less Blaxploitation than say Live and Let Die,  but the vide it there.  in fact this movie feels very 70s to be honest. No surprise of course, but it will be interesting to see when the shift happens.

The movie is a "Scooby-Doo" plot where John Saxon and wife Lynda Day George get a house in the Caribean.  Of course, it is haunted by a woman who was murdered by husband.  So we get a lot of Lynda Day George acting all possessed and weird.  A lot of John Saxon not believing in black magic and then of course wackieness ensues.

The movie is not bad it an attempt to update the old haunted house trope by sticking it into someplace really nice. But in the end, the cast is better than their script.

Watched: 1
New: 1


Wednesday, June 27, 2018

Plays Wells With Others: Dark Places & Demogorgons and Buffy the Vampire Slayer

Reading over Dark Places & Demogorgons I could not help but make comparisons to another game of strange things going on with high school kids fighting monsters.   Of course, I am talking about the Buffy the Vampire Slayer RPG.


Both games deal with fighting the unknown, both games deal high school students and both games are steeped in 80s clichés and pop-culture.  Where Buffy attempted to subvert those clichés, Dark Places & Demogorgons embraces them.

I am just throwing this out here, I have a lot of issues with Joss Whedon.  I think he is an asshole.
But I am damn proud of the work I did on the Buffy the Vampire Slayer RPG.

Reading through the core of DP&D and all the supplements it became very, very obvious what game I need to run.

Welcome to Sunny Valley, OH
"I am certain that whoever named this place Sunny Valley was having a joke on us. The winters are long, cold and dark. It rains in the spring and fall. I think they named the place in the three days of the summer we do get sun.  Not to mention the werewolves, the vampires and oh yeah the Hellmouth just outside of town.  Welcome to Sunny Valley Ohio California girl. Bet you can't wait to leave."
- Alexander "Alex" Harris to Elizabeth "Buffy" Summers.

I decided to take the entire "Buffy Package" and drop it wholesale to the Midwest and set it all in 1984.  There are some changes that need to be made.

In this new setting Elizabeth Anne "Buffy" Summers moved from sunny California to the ironically named Sunny Valley, Ohio.  As a nod to my friend and co-author on many of the Buffy books, Thom Marrion, who was going to do a series of Buffy books set in Cleveland, I wanted to do this in Ohio.  Cleveland is the "big city", but I never detail how far it is.

There is a Hellmouth, but is more indistinct.  No one is sure where it is, but they all know it's there.  There are two high schools, Sunny Valley Prep (the "good" school, where we start) and Sunny Valley Community High (the "bad" school).

Elizabeth Anne "Buffy" Summers
Class: Monster Hunter (vampires)  Level: 5
Alignment: Good
Languages: English, French
Age: 15

Attributes
STR: 18 +3
INT: 12 +0
WIS: 12 +0
DEX: 18 +3
CON: 18 +3
CHA: 16 +2
SUR: 18 +3

AC: 15     HP: 35    Attack Bonus +4 / +7 (vs. vampires)

Courage: 6 (additional +3 vs. vampires)
Critical: 5
Death: 6
Mental: 4
Poison: 5

Background
Mother is rarely at home.
Annoying little sister.

Class Abilities
+3 to hit, track, dmg to Vampires
+1 Toughness

Skills
Outdoorsmanship +4, Paranormal +5, Knowledge (Historical) +2, Brawling, Persuasion +2, Basic Athletics +3, Stealth +2

Possessions
Leather jacket, pants, stakes

Money: $30

This version of Buffy is actually named Elizabeth. She is a former California girl and now lives here with her mom and weird little sister. She is a Slayer, but she has no idea how or why.  There are no Watchers here in Sunny Valley, no Giles.  Elizabeth just knows she is strong, fast and she can sense vampires.
At the end of Series 1 she dies, but only for a little bit.  This gives us Faith Lehanne, a wild girl from Sunny Valley Community High.

Faith Lehanne
Class: Monster Hunter (vampires)  Level: 5
Alignment: Neutral
Languages: English
Age: 14

Attributes
STR: 17 +2
INT: 12 +0
WIS: 10 +0
DEX: 18 +3
CON: 18 +3
CHA: 17 +2
SUR: 18 +3

AC: 15     HP: 32    Attack Bonus +3 / +6 (vs. vampires)

Courage: 5 (additional +2 vs. Vampires)
Critical: 5
Death: 4
Mental: 3
Poison: 4

Background
Parents are dead, lives with Aunt
Dirt poor

Class Abilities
+2 to hit, track, dmg to Vampires
+1 Toughness

Skills
Outdoorsmanship +4, Paranormal +4, Knowledge (local ) +1, Brawling, Intimidation +4, Street Smarts +4, Stealth +2

Possessions
Leather jacket, pants, stakes

Money: $0

Faith shows up in Series 2 from SVCHS where she makes an impression by killing two vamps right away.  She introduces us to her friend Tara, and she and Willow start to spend a lot of time together.



Both Buffy and Faith are built using the Monster Hunter class from DP&D: Player Options & GM Guide.  In truth I could build a "Slayer" class, but I didn't really want to do that.  I wanted to try them out Rules As Written.

In general the cast would be much younger than the TV show.  Anywhere from 2 to 3 years younger. This fits perfectly with DP&D but changes the dynamic a little.   For starters, I would downplay the sexual tension to almost nothing, or at least a slow burn.  A 200+-year-old vampire prey on a 17-year-old sounds bad.  Preying on a 14-15-year-old sounds worse for some reason.  I am also going to give Faith the benefit of the doubt here.   During my Buffy game Season of the Witch, I pointed out that what the show writers had done to her essentially was so contradictory that the character was broken beyond repair.  So what if I took a potential "Bad Girl" and instead gave her a friend.  Maybe someone she saved from some bullies.  Enter Tara.  In this world Faith saved Tara from being picked on because of her poor family and the open secret that she is gay; something that was still very hard to deal with in the 80s.  Both girls help each other out till they meet the cast.

Dawn Summers
Class: Telekinetic  Level: 1
Alignment: Good
Languages: English
Age: 11

Attributes
STR: 10 +0
INT: 12 +0
WIS: 16 +2
DEX: 12 +0
CON: 14 +1
CHA: 12 +0
SUR: 16 +2

AC: 10     HP: 4    Attack Bonus +0

Courage: 3
Critical: 2
Death: 3
Mental: 4
Poison: 2

Background
Mother is rarely at home.

Class Abilities
Telekinesis, Psionic Attack, Psionic Push

Skills
Paranormal +1, Investigation +1, Knowledge (local) +1, Stealth +1, Video Games +1
Psionic Attack +1

Possessions
Bike, Backpack, Journal describing how she used her powers in secret.

Money: $10

In my games, Dawn developed psychic powers.  Maybe not Jean Grey levels, but certainly Carrie ones.  I thought it would be fun if the "Annoying Kid Sister" trope was subverted by making her Powered.  She was built with the optional Psionic classes in the Core Rule book.

I also did Cordelia Chase (basically an archetype "Princess"), Alexander "Alex" Harris (a "Geek" due to his Star Trek obsession), Oz (Metalhead turned Werewolf) and Angel (Teen Heartthrob turned Vampire).

What can DP&D Players get from Buffy?
The Buffy RPG is a great game that focuses a lot on the high school experience and how fighting monsters can be a metaphor for life in High School. Personally, I think EVERY player and GM of DP&D needs to read Chapter 7: Episodes, Seasons and Drama. It is hands down the best chapter written about running anytime of modern supernatural game or a game set around High School age kids.  The mechanics on Drama Points and their use would also be useful.
And of course all the monsters, vampires and demons the book has would be helpful to any DP&D GM.

What can Buffy Players get from DP&D?
The Buffy RPG is a mature game.  Not just in content, but shelf-life.  I know people that are still playing the game 15+ years later.   For me, DP&D has given me a breath of fresh air and has re-energized my Buffy-related experiences.  Hell, this is the first honest to goodness Buffy campaign idea since Season of the Witch and that was more than 12 years ago.
The "Back to Basics" feel of DP&D cannot be ignored or understated.  It really helped me think of this game in a different way.


Tuesday, June 26, 2018

Review: Survive This! Dark Places & Demogorgons Companions

Today I spend even more quality time with Dark Places & Demogorgons.  There are a number of great supplements now out for PD&D and more on the horizon.  Right now I am going to focus on these four since they will focus on my new campaign idea I'll talk more about tomorrow.
In all cases, I am reviewing the physical copies and PDFs.



Dark Places & Demogorgons: Jeffersontown Setting Guide
140 pages, color covers, black & white interiors.
This book covers the Jeffersontown setting introduced in the core rulebook.  I have to admit, I was not going to buy this book.  I was not really that interested in the J'town setting; I had my own setting, settings really, to try out and this one did not grab me.
That would have been a mistake. This book is really freaking awesome.
Reading through this book you begin to realize that all small towns are the same.  I read through this and was mentally replacing J'Town details with my own old hometown Jacksonville (J'Ville, no really that is what we called it).  There are a ton of great ideas here for any type of campaign.
So who should buy this?
Well if grew up in the 80s then you know this already. You lived it.  But this book is a wonderful trip down memory lane.  It's someone else's memory lane, but it looks like yours; it looks a lot like mine too.
If you didn't grow up in the 80s then this book is a must-have.  Really sets the tone and tenor of the game perfectly.
This makes this book a must buy, I am glad I picked it up.

Dark Places & Demogorgons: Player Options & GM Guide
124 pages, color covers, black & white interiors.
Now this book.  I knew I needed this one the moment I read the table of contents.  This book expands the game in a number of really awesome ways. Now all classes can go to 7th level and all the core classes get a boost.  That is great, and we get 13 new classes. They are Equestrian Show Rider, Equestrian Rider, Monster Hunter, Party Animal, The Performer, Phantasmagon, ROTC Cadet, Soviet Spy, Spy in Training, Street Tough, Survivalist, Teen Ninja, and the Telepath.   We also get five new Magic classes! Black Witch, Mechano-Mage, Nature Witch, Voodoo Practitioner, and White Witch.  All with a bunch of new spells! So yes, I am quite excited about these.  Worth the price on the cover alone for me.
Additionally, we get a bunch of new skills.

The last half of the book is everything 80s.  I have seen a lot of 80s guides in games before, but this one is very comprehensive.  These sections include 80's Crushes/ Idols, Your Songs of the 80's, Your Movies of the 80's, Random 80's Movie Quote Table, and Your TV of the 80's.  And just listing these does not do this lists justice at all.  I consider myself an 80s aficionado and there are things here I had forgotten or even never knew.  I am little surprised there isn't a Dark Places & Demogorgons 80s mix list on Spotify.
Really glad I got this book and I consider it a must-have for fans of this games.

Dark Places & Demogorgons: Vampire Sourcebook
36 pages, color covers, black & white interiors.
With the Vampire Sourcebook, we move DP&D a little further away from "Stranger Things" and "X-Files" territory and more into the realms of "Fright Night", "Lost Boys", and "Buffy the Vampire Slayer".  The cover in fact is very reminicent of all the above.
We start off with an introduction to basic vampire pop-culture lore and quickly move to a list of vampire movies of the 1980s.  It's a solid list, I knew all the titles so it feels complete, but I am sure there a couple Euro flicks missing.  Not a big deal since that is not the focus of this book.
We get stats for a variety of vampires and plot hooks/backgrounds for all of them.
The book is designed for DP&D, but it really can be used with any OSR game.
For more 80s fun combine it with some New Wave Requiem from the World of Darkness game.
If you want to play a vampire then I suggest The Blood is the Life - Basic Vampires as a mostly compatible solution.
It is a thin book and I would have liked to see more varieties, in truth this probably the perfect size. Vampires are series-ending "Big Bads" not just your monster of the week.  So characters are only likely to see one or maybe two their entire game life.

Dark Places & Demogorgons: Werewolf Sourcebook
36 pages, color covers, black & white interiors.
Same size, but a step up from the Vampire book to be honest.  There feels like there is more material here and I will admit I was surprised to see the page count was really the same. 
We get a little background on werewolves as a horror trope. Different means of causing lycanthropy are also covered.  There is also a section of infecting humans and how it alters their stats, including Player Characters.  Now I would say that being a werewolf runs counter to what a GM might normally want to do with a DP&D game, I can see it coming up.  Good for drama really.
Now anyone that knows me well knows I am "the Witch guy" and before that I was "the Vampire guy".  So I was totally expecting this to be my least favorite book, but no chance of that!  This is a great book and even better than the Vampire book.
There plot hooks, NPCs, monsters AND a complete adventure.  The book is packed. Well worth the money spent.
IF you can only afford one of these books, Vampire or Werewolf, then I would put my money on the werewolf one. Plus it has some fantastic Jacob Blackmon cover art, so what could be better?


Monday, June 25, 2018

Monstrous Mondays: Scarecrow for Dark Places & Demogorgons

"Rain on the Scarecrow.  Blood on the plow.
Blood on the scarecrow. Blood on the plow" 

- John Mellencamp, Scarecrow



Is there anything more ubiquitous to the midwest than the cornfield?  How about that lone scarecrow in that field.  Standing silent vigil throughout the summer and into the fall.  Are you sure he is not watching you?

Scarecrow
Scarecrows are basic guardians similar to golems, but not nearly as powerful. Like typical scarecrows, their bodies are made of straw and cloth. The stumble about their assigned area poorly and attack most anything that wanders through it. Some Scarecrows are bound to a post. A Scarecrow can use their paralyzing gaze to imprison any trespassers (save vs. Courage, fail means victim remains rooted to the spot).
Scarecrows are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything, humanoid or animal-like in appearance that walks into its territory unless otherwise instructed by their creator.
A scarecrow is immune to mind-influencing effects, poison, disease, and similar effects. They are not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Fire Vulnerability: Because of their straw bodies, Scarecrows are extremely vulnerable to attacks from fire. They take triple damage from all fire attacks.

Armor Class: 10
Hit Dice: 3 + 1
Move: 12
Attacks: 1
Attack Damage: Slam 1d4+4 or Slap 1d4+1
Special:  Paralyzing Gaze.  Courage roll required if victim meets the gaze of a Scarecrow. They can't move for one moment.
Bonuses: +1 to hit, +4 to hide in corn or soy fields.
Terror: 8
HDE: 4

Review: Survive This! Dark Places & Demogorgons

I'll start off my week-long look at Survive This! Dark Places & Demogorgons with the core rulebook.   A little bit of background thought first.  I love the 80s in the way a true child of the 80s only can.  Everything about the decade still fascinates me, fills me nostalgia and is a creative well I keep going back to.  In truth, I had better decades.  The 90s were particularly good to me and the 2010s are also really nice, but the 80s hold my interest more, especially when it comes to gaming.

Dark Places & Demogorgons (DP&D) taps into all of this in such a deep and profound way that it pisses me off me to no end.  Pisses me off, because I wish I had come up it myself!

A few things upfront.  DP&D owes a great deal to Stranger Things (which in turns owes a lot to D&D), but as fantastic as that is, that is not enough to sustain a game.  DP&D draws on deep 80s culture as well.  And deep I do mean shallow!  Nothing here about the Cold War, or USA for Africa, or the 84 Olympics, or the home computer revolution.  This is about what was going on in YOUR small town USA and how it felt like it was the strangest place on the planet.  All that "important stuff" is just background noise to what is really important; what are we doing Friday night and who's going to drive around cruising?  That of course until your friends start to disappear.

Dark Places & Demogorgons (DP&D) is a 200 page 5"x9" book with color covers and black & white interiors.  The art is a mix of new art, some art purchased from collections and (my personal favorite) some photos of the authors and friends from some 80's high school yearbooks.  I am reviewing both the physical book and PDF.  Both of which were purchased by me so no books were contributed for review.

The book is divided into an 80 page Player's Section which includes the Classes and Basic rules, and a 120 Page Game Master Section.

The Players section introduces the concept of a Role-playing game and what you can do.  We also get a little background on the town this all takes place in, Jeffersontown KY.
We go right into building a character. Now while the book tells us that this is a version of the same game played in 1974, there are more 21st Century rules here.  The rules feel like a Swords & Wizardry variant with some Basic (Holmes in particular) thrown in.  There are multiple types of saving throws (ala OD&D, Basic, an on up) and ascending AC (S&W, 3e).   In short though if you have played any sort of OSR game in the last few years you will pick this up fast.  If you have never played before, well you will still pick this up fast.

Unlike its progenitors, this game has Seven Abilities.  The new one is Survival.  At first, I was not a fan of it, but now I see how it works in the game it makes more sense to me.  Much like how another seventh ability, "Luck", works in The Heroes' Journey.
I mentioned there are new saving throws too, Courage, Critical, Death, Mental, and Poison.  Courage works a lot like a Fear/San test and there is even a terror table.

Where DP&D takes off though are ways you use to describe your characters.  We start off with Backgrounds.  You can roll randomly here in true 80s style, or choose.  Rolling seems better.  These include things like "Parents are never home" or "Bratty Kid Sister" and they have in-game effects.  Not having your parents home makes for your house to become the natural HQ of your monster surviving endeavors, but having to watch your "Strawberry Shortcake" obsessed little sister is going to slow you down.

After that, you can decide on what your Class is going to be. Classes work here like everywhere else really.  They decide your skills, they let you know where you fit in the world and they provide a role-playing guide.  The classes in this book are largely based on 80s High School stereotypes.  There are five main classes with three subclasses each (similar to how 5e does it) You have The Brain (Kid Scientist, The Nerd, The Geek), The Athlete (The Jock, Extreme Athlete, The Karate Kid), The Outsider (Break Dancer, Goth, Metal Head), The Popular Kid (Preppy, The Princess, Teen Heart Throb), and The Rebel (Bully, The Hood, the Punk Rocker). That pretty much covers everyone in a small high school.
Each class gets 5 levels and new abilities and/or skills each level.  So the Karate kid gets new moves and martial arts, the Princess can affect others and so on.

Skills cover the things you can do.  You can get some via your class or be improved by your class.  Others you can pick.  Combat is a skill and if you want to be better at it then you need to take the skill otherwise you are just a kid with a +0 to hit.

Character creation then is largely rolling up Abilities, picking a Background, a Class, some skills, determining your saving throws and finding out how much cash you have in your pocket.  Then you are set!

I recommend a Session 0 for character creation and concept.  Sure it is not in the rules and certainly not old school, but it better than everyone showing up for the game playing all playing "The Bully" or "The Nerd".

Lastly, you come up with your age, Alignment and various combat-related stats (AC, attack bonus).  DP&D is not a combat focused game.  You are kids and the monsters are, well, monsters.  You might score a hit or two, but that is it.  Otherwise, run!
XP and Leveling are a little "easier" then and there are other ways to gain levels.

We end this section with some sample characters, examples of play and a quick breakdown of the 1980s vs. Today.

The Game Master Section is next and this is where the fun is!
Here the advice of not making this a combat heavy game is repeated.  This is a game of mystery, investigation, and deduction.   From the book:

This game draws inspiration from movies like The Goonies, ET and The Lost Boys and T.V. shows like Stranger Things, Eerie Indiana and Scooby Doo.
Talk about hitting me where I live!

The rules might say 1974 on the tin, but they are much easier than that.  Nearly every rule is simplified and straightforward in a way we never would have tried in the 80s.  Among the "new" rules are Difficulty Classes (circa 3e) and Advantage/Disadvantage rules (circa 5e).  It makes for a very fast-paced game and the rules will fall into the background.

We get some weapons and explosives, but not a lot.

There is a nice section on magic and the occult which include some really nice Psychic classes.  In case you want to dial your game up to 11 (see what I did there!).

The fun part of the book are the Adventure Seeds.  Some are familiar to anyone that watched movies or TV in the 80s.  But others...well I can only conclude that these must be local legends and myths from the author's own home.  Which reminds me how much all these little towns are really the same, just the details differ.


Replace the Pope Lick Monster with the Mobil Monster and they could have been talking about my old hometown of Jacksonville, IL.  We even had giant cats, giant birds and bigfoot.  But if you know what is good for you stay away from Magical Mystery Lane (if you could find it) or the glowing "things" out by Lake Jacksonville.

The book also has a bunch of monsters in Swords & Wizardry format (more or less).  You could add more, but be careful.   Just because I have the stats for a Manticore in a S&W book that would work with this there had better be a good reason to include it.

There are stats for animals and various types of NPCs.  There is even a table of random monster generation.  Delving into more game specific tables there is a table (1d100) of basic adventure hooks.

We also get a small guide to the setting, Jeffersontown, or J'Town (I grew up in J'ville. AND we used to call it a "Sinkhole of Evil" YEARS before anyone ever said the words "hell mouth").
The guide is great, not just for use in the game but for the sheer nostalgia.  It read like someone had taken a fictionalized version of my old hometown.  I think that it is also flexible enough that an lot of people reading it will feel the same way.

We end with a nice solid appendix (the PDF is not hyper-linked here) and their own "Appendix N" of movies, television, and music.  Music was too important in the 80s for there not to be a list like this.

We end with a copy of the character sheet.

Wow.  Where to begin.

Ok first of this game is very nearly perfect and I hate it so much.  That's not true. I hate that I didn't come up with it and publish it sooner.  But in truth, I am not sure if I would have done the same quality job as Eric Bloat and Josh Palmer.  Plus the inclusion of their yearbook pictures and own background made this book for me.  I LOVED reading J'Town because I could see and feel my own J'Ville in it.  I would not have been able to do that if I had written it myself, so much kudos to them.
This is a work of art and I love it.

Everything feels right about this game, to be honest.  I even have a potential "Series" in mind for it.

Can't wait to do more with it!  I would love to get some of my old gamer friends from the 80s and have them play versions of themeselves in a "Stranger Jacksonville" or more to the point the Jacksonville we all WISHED it was.

Next time I look at the supplements.

Thursday, June 7, 2018

This Old Dragon: Issue #71

Grabbing an early one from my stack today and I see this is another one from Eric Harshbarger. How can I tell?  The cover is intact and it doesn't smell like mildew. Which is great because this is also one of my favorite covers.  Certainly in my top ten. 
So let's see, March 1983.  Heavy into B/X D&D at this point, though I do know about AD&D.  We used to regularly mix and match so this was never an issue.  So let's crack these pages and get going with issue #71 of This Old Dragon!

I mentioned this was one of my favorite covers and I think it might also be the first Clyde Caldwell cover I had ever seen.  It's also a fairly atypical Caldwell cover. But I still like it.

Nice back of the cover ad for the AD&D books.

Letters starts off with a general WTF on the Mazes and Monsters movie. I have to agree.  It's been ages since I have seen it, maybe I should look it up. (It is free on AmazonPrime).

First up is the man himself, Gary Gygax From the Sorcerror's Scroll on new druid spells.  Of we know a lot of these make their way to Unearthed Arcana, that is still a bit away.  He also mentions that the Cavalier is coming next month and that we should not believe everything we read about TSR in other magazines.   We also get some sneak peaks into upcoming modules.  Temple of Elemental Evil is now designated WG 2, part 1 and 2. The Maze of Xaene by Rob Kuntz is also "on the way".

The Blink of a Wizard's Eye is the fiction section.

Mind of the Monster by Bruce Humphrey is one of the articles that you know you should do, but wonder why sometimes you don't.  That is give the monsters the benefit of their intelligence.  Yes, their overall purpose is to be defeated by the PCs, but at least they can be intelligent about it.

Gary is back with Greyhawk's World featuring some demi- and quasi- gods of Greyhawk.  Also known as some of Gary's and gang former characters.  We get Heward (a Wizard), Keoghtom (of the ointment fame), Murlynd (refugee from the "Wild West"). and Kelanen. 

Ronald Hall has a huge article on attack priority in Who Gets the First Swing?  A new rule system to help add some detail and "realism" to combat.  There are tables after tables detailing what the monsters can do.  Me? I am happy with initiative as it is/was.

The Taming of Brimstone is a Boot Hill adventure that I might transfer over to Ghosts of Albion and give it a go.  Looks fun. Anyone play it?

Roger Moore has some Astral Plane answers in Sage Advice.

More Gary and More Gods in The Deities and Demigods of Greyhawk.   We get Erythnull, Incabulos, Nerull, Ralishaz, and Wastri. Fun stuff really. 

Few pages of ads.  There have not really been that many ads in this issue.

Ken Rolston reviews Swordbearer. John Warren reviews Dunzhin. I have to admit I am not at all familiar with either game.

More ads.
What's New.
Dragonmirth.
and Wormy.

All in all a good issue, but a product of it's time really.  Not a lot I can reuse today, but sure was fun to reread.

Want to know what was going on the same time in White Dwarf? Check out my White Dwarf Wednesday #39 post which was my first White Dwarf ever.