Showing posts with label ADandD. Show all posts
Showing posts with label ADandD. Show all posts

Thursday, March 10, 2016

Remember, "Bizarro" is a synonym for "awesome": A little on Advanced Dungeons & Dragons

The other day Comics Alliance's most prolific writer, Chris Sims, covered the first story arc of DC's 1988-1991 Advanced Dungeons & Dragons comic in his regular feature, "Bizarro Back Issues." The piece, like most of Sims' writing, is rather funny. And it is not entirely inaccurate in its description of the plot as a quest to cure "a noble paladin of tiny hands disease." (Say, men with small hands have been in the news a lot lately, huh?)

As the comics Internet's greatest AD&D fan, I do feel compelled to, if not defend that particular story, then at least offer some additional context. The original story arc, comprising the first four issues, was co-plotted by Michael Fleischer and artist Jan Duursema. It did indeed deal with a small band of heroes helping former, fallen paladin Priam Agrivar and his half-elf half sister Cybriani reclaim their kingdom from a demonic mage and fix their messed-up hands.

It's not really all that great, no.

But the next 32 issues are all pretty awesome. With the fifth issue, Dan Mishkin took over as the regular writer, writing all of the remaining arcs save the third one, "Catspaw Quartet," which was written by Jeff Grubb (Duursema drew all of the issues, save for three issues drawn by her husband, Tom Mandrake).

The cast of the book changed fairly immediately upon the conclusion of that first story arc, as well, with Agrivar leaving the title (to star in AD&D's sister book, Forgotten Realms, which featured Rags Morales art; Agrivar and his new campaign party would cross paths with the AD&D cast again in Forgotten Realms Annual #1), and the bland half-elf mage Cybriani bonding with her evil half Kilili to create a new character (with a new hairstyle, that would magically change again later), who took on the combined name Kyriani.

I highly recommend the series, and while you could probably skip the first arc and still follow along okay, that arc is not unreadable or anything. Duursema's art just gets better and better as the series progresses, though.

 Produced in the high-volume years of the late 1980s and early 1990s, finding single issue in back-issue bins isn't that challenging a quest to embark upon, but, IDW, which currently holds the license for Dungeons & Dragons comics, has collected the entire DC series in four volumes, under the title Classic Dungeons & Dragons (The old DC Forgotten Realms, meanwhile, is collected as Dungeons & Dragons: Forgotten Realms Classic).

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It's interesting to think about this book in 2016, on the other side of years-long online discussions about representation of many groups other than white, straight dudes in mainstream comics, and the depiction of women in comics.

AD&D had a core cast of four characters: Two women females (Vajra Valmeyjar and Kyri) and two men males (Timoth and Onyx). As mentioned, Agrivar leaves after the first four issues, and there's a male thief named Conner who comes and goes, playing various roles, serving as something between a foil for or outright antagonist of Vajra (He's in three of the book's 12 stories). That's a 50% female team!

Of those four, one of them is a person of color (25%!) and, if you want to get cutesy with it, none of the characters are white men, as the male characters consist of a centaur and a dwarf.

Duursema gives each of the female characters a very distinct look and physique, as well. Kyri is the one with a probably typical comic book body, consisting of large breasks, a tiny waist and wide hips. Former gladiator Vajra, meanwhile, is tall and muscular, with an athletic build. Luna, who owns the inn where our heroes hang out, is a bigger, rounder older woman.

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I recently read Tim Hanley's new (prose) book, Investigating Lois Lane, and he points out how relatively rare female artists still are on DC's biggest books, noting that it wasn't until Becky Cloonan drew a story in 2012's Batman #12 that woman had ever drawn Batman, and that no woman had drawn the regular Superman books in...well...ever...yet? He was talking about the way Lois was frequently portrayed after she and Clark married, and how she seemed to spend an inordinate amount of time hanging around their apartment scantily clad, and cited the fact that it was always just a bunch of dudes drawing her that likely contributed.

That seems really weird that Superman and Batman have both been starring in two monthly books apiece that have been around for about 75 years now, and none of those four books have featured a run by a female artist. DC should really get on that.* You know who would be perfect for Action, Superman, Detective or Batman...?

Jan Duursema.

But then, you knew I was going to say that, didn't you?

Actually, I was kind of surprised that DC didn't give her and/or John Ostrander Green Lantern after Duursema started doing a little work for DC again (Earth 2: World's End, Convergence: Nightwing/Oracle), particularly since DC seemed to be going in a very Star Wars-esque direction with the book after their "DCYou" initiative, and Duursema (and/or Ostrander) were no longer doing Star Wars comics as they had been doing for years, when Dark Horse held the license.


*Hey, just out of curiosity, has a woman ever drawn Amazing Spider-Man...?

Monday, May 02, 2011

Wait, one more rambling thought about that old Dungeons & Dragons comic...

After last night's post about the old DC/TSR AD&D comic, I spent some time digging through a longbox and rereading the last four issue's of the series. It occurred to me that the things I like least about modern, Big Two super-comics were completely absent from the series, mostly due to the fact that the industry it was created in and the audience it was created for have both been completely transformed.

As I mentioned, it lasted 36 issues; in that time, it had three writers. Two of them wrote single, four-issue arcs, while the third wrote the remaining 24 issues.

It had a single pencil artist for 33 of the 36 issues, with a second artist drawing three fill-in issues. The fill-in art occurred in standalone story arcs, so no single story featured more than one pencil artist.

For all intents and purposes, the book therefore had a single creative team working on it from beginning to end, with guests helping out occasionally, and this guest-talent being employed intelligently so as to never derail the book's narrative or visual appearance.

Every issue had a single credited inker.

The book was obviously never written for the trade, as trade collection was still quite rare by 1991; story arcs would be one-issue, two-issues, three-issues or four-issues, depending on the story.

Splashes, double-page splashes or one-and-a-half page splashes were limited to one instance per issue, and generally employed either on a title page or to establish a dramatic change in scene.

This is certainly down to a lack of technology as much as anything else, but there's no lightboxing, no photos of celebrities being used as reference or appropriated as original work, no lens flares or garish computer coloring effects.

The pages of the comic were all printed on good old-fashioned comic book paper, rather than glossy magazine-like paper.

The book was also only $1.75 per issue when it ended in 1991, whereas today DC comics cost $2.99 per issue, and the current Dungeons & Dragons comics cost $3.99 per issue. Certainly, that was 20 years ago, so the dramatic inflation of cover prices is to be expected, and yet there's a big difference between a $2.99 comic and a $3.99 comic book—for whatever reasons, today's D&D comics cost 33% more than today's DC comics.

As much as I might personally like to see more paper-paper than magazine paper, and more old-school, Milestone Era coloring and the presence of computers being less obtrusive, I realize those ships are pretty much sailed at this point, and the vast majority of comic books just don't look, feel or smell like the comic books I read back then. Just as I'm probably never going to be buying them off a rack in a supermarket or drug store again, I'm probably not going to see comics like this anymore.

But there's no reason why publishers and creators can't still have the same level of professionalism they had in the late eighties and early '90s, and the folks who begin a new title be the ones who end it, and the title always ship when they say it' s going to ship, you know? I don't think it's an accident that one of DC Comics' current best-sellers, Green Lantern, the one that's spawned two successful spin-offs (Green Lantern Corps, Green Lantern: Emerald Warriors and two big, successful crossovers/branding efforts (Blackest Night, Brightest Day) is the one that's had the same writer for some 65 issues now—although even GL has had late issues, so many pencil artists that no one of them has defined the book visually, and each and every month four to six guys have to ink the thing to get it out in time.

Anyway, mainstream super-comics—like my abs, my eyesight and my hair, they were so much better 20 years ago then they are today.

Sunday, May 01, 2011

Some rambling thoughts on IDW's Dungeons & Dragons Classics Vol. 1

I've already written at great length about my affection for DC/TSR's 1988-1991 Advanced Dungeons & Dragons series, drawn by Jan Duursema and written by several writers, mainly Dan Mishkin, and noted that it was the first comic book I ever really read, and the one that served as my own personal springboard into the wonderful, terrible world of comics. As I've also mentioned here and there (here being this very blog, there being Blog@Newsarama), IDW has put together a trade collecting the first eight issues of the series, titled Dungeons & Dragons Classics Vol. 1 (Presumably because the "Advanced" part of the title has fallen into disuse over the years; the fine prints notes that the current owners of D&D, Wizards of the Coast, does indeed own the trademark for "Advanced Dungeons & Dragons," and that phrase appears on the original covers reprinted within the collection).

Despite the fact that I own all eight of these comics, and spent more than cover price to get them all—I had to buy #1 off the wall of a comic shop that used to exist in my home town, for, I think, seven or ten bucks, many times more than the $1.25 cover price—I went ahead and bought the trade anyway. Maybe not the wisest use of a $20 bill, but it was an investment in not-having-to-dig-through-my-longbox-midden-whenever-I-want-to-look-at-these-books. Aside from the second half of The Sandman, I think this is the only time I've re-purchased comics I already owned in trade format (Well, I owned most of the issues collected in IDW's Dungeons & Dragons: Forgotten Realms Classics Vol. 1).

Some thoughts upon rereading a series I first encountered as a preteen in the late eighties as a thirtysomething in 2011, and the package in general...

1.) This book collects the first two, four-issue story arcs of the series. The first is scripted by Michael Fleisher and apparently co-plotted with artitst Duursema (it's also the weakest of the entire series, in large part because the cast is still forming—one of the stars of the story leaves after the fourth issue, another transforms into a new person—and because that cast is still on their way to the setting. The second story arc is entitled "The Spirit of Myrrth," and is written by Dan Mishkin.

Quick synopsis: Interdimensional monster sorcerer Imig Zu wants to free his people from inside a magical gem the moon goddess imprisoned them in and, with them, conquer the world. To do so, he needs to find a prophesied half-elf maiden who can unlock it. That maiden finds allies in traveling adventurers Onyx and Timoth Eysebright, a dwarven thief and centaur fighter, respectively; Luna, an inn keeper; Vajra Valmeyjar, a warrior woman and friend of Luna's; and Priam Agrivar, a once mighty paladin who was cursed and crippled by Imig Zu.

The second story is a lot more complicated, and where the series starts to come into its own. The paladin has moved on (to co-star in the Forgotten Realms comic), and Timoth's off doing...something else. So the elf Kyriani, Onyx and Vajra are the only ones around when they're hired by the ghost of a legendary dead jester named Myrrth to prevent his grave from being robbed. Warring factions within the city's musician's guild are after his bones for different purposes; the jesters want to break away and form their own guild, and want to use his skeleton to create a colossal monster with which to terrorize the city, and a hardcore faction of the musicians want to use the skull to commune with Myrrth and learn the secret of his killing joke—a joke so funny that everyone who heard it laughed themselves to death. Our heroes get some help from an older thief named Conner, who has a mysterious past with Vajra.

2.) It did not occur to me until this reading that "Myrrth" is simply a different spelling of the word "mirth," and is actually a dumb pun. I guess that means that I was a dumb child.

3.) There's no bonus material of any kind in this volume—no introduction, no foreword, no afterword, no creator bios, no context, really. I think that's too bad. I like stuff like that, and would especially like to see it in something like this, which collects a 20 year-old series from talented but not necessarily super-star creators that would seem to have limited broad appeal.

Very little pre-production seems to have been done. All of the original coloring errors—which are fairly copious—are faithfully reprinted here. Other than removing the DC bullet and the UPC symbols from the covers, it doesn't look like anything else was done to the material to prep it for the collection.

I'm pretty sure it has a new cover, though. The above image isn't the cover for any of the series' 36 issues or one annual, and the style more closely resembles that seen in Duursema's current Star Wars work for Dark Horse, rather than what can be seen within the pages. I could be wrong though; maybe this was simply an unusued piece of art from back in the day, re-colored.

At any rate, it's welcome. For the Forgotten Realms trade, the cover was a repurposed, re-colored cover from an issue of the series:

4.) By the time I reached the 32nd issues of this series, I would have been reading Teenage Mutant Ninja Turtles, Sandman and Batman comics from back-issue bins, so "diversity" wasn't really something I noticed in comic books, and I certainly didn't notice a lack of it.

Having read comics for over 20 years now, including more and more super-books as the years passed, and having read the comics blogosphere for the last five or six, diversity, like the depiction and treatment of female characters, is something much more in the forefront of my thought when reading Big Two adventure comics.

AD&D #32 was one of the three Tom Mandrake guest-pencilled issues (he drew two short, funny, Onyx-starring stories), and was the one with the umber hulk on the cover (I just mention that because "umber hulk" is a term I never, ever, ever get to use, and I didn't want to miss the opportunity). There's a letter column in that issue, and here, in part, is one letter to the editor that appeared in it:
I've talked to about twenty AD&D players regarding this series, and they are not satisfied for several reasons. Almost all AD&D players know about this comic and have judged it by now. It seems that the main objection is to the choice of demi-humans as the main characters...you need characters that exemplify the heroic spirit role-players are after. AD&D players are highly intelligent and creative people who usually depict heroes after their own image...Just looking at the cover of AD&D #1 most people thought, "What a bunch of wimps—how could they survive in the real AD&D game, let alone any dungeon."...Either AD&D players don't buy comic books or they have some objections to the format of freaks as heroes...Real heroes need to look the part—they should probably be at least 50% human in a group.

I won't mention the letter writer's name (I sure as hell wouldn't want some a-hole blogger quoting something I wrote a DC editor 20 years ago), and I grabbed the portions out of the letter that objected to the cast as being wimps and freaks.

I think it's well worth noting that the core adventuring party that make up the cast are a black woman, a caucasian (if we can apply that term to made-up fantasy races?) half-elf woman, a caucasian dwarf and a dark-skinned centaur (whose culture resembles that of the Native Americans; as did the elf's hometown of Shadowdale, come to think of it). AD&D was devoid of white male characters, at least as members of the permanent cast—Agrivar lasted four issues, Conner was in about three story arcs, and was as much an antagonist as an ally in some of them.

That's...kind of unusual, isn't it? I can't think of a DC or Marvel team/ensemble book without any white dudes in at the moment.

Is it worth noting that the black lady is the comic's undisputed alpha dog when it comes to beating people up? She doesn't come to blows with everyone in the cast during the book's run, but it's pretty clear she can kick all of their asses if she had too. The stats and experience levels and such that run in the back of the issues bear that out, too.

I think it's also worth noting that what the letter-writer was complaining about, that the book didn't consist of characters or settings or adventures that mirrored those of typical D&D gaming sessions closely enough, was actually one of the things I liked most about it. I've heard good things about the new IDW Dungeons & Dragons series, but have only read the first issue so far—and I was disappointed by how generic that seemed, like a comics artist was functioning like an artist in a courtroom during a game or osmething.

5.) Duursema was anything but lazy in her character designs and renderings for the characters in this series. There are three female characters in the main cast—Luna, Vajra and Kyriani—and four, I suppose, if you count Kyriani's original identity (This is kind of complicated and not really worth getting into, but when we first meet her she is an all-good version of herself, having had an evil exorcised from her as a baby, an evil which formed into her evil twin and, at the end of the first arc, the two selves are reunited into a new, complete self. The good self is fair of skin and blond, with a slim, girlish figure; the bad self is black-skinned, black-haired and has red eyes; the combined self has a white complexion, and brown hair and eyes, although she will re-combine later in the series and get a new hairstyle and purple eyes. Fantasy comics can be just as convoluted as superhero comics, if they put their mind to it).

Here are some panels from the collection featuring the female characters: None of them really have the stereotypical superheroine physique. Kyri comes closest, with an hourglass figure, and yet she still looks human, and like someone you might see in real life, compared to, say, one of those strange Ed Benes female creatures. The most superheroic of them, Vajra, towers above the other two, and has broad shoulders and cut, well-muscled arms.

6.) The centaur Timoth's design is fucking crazy. I don't know how easy it is to see from these pictures......but he apparently wears some sort of Dazzler/Lady Gaga glam make-up over his eyes all the time. He also wears a crazy ermine stole-vest most of the time, although he does wear less crazy clothes in other story arcs, like this sensible blouse.

7.) Onyx has the default personality of every dwarf ever. At least, all the dwarves I've read about or seen in movies. You know, surly, grouchy, stubborn, sensitive about their height and not terribly fond of humans or elves. Mishkin gives him a few wrinkles here and there—In "The Spirit of Myrrth" he reveals his dream of becoming a stand-up comedian, for example, and he eventually develops a bit of a crush on Kyri—but there doesn't seem to be a lot of range in dwarf personalities in fantasy fiction, does there?

Or maybe I just haven't read any of the right books. Can anyone recommend anything with a dwarf in it that's plays against dwarf-type? Anything that's not terrible and not over 400 pages, preferably...?

8.) That said, Timoth is pretty un-centaur-like, at least based on what I know of centaurs (Basically, just what I've read in Greek myth, The Inferno and C.S. Lewis' Narnia books). He's naive, trusting and almost comically sensitive (he's shown crying over the sadness of the elf girl's story twice in the first story arc), although his, um, whaddyacallit, Role? Class? Occupation? Vocation? I haven't played D&D in one million years—is that of a "Fighter."

9.)It also didn't occur to me until this reading that "Conner" is a bit of a pun to, as the character is a thief and a con-man.

10.) "Vajra" probably isn't the best name for a female warrior character, is it? When I read it as a kid, I pronounced her name as "Vajara" in my head, but now I see I was just mentally adding a syllable in there. It's actually just "Vajra," which I assume has to be pronounced "Vaj-Rah," which is a little too close to "vagina" for adult Caleb's tastes. To think I was once so innocent and, um, more mature than I am now that I could hear the syllable "vaj" over and over and not think about vaginas.

11.) Has anyone ever named a comic book character Penistro, pronounced like the name of the Green Lantern villain? Because I think that is a cool name.

12.) As I said of their Forgotten Realms collection, I do hope IDW plans to collect this whole series. I think they can do it with another four volumes. The next two story arcs are also four-parters, which would make the next volume perfectly symmetrical with the first.

After that, the stories vary in length more. There's a two-issue story featuring Kyri, a four-issue one featuring Luna and the whole cast, a one-issue Onyx story, a three-issue Vajra and Timoth story, a four-issue one featuring Kyri, a two-issue Onyx story, and then the four-issue finale. I figure they can do #9-16 in Vol. 2, #17-23 and maybe an annual in or something in Vol. 3 (There was a single AD&D annual, but the Forgotten Realms annual was an AD&D crossover, and then there's a short story from TSR Worlds), #24-30 in Vol. 4, and #31-#36 in a Vol. 5.

13). Looking through the old single issues, and marveling at how old they were (There are ads for the first Batman movie, Dead Calm, Both Bill and Ted movies, The Rookie and Child's Play on the backcovers; also, they apparently used to advertise movies in comic books), I see that the collection left out some of the back-matter that appeared in the backs of the original comics. Don't be stingy, IDW!

Thursday, March 06, 2008

The Secret Origin of Caleb, Comic Book Reader (A Gary Gygax appreciation...of sorts)


Aside from a few stray issues of Marvel’s G.I. Joe and Transformers purchased from drug store spinner racks as a little kid, this was my first comic book.

I was eleven, going on 12, and was home sick for a while with pneumonia. My mom was buying orange juice and saltines and other sick child supplies, and picked me up something to read—Advanced Dungeons & Dragons #2, as I played the game back then (actually, I spent more time reading the manuals and compendiums and the trashy fantasy novels based on them and Dungeon and Dragon magazines than actually role-playing, as I only had two friends who were at all interested in the game). She may have gotten me a Mad or a Cracked too, that part I don’t recall.

The story was okay, it had something to do with a paladin (a word I always liked saying out loud) who had withered little arms and had become a drunk, an evil sorcerer that looked like a demon, and a buddy-cop type team consisting of a pissed-off dwarf and a gentle centaur with glam eye make up and an ermine stole…vest…thing.

A few months later, I ran across this in a local magazine store, where my dad had stopped to chat with his friend, who ran the place:



Only five issues had passed, but things were very different. The paladin, who seemed to be the hero of the series, was gone. The blond elfin magic-user was now a brunette. There was a middle-aged thief no one trusted who wasn’t in the earlier issue. Everyone had changed clothes. They were in a different city now. And they were fighting a giant skeleton of a jester.

I was seized with curiosity about what I had missed, how the characters had gotten from that Point A in #2 to such a different Point B by #7. Now I know part of it was that the writer had changed, even though the artist stayed the same (after the first arc, Dan Mishkin would most the series, with Jan Duursema handling the pencils on every issue, save a few by her husband Tom Mandrake). And I also know that the long-since canceled AD&D, part of a short-lived partnership between DC Comics and TSR that resulted in a mini-line of comics based on the role-playing games, was somewhat unlike superhero comics in the way the characters and stories changed. They didn’t have costumes, they didn’t have multi-media franchises built upon them—Mishkin, Duursema and company were free to kill them off, fill-in their back stories, and alter them as they saw fit from story to story.

It was my first experience with comic books as a serial narrative, and my desire to find out what I missed lead me into a comic shop for the first time, to buy back issues. It didn’t take long to get hooked. Those issues of AD&D would feature checklists for other DC books, wherein I could read a sentence or two summary of exciting goings-on involving something called Suicide Squad, Checkmate and a Justice League full of characters that had never been on Superfriends. And then there were, of course, the house ads.

I remember the impression one for the Batman/The New Teen Titans crossover “A Lonely Place of Dying” left on me. That ad featured Nightwing standing atop a building looking pretty angsty, the Bat-signal in the background, and his Robin uniform clutched in one hand. The tease said something like, “In Gotham City, The Batman is giving in to madness and violence. Can Nightwing help? Will he help?”

That too filled me with curiosity, as I felt I had a decent handle on Batman from TV, but I had no idea that Robin had become Nightwing, or that Batman was going crazy. At the time, I thought Nightwing was a villain—based on the name and costume—and thought he was the second Robin, the one I had read about dying in newspapers and magazines.

Between such promotional materials and all the shocking stuff on the shelves of the comic shop—Man, I could barely process what I was looking at when I lifted a copy of Arkham Asylum off a shelf to look at it—more and more allowance went to comics. There was AD&D’s sister title, Forgotten Realms (drawn by Rags Morales); Eastman and Laird’s Teenage Mutant Ninja Turtles, which I was also interested in via role-playing games, as one of my friends and I were really into Teenage Mutant Ninja Turtles and Other Strangeness at the time; then Armageddon 2001, Batman: Year Three, Batman: A Death in the Family, “A Lonely Place of Dying,” The Sandman, Anima, more and more Bat-books, more and more Vertigo, until, eventually, here I am.

I mention this because I’ve been reading, and thus thinking, quite a bit about Gary Gygax these last few days. As one of the creators of Dungeons & Dragons, and the modern role-playing game, Gygax was obviously something of a patron saint of geeks, and its no wonder that his passing has generated the sort of attention it has. I wanted to take a turn to stand up and share some thoughts of my own at this, his Internet wake, in which obituaries and anecdotes ping around cyberspace from various places.

As I mentioned, I played D&D when I was younger, mostly from about 11-14 or so, with a few campaigns for old times sake one summer in my early 20’s. My first exposure was when I was very young, seeing my older cousins, whom I only saw a couple times a year, with their books related to the game. To someone who watched He-Man cartoons and played with Masters of the Universe toys, you can see how the cover paintings of red dragons and swordsman would be fascinating. Then there was the Saturday morning cartoon, in which the kids enter the world of D&D through an amusement park ride (Eric the cavalier was a dick).

I started actually playing it with a friend about the time we stopped playing our early-80’s versions of cops-and-robbers, which was usually more like G.I. Joes-and-Cobras or Ghostbusters-and-ghosts or superheroes-and-robots or whatever. In fact, when we first started playing role-playing, we ignored the math, and would just imagine the fights and stuff, so we kind of transitioned into the formal play of the game from the more chaotic playing of childhood.

There was nothing about the game that didn’t appeal to me. Being the “Dungeon Master” or “Game Master” (depending on the company who published the games we were playing), was pretty much just writing. I spent a lot of time in those days writing scenarios and drawing characters and monsters, with the D&D booklets and magazines sort of guiding me, and good God, did I learn a lot from those things. Most of the mythology and folklore I know, I first encountered in passing in a D&D manual. Long before I had read any Robert E. Howard, or H.P. Lovecraft, or made it more than one-fourth of the way through Fellowship of the Ring (I tried reading that damn book like six times before I finally made it all the way through), I encountered their work in D&D.

I heard of Tiamat and a vorpal blade there years before I’d read any middle-eastern mythology or Lewis Carroll. I learned of fairies’ aversion to iron there before I’d read The Secret Commonwealth, and heard of Tengu, Kappa and Kirin before I’d ever read an Asian fairy tale. And on and on.

I was as interested in monsters and mythology as any little boy, and I’m sure I would have gone on to read about it without ever having rolled a four-sided die just as I’m sure my interest in both writing and art would eventually have lead me to the medium of comics at some point if it weren’t for Dungeons & Dragons, but that was the path I did take, and so I have a lot of fond feelings about the game and the much-maligned culture of it.

I remember when that awful live-action movie came out in 2000, more than one critic took time to note that not only was it a terrible movie, but it seems to be about 20 years too late to capitalize on the strength of its name. More recently, either DC or Marvel (or maybe both) were carrying ads for the game trying to point out its superiority to computer role-playing games, and I remember being struck by how weird and desperate the ad campaign was.

It really does seem like the time for paper, dice and imagination-only role-playing is at an end, but I don’t necessarily think that signals a failure on Gygax’s part, or a weakness in the original concepts. From Magic the Gathering and the card game craze to the entire video game industry to the prevalence of fantasy as a genre in our pop culture, you can trace the success of Dungeons & Dragons not only in how well the game sells or how many people still play it (or will admit to having ever played it), but by how much influence it has had.

Of the various eulogies and obituaries I’ve read this week, I’d recommend Jonathan Rubin’s for Slate as one of the best. In addition to the biographical and business information, he really crystallizes what Gygax and his game did best:


The game's stew of swords, sorcery, and mythological beasts was mostly appropriated from pulp writers and fantasy greats like H.P. Lovecraft and J.R.R. Tolkien. Gygax's skill in integrating fantasies, however, was unparalleled—the world of D&D may have medieval trappings, but its creatures were unbound by time or place. He took monsters from every culture and folklore, from the Greek Pegasus to the Japanese Kirin dragon to the Egyptian sphinx, and made them coexist in a single aggregate world.



It's an aggregate world I spent a lot of time in, and a lifetime exploring all the other worlds that it lead too, which is why, though I never met him and never knew much about him, I'm really glad that Gygax lived, and a little sad to hear that he's died.

Monday, July 09, 2007

Monday Morning Man vs. Cephalopod Moment







From Advanced Dungeons & Dragons #10 by Jeff Grubb and Jan Duursema (TSR/DC; 1989)