Thursday, April 25, 2024

#AtoZChallenge2024: V is for Vampire

Dracula by Edgar Alfred Holloway
Dracula by Edgar Alfred Holloway
Long before I was ever known as the "witch guy" I was the "vampire guy." A lot of my peers came to Dungeons & Dragons via the tales of Conan, Elric, and John Carter. Not me. I came to it from Hammer Horror, Dracula, and Dark Shadows. Many players wanted to play mighty thewed barbarians or fighting men. I wanted to play Van Helsing.

This is not my first time doing vampires for the A to Z challenge either.

Not to mention all the posts I have with the Vampire label.  In this A to Z, I also briefly discussed the various Vampire Queens in my game. 

I guess the question becomes. Why Vampires?

Why Vampires?

Dungeons & Dragons is filled with plenty of monsters to fight and defeat. Everything from the lowest Kobold to Dragons and even more dangerous creatures. Vampires are not as powerful as Liches, or Demon Lords, or the Lords of Faerie. So why do I keep coming back to them?

There is the allure of the vampire. It is so close to being human and yet isn't. It is dangerous, but not like, say, Godzilla is dangerous. It can get into your homes, your psyche. It can destroy you from the inside and make you want more of it. 

Vampires are a staple of horror fiction, in particular Gothic Horror. They are also a feature of the Swords & Sorcery genre, where Conan famously battles the vampire Akivasha in an underground maze. That scene from "The Hour of the Dragon" is as much a part of D&D's DNA as anything from The Hobbit or Lord of the Rings.

My family of Paladins, the Werpers, are all Vampire Hunters. I even had a character was a pretty blonde girl with a supernatural background who was a hunter of vampires. Yes, my Raven, was doing her thing long before anyone knew of "Buffy."

If you follow my annual October Horror Movie Marathon you know I have pretty much seen every vampire movie ever made. 

Vampires are Everywhere

The Doctor: Do you know, it just occurs to me there are vampire legends on almost every inhabited planet.
Romana: Really?
The Doctor: Yes.
    - The Fourth Doctor and Romana II, "State of Decay"

Nearly every culture on the planet has some form of vampire myth. Pottery dating back to ancient Babylon has vampires on it. The Greeks had several different types, as did the Romans and so on. Sure these all could come from a shared human fear of the dead returning to take from us what they miss; life. It also could be the inheritor of a tradition dating back to the Pre-Indo-European peoples where so many of us get our current languages.  In any case, vampires are all over, and they are not going anywhere.

Vampires are also one of the few monsters that move effortlessly between RPG genres. Fantasy and Horror are a given, but they also appear in Steampunk, Superheroes, Pulp, Modern, and even some Sci-fi. Each takes a different approach as to why they are around. 

Darlessa
Darlessa
Strahd, Dracula, & Darlessa

There is an old saying, "A Hero is only as good as the villain." 

If  I want the characters in my games to be heroes, then I need to make sure their villains are up to the challenge. This is another great place for the Vampire to shine. 

In books or movies the bad guy can get away to fight another day. In games? Well, a great set of rolls by the players and some bad ones from the GM, and suddenly your Big Bad Evil Guy is no more! But death is not always the end for vampires.  They can keep coming back for more. Christopher Lee made a career out of this.

I have used Dracula in games in the past, but not as much as I could have. He is like David Bowie. He can turn up, but it needs to be memorable. 

Count Strahd von Zarovich is the star of Ravenloft. All things considered, I like to keep him there.

That leaves me with Darlessa and my other Vampire Queens. I should come up with some more, to be honest. Never can have too many vampires around. 

I honestly should be writing more vampire-themed adventures. Especially ones that I can use cross-genres. 

I do have a Basic Bestiary on just Vampires and Undead, but that is a long way away right now.

--

Tomorrow is W day, and I think you know what I am going to talk about.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Wednesday, April 24, 2024

#AtoZChallenge2024: U is for Universe

 Often times the campaign settings of Dungeons & Dragons are known as "worlds." If there are multiple worlds then there must be a Dungeons & Dragons Universe. 

So what are these worlds, and where do they come from?  My "map" below features the names of the worlds, so when I talk about them below, I'll go by the "Campaign Setting."
 
The Universe

Let's start with the three "Core" worlds and work our way out.

Greyhawk (Oerth)

Greyhawk was one of the first campaign settings released. It was certainly the first full setting. Blackmoor, created by D&D co-creator Dave Arneson, was published first, but it was never a full world. Both Greyhawk and Mystara would later adopt different versions of Blackmoor for their own world. The World of Greyhawk setting takes place on the world of Oerth and was the home setting of Gary Gygax.

Greyhawk is often considered to be the core D&D world for 1st Edition AD&D.

Forgotten Realms (Abeir-Toril)

This is the world that most people are familiar with. It got its start during the end of 1st Edition but really grew in popularity during AD&D's 2nd Edition. It only got bigger during 3rd edition and today is the setting of the insanely popular Baldur's Gate 3 video game.

Created by Ed Greenwood as a place to set tales of his own invention. He later sold it to TSR for D&D after spending years writing for Dragon magazine.

I have spent all year talking about the Realms and I really enjoy them. 

The "world" of Abeir-Toril, is really two worlds that exist in the same space just shifted. It's weird and its fun and I really love it. I am going to spend some more time talking about it here.

Kara-Tur, Al-Qadim, and Maztica

These are all larger settings in the world of Toril in the Forgotten Realms. Kara-Tur began as part of the World of Greyhawk (in theory), but it was later moved here.

Dragonlance (Krynn)

The world of Krynn is home to the Dragonlance Saga introduced in AD&D's 1st edition as part of the so-called Hickman Revolution. Created by Margaret Weis and Tracy Hickman it was TSR's first attempts at epic storytelling. It had adventures, books, novels (especially novels!) and even a movie. Ok, lets not talk about the movie.

Krynn is often depicted as being very removed and remote from all the other worlds and fiercely guarded by its gods. I put it closer to the core because of the importance it has to D&D's history.

As we move out to the rim worlds, as Star Wars or Traveller might call them.

Mystara

The world and campaign setting of Mystara was introduced with the Basic/Expert sets known as "The Known World."  It could have been a core world, but I wanted to limit it to just three.

Hollow World and Red Steel

These are two larger settings for Mystara. Mystara is a hollow world with people and creatures living on the inside! I have also included Birthright with Mystara.

Mystoerth

This is totally cheating. Mystoerth is my camping world that combines Mystara and Oerth. It's my map, I get to make the rules. My world also includes Kara-Tur, Blackmoor, and an Al-Qadim/Dark Sun/Necropolis mix.

Urt

Urt was the name Frank Mentzer gave for the world of the BECMI set before it was renamed to Mystara. In his vision, Urt was akin to Oerth. Also, Urt was not hollow but a living planet! There are gates between Urt and Oerth but not between Urt and Mystara.

Athas

This is the world of Dark Sun. This is a desert world ravaged by magical despots.  Everyone has some level of psychic powers, and the world is brutal. I have not talked much about it, but I have stolen a lot of ideas from here.

Eberron

This world was developed by Keith Baker for a setting search conducted by Wizards of the Coast for 3rd Edition. This world has some similarities to the other worlds. Low-level magic is common, but higher-level magic is much rarer. There is also a steam-punk feel to it. 

Kingdoms of Kalamar (Tellene)

This is one of the non-TSR/Wizards of the Coast worlds on my list, but due to the working relationship between Wizards and Kenzer & Co. There have been 1st and 3rd Edition versions, with the 3rd Edition published by Wizards of the Coast.

Theros

This world is from Magic: The Gathering and added to Dungeons & Dragons 5th Edition. It is a rather fun mix of Greek and Roman myths.

Golarion

This is the world of Pathfinder. While early versions were part of D&D 3rd edition, it became the home to Pathfinder 1st and 2nd Edition. 

Exandria

This is the world of the Campaign setting of Critical Role. It began as a D&D 4e world, switched to Pathfinder, and finally D&D 5e. The books published for it are all D&D 5e. 

It is between Golarion and the Core Worlds because they share some gods. 

Aihrde

Aihrde is the world of Troll Lord Games' Castles & Crusades. It shares a gritty feel with Oerth and the fact that Gary Gygax contributed to it in the last years of his life. As I have said many times, Castles & Crusades is really the spiritual heir to Advanced Dungeons & Dragons.

Thuerin

This is my oldest son's campaign word. This is my blog, so I get to include it! It has heavy Lovecraftian influences and Gods from both Oerth and Toril.

The Missing Worlds

Some worlds are not on my map above because they do not fit the general idea of a world but are campaign settings.

Ravenloft is my favorite campaign setting, but it is an extra-dimensional pocket accessed from all worlds. It has no world to call it's own.

Planescape deals with the "Outer Planes" of existence where alignment, ethos, and philosophy are all important. 

Spelljammer is...well D&D IN SPACE! The 2nd Edition rules had your characters using "Spelljamming" ships that moved through the phlogiston of space. In D&D 5th Edition, the phlogiston is still there, sort of, but now your characters travel the great Astral Sea. 

My map above was made with my limited knowledge of Spelljammer. I was not trying to replicate anything, but something I could use in SJ if I wanted. 

All these worlds allow access to the other worlds. Though Ravenloft is more like a "Hotel California" characters can get in, but they can't get out.

Other ways for people to travel to these other worlds are by gates and at least one special place. A while back, I suggested that the infamous Temple of Elemental Evil exists in all worlds simultaneously. You can go in but never be sure of where you will come out. Also, my own Tomb of the Vampire Queen has many unstable portals to many worlds.

There are many, many more worlds out there. I have not included them all, but I could have included a dozen more, and that is not counting all the ones I know about. 

It doesn't even count the newest one I have been playing around with, Oestara, which is a reflection of my own Mystoerth world. I don't have anything on that one just yet. 

Tomorrow is V day, and of course, I am going to talk about Vampires.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Tuesday, April 23, 2024

The Enchanted World: Dragons

The Enchanted World: Dragons
 It has been a month since I have done one of these. My plan was NOT to do one during April with the whole A to Z thing, but today is St. George's Day and he rather famously killed a dragon. It is also still year of the Dragon and the 50th Anniversary of Dungeons & Dragons, so my choice was made for me.

This is also the second book in the series, after Wizards and Witches.

Dragons

by Editors of Time-LIFE Books, 1984 (144 pages) 
ISBN 0809452081, 080945209X (US Editions)

While I have mentioned the Eurocentrism of the other volumes, this one does a good job of presenting both European and Eastern dragons. It also has a bit of others from around the world. 

Chapter One: Chaos Incarnate

This covers the early tales of dragons, not just in medieval European myth but also the ancient tales of dragons like Apep, Tiamat, and the various monsters of Ancient Greece.  One of the things this chapter hits home is the dragon as a force of chaos and nature. In the case of many, like Tiamat, the dragon is a destructive force.  This is one (of the many) reasons why I always have Tiamat in my game as Chaotic Evil rather than Lawful Evil. Tiamat is even called the "Enemy of Order" and her myths are referred too as Chaoskampf

Dragons

We hear tales of the Midgard Serpent and the dragon Nidhoggr, which gnaws on the roots of the World Tree.  These are not the dragons for mortals to deal with, but the domain of the gods. There were heroes that fought these creatures, but they were often demi-gods themselves. Like the tale of Cadmus who fought a dragon and built the city of Thebes where the dragon had once ruled. The dragon was cast into the sky to become the constellation Draco. 

We even get some Indian myths of Sesha, also known as Ananta the Endless, a multiheaded serpent that wrapped around the world. 

This chapter also has a wonderful Field Guide to Dragons. A visual guide to help you tell the differences between the amphiptère, the wyvern, the heraldic dragon, the lindworm or lindorm, and the snake-like guiver. It also has some habitats.

Dragons

Chapter Two: Glittering Gods of the East

This chapter takes us East, mostly to China and Japan, where dragons had a very different role. They were spirits of the weather, air, and water. They were considered divine and had a place in a very ordered universe. Though not all were benevolent. They were still prideful creatures and could be offended. So offerings were made for rain, or even to keep destruction at bay.

Dragons

In any part of the world, an angry dragon was terrible to behold.

We learn that these dragons fly not due to their wings, but the magic crests on their foreheads and many are the descendants to water snakes. Or maybe there are water snakes that are in fact baby dragons. 

These dragons are incredibly long-lived. It spends 1,000 years in its snake form, where it will grow feet and an elongated head with a beard. After 500 years in this form, it will grow antlers. After 3,000 years, it will reach its final form with a branch-like protrusions from its body. The oldest dragon is the Dragon King and it is 1000-feet long. 

Chapter Three: The Serpent Ascendant 

As with many of these books, there is a chapter that focuses on the Medieval era, which is where we get many of the tales we know today. This is that chapter.  

Since our focus is mostly on Medieval Europe, we often link the Dragon to the Devil. This is in keeping with the notion held in Medieval times that the dragon was the bringer of disease, famine, and ruin. This chapter also has a great map of Europe showing where various dragons were spotted and when.

Where Dragons Dwelled

The section on Maidens and Dragons is great and discusses the complex relationship women and dragons had in these tales. There is the sorceress Marina and her pet dragon, the French Le Succubé (The Succubus) who rode a dragon, and the many maidens kidnapped by dragons. There is even the tale of Margaret of Bamburgh who was transformed into a dragon.

We even get a tale of the Tarasque who could not stand up to a Saint and her faith. 

Chapter Four: Rise of the Dragonslayer

It is St. George's day today, so only fitting we open up with the tale of St. George in this chapter. Maybe to most storied dragon slayer after Sigurd, who we also talk about later on in this chapter. 

Dragon Slayers

We get a nice mix of dragon slayers from all over Europe and some of Asia. All usually have to deal with how pure and virtuous the would-be slayer needs to be. Often their reward was a maiden of equal purity and virtue. 

Even though this book is the same size as the others, it feels like a lot more is packed into it.

While many of these tales are known to us all (and that is the point) there are enough details here to still educate and entertain. This one is certainly a must read for any Fantasy RPG and in particular Dungeons & Dragons. I also see a lot of value here for players of more "serious" medieval fantasy games like Pendragon or Chivalry & Sorcerer. Even Dark Age Mage players can benefit.


Next time: We celebrate Walpurgis Night!

#AtoZChallenge2024: T is for TSR

TSR Inc.
Delving into the history of Dungeons & Dragons, one must spend some time discussing the company (or companies, as it were) that produced and published it. Most of them went by the initials TSR.

 To the outsider and indeed to the casual insider, there was only one TSR. This is largely true, but the details are a bit more complicated once you dig into them. It's sort of the theme all month, right?

Tactical Studies Rules (1973–1975)

The first TSR was Tactical Studies Rules, and it was a partnership between Gary Gygax and Don Kaye.  The goal of this company was to produce and sell the Dungeons & Dragons rules, but to get there, they did some smaller games, including Gary's Cavaliers and Roundheads miniatures game of the English Civil War. They also sold new copies of Chainmail which had previously been sold by Don Lowry and Gary's Guidon Games.  Once Dungeons & Dragons became a success and they took on new partners, namely the Blumes, this company dissolved. It was this time that the company would move out of Gary's basement to their headquarters in Lake Geneva, WI. A place still considered to be "like Mecca" for gamers.

TSR Hobbies, Inc. (1975–1983)

This is the company that most of us growing up playing D&D in the 1980s think of when we think of TSR. This corresponds to what many in RPG circles could refer to as the Golden Age of gaming. It was here that Dungeons & Dragons saw its greatest growth and early popularity. It was during this time that we saw the publication of AD&D, all the Basic sets, Dragon Magazine, and a host of other non-D&D games. Some I'll talk about next month. 

This was also a time when TSR Hobbies made some acquisitions and, sadly, when the seeds of their own downfall were planted. 

TSR (1983–1985)

In 1983, the company was split into four, TSR, Inc. (the primary successor), TSR International, TSR Ventures, and TSR Entertainment, Inc. The purpose here was to make D&D a multimedia brand long before such an idea was commonplace. So kudos to Gary and the team for coming up with it; it is too bad it did not develop the way they wanted. We did the Dungeons & Dragons cartoon out of it, but long talked about movie never happened. Also some of these business choices also split the company's focus and were never as successful as they needed to be. Long story short, TSR, all of them, was deep in debt and bleeding cash.

This era would end with the firing of Gary Gygax as CEO and the takeover of the company by the Blumes and Lorraine Williams. 

TSR  (1985–1997) aka The Williams Era

Given the time period, one would imagine that this was the most stable time in TSR's history, and from the outside, it was. D&D was doing well for all appearances. It had weathered controversy and was moving forward. AD&D 2nd Edition came out in 1989, there were novels coming out based on D&D properties that hit the New York Times best-seller lists and things looked good.

Sadly, even under new management, some of the old mistakes were still costing money, and new ones were also being made.

I will not do the en-vogue thing and rip into Lorraine Williams. She may have had only contempt for gamers, but under her leadership (or in spite of it), some really great material was produced. She never talks about her time at TSR anymore; all we have are the words of others. Granted, it did sound like a toxic work environment.

Not that things were all wine and roses outside the company either. Gary had left and become vocal of the new management. Many who were loyal to him also left. Others left, or were fired and their names, names we all knew, began showing up at other companies.

The Internet was in its early days, and like the Personal Computers before it, this was a technology readily adopted by and adapted by gamers. TSR saw people talking about D&D online and threatened to sue them, earning TSR's new name, "They Sue Regularly," and their new "logo," T$R.  

As fondly as people talk about the "good ole days" of TSR they forget how terrible they were in the end.

1997 And Beyond

There is no TSR beyond 1997. Wizards of the Coast, a company flush with cash thanks to the run-away success of the Magic the Gathering card game, saved TSR, and Dungeons & Dragons, from landing into deeper financial ruin. Wizards operated TSR as a standalone entity (a walled garden as it is sometimes called) but by the time Dungeons & Dragons 3rd edition was ready TSR was gone.

Now, 25+ years later, we are seeing some similar patterns with Wizards of the Coast and their parent company, Hasbro. The difference is that Hasbro is not likely to run out of money any time soon.

For me, well I choose to remember TSR like this. It was a great company that fell into the problems that many companies do. But I will say this, talking to all the people who worked there and hearing them talk to each other at places like Gary Con, I choose to look beyond the stories, the rumors, the internet gossip, and the financial records and instead see it through their eyes.

When it was good, it must have been fantastic.

If you want to know more, there are some fantastic books on the topic.

Ewalt, D. M., & Manganiello, J. (2024). Of dice and men: The story of dungeons & dragons and the people who play it. Scribner.

Kushner, D., & Shadmi, K. (2017). Rise of the dungeon master: Gary Gygax and the creation of D&D. Nation Books.

Peterson, J. (2012). Playing at the world: A history of simulating wars, people and Fantastic Adventures, from chess to role-playing games. Unreason Press.

Peterson, J. (2021). Game Wizards. the epic battle for Dungeons & Dragons. The MIT Press.

Riggs, B. (2022). Slaying the dragon: A secret history of Dungeons and dragons. St. Martin’s Press.

Witwer, M. (2015). Empire of imagination: Gary Gygax and the birth of Dungeons & Dragons. Bloomsbury USA, an imprint of Bloomsbury Publishing, Plc.

All are available, well, everywhere there are books. Each presents a different point of view, but all get around to the same ideas. I enjoyed reading them all.

Tomorrow is U day and I am going to talk about the Universe!

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Monday, April 22, 2024

#AtoZChallenge2024: S is for Satanic Panic

I survived the Satanic Panic
Click to get your own!
 Now, this is always a fun topic.  It would be difficult to talk about the history of Dungeons & Dragons and not talk about the 1980s moral panic known as The Satanic Panic.

Note: I will liberally use outside links in this one because I want to cite my sources and educate. 

Background

Let me set the stage first. It is the start of the 1980s. Regan is in office riding a wave of conservatism and backed by "The Moral Majority." The 1970s were a time when there was a great Occult Revival (mentioned many times here) and this was the natural reaction.

In addition to flamboyant fashion choices, some really excellent music, and questionable hairspray techniques, we also got a strange moral panic in the form of everyday people accusing their neighbors of being secret practicing Satanists.

While there are a lot of triggers for this panic, the one that almost everyone agrees on is the publication of a book called Michelle Remembers, a lurid tale of repressed memories of Satanic Ritual abuse. Now, reading this there are just a lot of things that don't add up. At all. A recent Skeptical Inquirer article goes into more detail, but suffice to say that despite no tangible proof, this was the spark that lit the flames and the model that all so-called Satanic Experts would follow. This book leads to the tragic travesty of the criminal court system in the McMartin preschool trial. People lost their careers, their homes, and their lives, all for nothing but a panic. It was The Crucible all over again. This is not the last time I will use a witch analogy.  While that was going on other forms of media were not immune. Rock and Roll music took a hard hit, and it led to the creation of the PMRC. Movies had had their troubles before with the Hays Code, and comics had the Comics Code Authority, which had kept both mediums very conservative. But what didn't have those was the brand new pass time of mostly young high school and college age kids with higher than average IQs and a penchant for not conforming. That pass time was Dungeons & Dragons.

How does the Satanic Panic lead to Dungeons & Dragons?  Well, there is a great summary of the Satanic Panic and how D&D was involved from Goddless Panther.


I LOVE that he used my Mystery Science Theater 3000 version of the cover of Dark Dungeons track.  It is too bad that no more of this series was produced.  I also got a kick out some of the picture of old D&D stuff.  He had another series on his older account. https://www.youtube.com/user/Godlesspanther/videos

The first one is here: https://www.youtube.com/watch?v=jPMtVjg636E (the production values are a bit low). There is a playlist by another user of all these videos, warning there is a lot of crazy here.
https://www.youtube.com/watch?v=jPMtVjg636E&list=PL641BF52EF9FA5963

Dungeon & Dragons & Devils

Going back to 1980 to 1985, the most popular version of the Dungeons & Dragons game was the 1st Edition Advanced Dungeons & Dragons rules.  While all the above insanity is going on D&D is about to take a hit.  That hit comes in the form of James Dallas Egbert III and private investigator William Dear. James was a smart but depressed kid who had gone missing from his Michigan State University dorm room in 1979. He had played D&D and listened to some Metal music, but had suicidal thoughts. Mostly around him coming to terms with his own homosexuality (the 1980s were shit for many kids). He went down into the steam tunnels under the University (where it was rumored that people would play D&D) and had planned on killing himself with some quaaludes. He was not successful and went to hide out with some friends, and then he traveled around.

Enter William Dear. Egbert's mother hired Dear to locate him after what she perceived as the authorities' inaction. Dear went to Egbert's dorm, saw his D&D books, and came up with this notion of a cult conspiracy whole-cloth. This was substantiated in his mind when reports came out that he had been spotted at the Gen Con game fair in nearby Wisconsin. 

Egbert was a troubled kid. I don't want to make light of that. He did finally kill himself and it is sad. He needed therapy, and at that time, he would not have gotten it, and he certainly didn't get the support. 

No. This sad tale was made worse by the utter incompetence and attention seeking of Dear. He recounted his investigation in the book The Dungeon Master.  You can read more about it in this article in two parts by Shaun Hately, The Disappearance of James Dallas Egbert III, Part I and Part II.  The events would be fictionalized in Rona Jaffe's novel Mazes and Monsters, and the movie of the same name starring a very young Tom Hanks. Every gamer I know hated it, and every mother in 1982 had to ask me about it.

Then 60 Minutes happened.

D&D's 60-Minutes of Fame

D&D's popularity made the target of some sketchy reporting back in the day. Watching some of the videos from back then are always entertaining; at least now they are with the distance of time. 

CBS, the station that not only aired the Dungeons & Dragons cartoon on Saturday mornings and the rather terrible Mazes and Monsters made for TV movie also was, more famously, the home of the weekly TV news magazine 60 Minutes. Ed Bradley presented what was supposed to be a balanced view on the game with interviews by D&D creator Gary Gygax and someone who we (the gamers that is) had not heard of, but would soon know all too well, Patricia Pulling of B.A.D.D. or "Bothered About Dungeons & Dragons." She would team up with former Dr. (he lost his license) and convicted sex criminal Thomas Radecki to try and discredit the game. 

Here is the clip below. If it looks like a bad VHS copy...well it is.

Reports from many credible sources and even Gygax himself (in the pages of Dragon magazine) was livid and called the whole thing a "Witch hunt." However, one thing is certain. After the 60 Minutes clip aired there was a rash of D&D book burnings. If there is ever a side that is burning books your best place is to be on the side they are not on. Ben Riggs, in his Slaying the Dragon, comments on how anytime the staff at TSR saw a book burning advertised, they would increase the number of books going to that town's retailers because they knew they would sell out. 

Pulling, Radecki, and BADD would be around to bother D&D players for a while. Pulling had started B.A.D.D. due to the suicide of her son Irving. I get she had pain and grief and a need to lash out. But her target was all wrong. Long story short, while Pulling, Radecki, and Dear would all get pulled into high-profile cases, which all seemed to involve the same secret cabal of D&D Playing Cultists (weird, I never got a call from them for the meetings), eventually, they were shown to be the frauds they were.

One of the biggest blows to Pulling and B.A.D.D. was from game designer Michael A. Stackpole who piece by piece dismantled Pulling and all her arguments in his Game Hysteria and the Truth. I would read this later when he re-published it as The Pulling Report.

You could not believe the elation I felt when I had discovered that on the internet. Everything I had heard for YEARS from "concerned people" and all the shit I got from ignorant fucks. Stackpole destroyed them all. Every single argument. I am still friends with Michael today.

Eventually, they would fall into disrepute.

The FBI would also release a report that essentially said that there is no evidence of any sort of systemic Satanic ritual abuse in the United States. The New York Times followed up with an article saying something similar.

Too late for some who were destroyed by this bullshit.

What happened to D&D?

Soon after the 60 Minutes piece, Gary was out of TSR for unrelated reasons. The specter of the Satanic Panic still held over them, though. When AD&D 2nd Edition was released, demons, devils, and overt signs of evil had all been removed in an enforced morality

And like the pendulum that swang to make things more conservative, it swang back the other way. I can recall a LOT of books, both in stores and online, in the early days of the Internet, that were like, "Oh, you think D&D is evil? I give you fucking evil!" I am not blameless in that, either. 

My Life with the Satanic Cult

Now, I am not a Satanist. I am an atheist. But growing up in a small mid-Western town, the average person on the street doesn't know, or even care to know, the difference. Add in my D&D playing in the 1980s? Yeah. 

There was this time, I think around 1985-1986 or so, that "someone" had found a "satanic altar" in the cornfield just south of my High School. The panic that shot through the school was amazing to watch. I was equally fascinated and horrified. Fascinated by how much it affected everyone and horrified by how quickly it ripped through the school and what it did. The next day, people were wearing their "satan busters" armbands. These were homemade armbands with an inverted cross in a red "busters" circle with a slash through it. 

Something like this
The "Satan Busters." Yes, this is what they wore.

The assistant principal, who was always a pretty good guy, came to me and some of my other gamer friends and basically said until this stupid shit blows over, we should keep our D&D books at home. I chaffed under the notion that something *I* wanted to read had to be dictated by a mob of scared idiots. It pissed me off, but the guy had a point. Plus, he was a 6'2" guy who would regularly bench press 350+ lbs, and I was an asthmatic 15-16-year-old who weighed 125 soaking wet. I wasn't going to argue. Plus, over the next few days, shit got really weird.  I think my love of psychology was certainly strengthened then. As was my love for witches. I felt I understood them a little better after that. Not that anyone was trying to burn me (far from it), but they were trying to burn the things they feared. There were at least two or three book burnings in my town by people on the conservative religious side. Which was, in truth, the vast majority of the town.

As the panic spread, the stories got crazier and crazier. One involved one of the few openly gay kids in my glass, which sucks, really, but sadly all too predictable. Rumors that "they" were going to sacrifice a cheerleader. I remember seeing girls crying. And more. People were going to have prayer vigils to keep the cultists back, and some were going to bring weapons (mostly knives).  

It all began to sound like a pretty cool D&D adventure. The characters would have been the ones fighting evil. But it also had about as much to do with reality as a D&D game.

It blew over, of course, and a few days later, the whole thing looked rather silly. I never really knew if someone had found something and thought it was an altar or if it was all made up whole cloth. Hard to say. I never really got over how insane everyone was. 

I have to admit my own (at the time) anti-theism influenced my early D&D games. So, there were lots of undead, demons, and (you guessed it) witches. An immature reaction? Yeah, of course! But I was a teen at the time, so by definition, I was immature.

Present Day

I would love to say that this happened in the past, and then we woke up. But that is never the case, is it? Yeah, Dungeons & Dragons has largely been fine for the last few years and is gaining incredible support from high-profile players like Stephen Colbert, Vin Diesel, Joe Manganiello (who I just missed at Gary Con), Deborah Ann Woll, Anderson Cooper, and the entire cast of Critical Role. 

D&D is largely safe these days, but the Satanic Panic still rears its ugly head. Pizzagate is just one recent and really stupid example.  Another making the rounds is the "fact" that Taylor Swift is the daughter of (or a clone of) Zeena Schreck nee Lavey. Even better, she is the daughter of Zeena and Zeena's own father, Anton Lavey, the founder of the Church of Satan. So Anton is her father AND grandfather.  

Taylor Swift & Zeena Lavey. Not related. Or clones.

Seriously. I wouldn't put this into a game because my players would never believe it. 

So, put on some Ozzy or Iron Maiden, grab some dice, and let's play some D&D! It's 2024, all of those critics have been shown to be frauds, and none of the rumors about D&D from 40+ years ago ever came close to coming true.

Remember, "If Dungeons and Dragons is Satan's game, then Satan is a giant nerd."

Tomorrow is T Day, and I am going with the company that started it all, TSR.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Sunday, April 21, 2024

Larina Nix for Dungeons & Dragons 4th Edition

 While working on my post for earlier today on Dungeons & Dragons 4th Edition, I can't help but think about the lost opportunities that game had. I read through the books and they are barely used compared to my 1st and 5th Edition books. Though if you scratch the surface of 5e you will find some 4e DNA.

Dungeons & Dragons 4e books for Witches

It is too bad, really, since 4e had a lot going for it. Or maybe I had invested a lot in some of the ideas that came out at the same time as 4e. I mean, if I am honest, there isn't anything I can do in 4e that I also couldn't do in 5e or BECMI, really. In any case, while going over my 4e materials, I did uncover all sorts of neat ideas. After all, this edition gave birth to my warlock character Taryn

But I am not here to talk about Taryn. I am here to talk about her mother, my witch Larina.

Witches in D&D 4e

4e is notable for giving us a proper witch class in Heroes of the Feywild. Well...it is a type of Wizard, but one that learned in the Feywild, aka D&D's Land of Faerie. Honestly, that works for me. I mean, I know Larina spent a long time in the Feywild, met the Faerie Lord Scáthaithe, and gave birth to Taryn. So doing all my D&D 4 playing in the Feywild would work, it would explain why magic is different in this edition.

So that all works. I know I am going to get a warlock out of the process with Taryn, but what else? I spent some time here stating up some characters for 4e and 4e Essentials, but character building by hand with this game, especially a high-level character, is a long process. It was a fun process, don't get me wrong, but long. I just forgot how many character options there are for later 4e characters. 

Here are some of the characters I did when 4e was still active. There are few witches here along with some classics.

  • Aleena, the Cleric from D&D Basic (Mentzer)
  • Morgan Ironwolf, the Fighter from D&D Basic (Moldvay)
  • Hex, the Dark Elf witch from Skylanders
  • Skylla, the "Evil Magic-user" from the D&D toy line.
  • Eireann, a "proto-Sinéad" concept who now has a life of her own.

While these each took some time, each one was a really fun build. So much, really, that I could see myself running some sort of one-shot for 4e set in Feywild.  I will get to doing stats for Sinéad and Taryn for 4e when I discuss the 4e Forgotten Realms.

Larina Nix for 4e

Larina is, as always, a test-bed character for me. In 3e when I first started I tried her out as an "out of the box" sorcerer. When 4e came out I tried her as a Warlock. But Larina is no sorcerer and certainly not a warlock. I know these differences are largely academic, but I am the academic who cares about them.

Thankfully my 4e experiments could move on with Taryn who IS a warlock. Eventually, the Heroes of the Feywild book came out and solved my problems.

For this build, I am going to use the following books.

Heroes of the Feywild is the main book, but I am also taking powers, feats, and ideas from the others. There are other books I could have used, but I wanted to limit myself to these. There is a third-party witch book, World of the Witch, that is quite good, but I wanted to stick to the official WotC books this time.

For this build, I went all out. This is Larina as a 30th-level Queen of Witches (the Epic Destiny in the book). I figured...what the hell, go fo it.

Given that in 4e, newer powers replace older ones, I just built the character backward. So, I started at what she gets as the 30th level and worked my way down. I didn't have to do a lot because while going through all my notes and character sheets, I found character sheets for her at 1st (several of these), 7th, 13th, and 25th levels. Differences exist between all of these, but all in all, I got a pretty good picture of what I wanted to do.  

Larina Nix, Witch Queen
Larina Nix, Witch Queen

30th-level Female Human Witch (Wizard)
Unaligned (Lawful Neutral)
Class: Witch (Full Moon Coven)
Paragon Path: Legendary Witch
Epic Destiny: Witch Queen

Abilities
Strength: 12 +1
Constitution: 16 +3
Dexterity: 16 +3
Intelligence: 22 +6
Wisdom: 22 +6
Charisma: 20 +5

Combat
Initiative: +18
Speed: 6 (30ft)
Hit Points: 155
Bloodied 77
Healing surges: 38hp

Defenses
AC: 36
Fortitude: 33
Reflex: 36
Will: 38

Vision: Normal
Passive Insight: 31
Passive Perception: 31

Skills
Acrobatics +18, Arcana +29, Athletics +16, Bluff +23, Diplomacy +24, Dungeoneering +21, Endurance +18, Heal +28, History +26, Insight +21, Intimidate +25, Nature +21, Perception +21, Religion +26, Stealth +18, Streetwise +20, Thievery +18

Feats
Human: Linguist, Toughness, Implement Focus, Fey Bond, Combat Medic, Armor Proficiency: Leather, Skill Focus: Arcana, Improved Defences, Familar Utility, Enlarge Spell, Arcane Resources, Ritual Caster, Arcane Mastery, Irresistible Flame, Arcane Fire, Pact Initiate: Warlock (Fey), Spell Accuracy, Nightmare Wizardry, Arcane Ritualist

Features
Familiar, Witch Cantrips (3), Bonus Skill: Healing, Full Moon Coven, Favor of the Moon, Move Coven Action, Witch Apotheosis, Witch Queen Presence, Pact Initiate (Fey Pact Warlock)

Languages
Common, Goblin, Elven, Draconis, Primordial, Sylvan

Powers (Spells)
Cantrips
Light, Mage Hand, Prestidigitation

At-will
Bonus: Ray of Frost, +6 vs Fortitude, 2d6+6 cold damage
Breath of Night, +6 vs Fortitude, 2d10+6 damage
Witch Bolt, +6 vs Reflex, 2d10+6 damage

Encounter
Warlock: Eye Bite, +5 vs Will, 2d6+5 psychic damage
Madness of the Full Moon, +6 vs Will, 2d10+6 psychic damage
Night Tempest, +6 vs Fortitude, 2d8+6 cold damage, knocked back 5 squares
Chain Lightning, +6 vs Reflex, 4d6+6, 2d6+5, 1d6+6 lightning damage
Supreme Glorious Presence, +6 vs Will, 4d6+6 damage, target knocked back, Allies heal

Daily
Acid Wave, +6 vs Reflex, 5d6+6 acid damage, 10 ongoing
Unicorn Form, Polymorph, secondary 5d8+6, push 1 square
Prismatic Wall
Herbal Healing
Evanesce
Witch Thorns
Moonlight Mischief, teleport 6 squares
Ride the Night Wind, Fly 8, +2 to Reflex
Umbral Stride, phase, move 10 squares
True Prophecy, +2 to all rolls

Rituals
Arcane Barrier, Comprehend Language, Consult Mystic Sages, Consult Oracle, Enchant Magic Item, Eye of Warning, Guards and Wards, Hand of Fate, Magic Circle, Magic Map, Object Reading, Remove Affliction, Telepathic Bond, Wizard's Sight

Equipment
Staff, books, dagger, shoulder bag, leather armor +6, Bracers of Defense, Ring of Wizardry, Cloak of Feywild Escape, Broom of Flying, Elven Boots

--

So I really like this build. If I were still playing 4e I might house rule that some of the other witch spells from other games could be rituals. That is the easiest way to bring them in. 

She has a lot of feats, just the reality of 4e. But I was able to do some interesting things with them that have great in-universe and in-character explanations.  Linguist and Toughness are the ones she always takes. She is the party translator and "face." Because of that she is usually in front where the action is, so she needs to survive long enough to be powerful enough on her own. Feats to make her magic more potent, to be more fiery, and things like that.

But two in particular are really fun. Fey Bond and Pact Intitate. I had plans to do a Feywild-centric set of adventures for some time. The more I work on 4e versions of Larina, Taryn, and Sinéad, the more I want to do it, and do it with 4e. These two feats then represent her time in the Feywild and her bond with Faerie Lord Scáthaithe, who would become the father of her daughter Taryn and Taryn's Warlock Patron.  I know I said above that Larina was a lot of things, but no warlock. Well... a lot of her earlier sheets were warlocks. The way 4e does multi-classing is very different than the other versions of D&D, so it's not like she is a true Warlock, just a dabbler.

Scáthaithe and an impressionable young witch
Scáthaithe the Knight of Swords and a young Larina

I look forward to digging up my 4e sheets on Taryn and making some new ones for Sinéad.

Maybe I should get that Feywild 4e game going sometime. That sounds like a lot of fun.

#AtoZChallenge2024: Sunday Special, D&D 4th Edition

This Sunday A to Z special we are talking about the most controversial version of D&D put out. That would be 2008's Fourth Edition Dungeons & Dragons.

Dungeons & Dragons, 4th Edition

Dungeons & Dragons, 4th Edition Core Books

Again, lets set the stage. It is 2007, and Dungeons & Dragons 3rd Edition, now in its 3.5 edition, has been going on for 7 years. There are hundreds of D&D 3e books out there, and if you count the ones released by 3rd party publishers, then there are thousands.

Rumor has it that the Powers that Be at Wizards of the Coast/Hasbro saw all that money these publishers had made and also saw that they were getting none of it.  So they had the D&D team design a new version of D&D. Now, seven years is not a bad run for a set of core rules; a little light, yes, but not bad. But it was not the normal dropping off of sales that prompted this change; rather, it was a desire to reign back in the OGL and SRD.  Thus, 4th edition was born. Or so the story goes.

Now I have heard these tales for a long time. While I can certainly see where they could be true I have never seen a smoking gun or anything like that to confirm it. I do know that out of all the editions 4th is the least compatible with all the others. I also know that the license used to support 4e products was restrictive and slow to come out. 

Pathfinder, as I mentioned on P day came out and took over the market from 3e, and many other gamers saw the new 4e rules and went back even further still to older games.  

Much like the hydra of old the problem only got bigger.

This is too bad, really, because there is nothing really wrong with 4e.


I loved the art and the attention to detail in the game's design. Was it D&D? I can't answer that for you. For me, it was "near D&D," just like Pathfinder was/is. In some ways, Pathfinder was more D&D 4 than D&D 4 was. They were cousins, born at the same time, whose grandparents had trouble telling apart as their favorite.

DrivethruRPG has a sizable collection now of Fourth Edition PDFs.  A few I have already bought. I could simply unload a few of those books, not sure how or where, and then rebuy them on PDF.

I love that 4e was very modular in layout.  I very easily could cut up all the books and reshuffle them to have all the classes in one place and all the skills and feats in another. All the monsters, mostly alphabetical in yet another.   The organization appeals to my innate sense of order and collection (or is that OCD?).

The real question is, is it worth it?  Obviously, if I played the game more then yes.  But I only dabble. Here and there now. I like the fluff.  I have talked about 4e in terms of sunk cost fallacy and how I would later go on to adapt the materials for my 5e games. But I still feel it never really got a fair shake.

Maybe I'll come back to it someday.

--

Tomorrow is back at it with S Day, and I'll talk about a topic very close to the heart of many Dungeons & Dragons players in the 1980s, the Satanic Panic!

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.