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Showing posts with label DMG. Show all posts
Showing posts with label DMG. Show all posts

Tuesday, May 3, 2011

Fantastic Treasures


Fantastic Treasures is a two volume catalogue of magical and mythological items from folklore and legend, printed in 1984 by Mayfair Games, under its Role Aids line of gaming supplements. Role Aids is an uneven line of supplements, with adventures like Evil Ruins and Lich Lords (both are decent) interspersed with less stellar fare.

The Fantastic Treasures catalogue includes several hundred magical items, each one paired to a black and white illustration. Even though Fantastic Treasures is, by definition, derivative, since it uses myth and folklore for its inspiration, it is the presentation of this catalogue that I find appealing. And i'm not just talking about the Boris Vallejo art that graces its two covers.



Paging through the AD&D Monster Manual, you will find most D&D monster descriptions accompanied by an illustration. That is never the case for magic items in the Dungeon Masters Guide. I can recall poring over the 1979 DMG, bewildered by such unfamiliar items as censers, periapts, phylacteries, and scarabs. Without an illustration, and therefore a mental image to draw upon, I found it difficult to describe those magical items to the players.


In contrast, each of the magical items described in Fantastic Treasures is accompanied by an illustration. Admittedly, unlike the mysterious periapts or a phylacteries, I don't need illustrations of thimbles, horseshoes, or boots, to visualize or describe those items. But there is something immediate and meaningful about seeing an artist's depiction of an item, even if you don't end up describing it as illustrated.




While some of you will be familiar with a broad cross-section of myth and folklore, you are bound to find several items in the Fantastic Treasures catalogue that are new to you. The usual suspects are included of course, like cloaks of invisibility, magical pendants and gems, musical instruments and the like, from Greek, Norse, Chinese legends. But some interesting and obscure African, Indian and frontier American items are also included: Paul Bunyon's Axe, anyone?



Perhaps I am drawn to this catalogue due to my own interest in the development of generic item and treasure cards. I appreciate these economical magical item descriptions, paired with perfectly serviceable illustrations. If only they came in card form!



Fantastic Treasures is a one of those gaming supplements that does something just a little bit different. While i've seen other magical item gaming supplements that claim to provide fresh magic items, few of their entries are accompanied by illustrations, and few items are truly campaign-ready, unlike the tried-and-true vanilla items from myth and folklore.

Collecting such a wide range of magical item tropes, and pairing each with an illustration, makes this supplement 'game-night ready'.

Fantastic Treasures


Fantastic Treasures is a two volume catalogue of magical and mythological items from folklore and legend, printed in 1984 by Mayfair Games, under its Role Aids line of gaming supplements. Role Aids is an uneven line of supplements, with adventures like Evil Ruins and Lich Lords (both are decent) interspersed with less stellar fare.

The Fantastic Treasures catalogue includes several hundred magical items, each one paired to a black and white illustration. Even though Fantastic Treasures is, by definition, derivative, since it uses myth and folklore for its inspiration, it is the presentation of this catalogue that I find appealing. And i'm not just talking about the Boris Vallejo art that graces its two covers.



Paging through the AD&D Monster Manual, you will find most D&D monster descriptions accompanied by an illustration. That is never the case for magic items in the Dungeon Masters Guide. I can recall poring over the 1979 DMG, bewildered by such unfamiliar items as censers, periapts, phylacteries, and scarabs. Without an illustration, and therefore a mental image to draw upon, I found it difficult to describe those magical items to the players.


In contrast, each of the magical items described in Fantastic Treasures is accompanied by an illustration. Admittedly, unlike the mysterious periapts or a phylacteries, I don't need illustrations of thimbles, horseshoes, or boots, to visualize or describe those items. But there is something immediate and meaningful about seeing an artist's depiction of an item, even if you don't end up describing it as illustrated.




While some of you will be familiar with a broad cross-section of myth and folklore, you are bound to find several items in the Fantastic Treasures catalogue that are new to you. The usual suspects are included of course, like cloaks of invisibility, magical pendants and gems, musical instruments and the like, from Greek, Norse, Chinese legends. But some interesting and obscure African, Indian and frontier American items are also included: Paul Bunyon's Axe, anyone?



Perhaps I am drawn to this catalogue due to my own interest in the development of generic item and treasure cards. I appreciate these economical magical item descriptions, paired with perfectly serviceable illustrations. If only they came in card form!



Fantastic Treasures is a one of those gaming supplements that does something just a little bit different. While i've seen other magical item gaming supplements that claim to provide fresh magic items, few of their entries are accompanied by illustrations, and few items are truly campaign-ready, unlike the tried-and-true vanilla items from myth and folklore.

Collecting such a wide range of magical item tropes, and pairing each with an illustration, makes this supplement 'game-night ready'.

Monday, June 28, 2010

Magical Skulls In Dungeons And Dragons

I must admit being annoyed the first time I saw this photo, of a grinning Gary Gygax holding a skull. Being unschooled in the weird and fantastic literature from which D&D was derived, I presumed this picture was both shameless Gygaxian D&D boosterism and evidence that Gary did not understand his own creation. D&D, after all, is not about the macabre, strange or weird. D&D is no horror role-playing game, and is certainly not about skulls. It is about bold adventurers, slaying dragons, rescuing damsels, and generally acting in heroic fashion.

Oops.

As I continue my own Appendix N project, reading the fantasy literature referenced in the the original 1979 Advanced Dungeons and Dragons Dungeon Master, I am struck by the number of stories that involve magical skulls.

Here are three examples, from books I am currently reading, or have just finished.

The Last Unicorn, by Peter S. Beagle, features a talking skull that reveals a secret passage to the protagonists, and who thirsts for a taste of wine, which he exchanges for the information, even though he can't actually taste anything.

The Magic Goes Away, by Larry Niven, features the animated skull of a Sorcerer. The Sorcerer cast a spell upon himself so that he could not die. Thus, even though his body has been destroyed, his spirit still resides within his skull.

Web of the Spider, by Andrew Offutt, features a magical skull, and when you peer through the bejeweled eyes of the skull, you can see the future.


I have not yet read even one twentieth of the Appendix N literature, yet at least three books have featured a magical skull. Is it any wonder, then, that The Tomb of Horrors should feature a skull, as the last intact remains of a former Wizard?

What is odd, is that there is no Skull artifact featured in the AD&D DMG.

Magical Skulls In Dungeons And Dragons

I must admit being annoyed the first time I saw this photo, of a grinning Gary Gygax holding a skull. Being unschooled in the weird and fantastic literature from which D&D was derived, I presumed this picture was both shameless Gygaxian D&D boosterism and evidence that Gary did not understand his own creation. D&D, after all, is not about the macabre, strange or weird. D&D is no horror role-playing game, and is certainly not about skulls. It is about bold adventurers, slaying dragons, rescuing damsels, and generally acting in heroic fashion.

Oops.

As I continue my own Appendix N project, reading the fantasy literature referenced in the the original 1979 Advanced Dungeons and Dragons Dungeon Master, I am struck by the number of stories that involve magical skulls.

Here are three examples, from books I am currently reading, or have just finished.

The Last Unicorn, by Peter S. Beagle, features a talking skull that reveals a secret passage to the protagonists, and who thirsts for a taste of wine, which he exchanges for the information, even though he can't actually taste anything.

The Magic Goes Away, by Larry Niven, features the animated skull of a Sorcerer. The Sorcerer cast a spell upon himself so that he could not die. Thus, even though his body has been destroyed, his spirit still resides within his skull.

Web of the Spider, by Andrew Offutt, features a magical skull, and when you peer through the bejeweled eyes of the skull, you can see the future.


I have not yet read even one twentieth of the Appendix N literature, yet at least three books have featured a magical skull. Is it any wonder, then, that The Tomb of Horrors should feature a skull, as the last intact remains of a former Wizard?

What is odd, is that there is no Skull artifact featured in the AD&D DMG.

Tuesday, May 25, 2010

Appendix N: Web Of The Spider

"Girl," Ishcon interrupted, "do you know who rules this world?"

After a moment's hesitation, Tiana replied, "No one rules the world. A bunch of kings and such-like hollow-headed men pretend to."

At that moment, a dark shadow glided across the floor. Only a trick of the shifting light of these damned greasy torches, Tiana thought: yet Ishcon glanced about and she saw the desperate fury of a trapped animal flicker in his eyes.

"You do not understand and are wrong, he said in a sibiliant whisper. "You are better off not knowing: never mind. I dare not explain."

Such is the plot set-up for Web Of The Spider, the third and final book in the War Of The Wizards trilogy. Like the other books in the trilogy, Web Of The Spider is co-authored by Andrew Offutt, one of a select group of writers mentioned in Appendix N of the 1979 Advanced Dungeons and Dragons Dungeon Masters Guide.

Web Of The Spider was published in 1981, several years after the DMG was released. Co-authored by Andrew Offutt and Richard Lyon, the story clocks in at a respectable 268 pages, 60-plus pages longer than either of the first two books in the trilogy. The cover, by Rowena, shows a costumed Tiana, battling a fire-demon as she embarks on her quest to acquire the Skull Of He Who Sleeps. This book again features Tiana Highrider, Pirate Queen; Pyre of Ice and Ekron, two opposing sorcerers; and adds a new character, the nameless Gray Knight, whose face, memories and identity have been wiped clean by Pyre.

The Gray Knight is sent forth as Pyre's surrogate, in an effort to divine and prevent the latest plot of Ekron, whose earlier attempt, in The Eyes Of Sarsis, to awaken the Serpent of the World, had been foiled by Tiana and Pyre. Along the way, Pyre appears to the Gray Knight in mirrors, pools and other reflective surfaces, egging the Gray Knight on but never fully revealing what it is that the Gray Knight is expected to do.

Tiana, meanwhile, is on her own quest to discover who rules the world. Her companion: a skull, its jaws wired shut with silver, within which resides an impossibly-large ruby, nearly the size of the skull itself. Each time she removes the skull from its protective case, dread peril overtakes and nearly defeats her and her entourage.

And while the two sorcerers scheme against and battle each other, the real danger, the demonic ruler of the world, plots his final, horrifying, life-snuffing victory.

Like the other two books in the War Of The Wizards trilogy, this book is an entertaining, if imperfectly or perhaps ironically-rendered homage to the swords and sorcery genre. As fodder for role-playing game elements, this book is a gold-mine. Take, for example, the skull which Tiana finds. A better template for an artifact you will be hard-pressed to find. The island of the ruler of the world is truly a hellish place, and would be great fun to recreate as an adventure site. Temples to the Toad-god. Spider familiars that spin invisible nooses to strangle its master's betrayers. A ship crewed by the undead, which is the only safe passage to reach the ruler of the world. Desperate sea-battles against a fire-breathing dragon.

And then there is the mystery of the Gray Knight. He appears in the earlier books: how soon will you deduce his true identity?

Web Of The Spider is a fun read. While it's not for this book that Offutt is referenced in Appendix N -- that honour is bestowed upon him for his capable editorship of a fiction anthology, Swords Against Darkness III, for which he does not contribute a single story -- Offutt has a good grasp of swords and sorcery tropes, which he ably employs in his War Of The Wizards trilogy.

Appendix N: Web Of The Spider

"Girl," Ishcon interrupted, "do you know who rules this world?"

After a moment's hesitation, Tiana replied, "No one rules the world. A bunch of kings and such-like hollow-headed men pretend to."

At that moment, a dark shadow glided across the floor. Only a trick of the shifting light of these damned greasy torches, Tiana thought: yet Ishcon glanced about and she saw the desperate fury of a trapped animal flicker in his eyes.

"You do not understand and are wrong, he said in a sibiliant whisper. "You are better off not knowing: never mind. I dare not explain."

Such is the plot set-up for Web Of The Spider, the third and final book in the War Of The Wizards trilogy. Like the other books in the trilogy, Web Of The Spider is co-authored by Andrew Offutt, one of a select group of writers mentioned in Appendix N of the 1979 Advanced Dungeons and Dragons Dungeon Masters Guide.

Web Of The Spider was published in 1981, several years after the DMG was released. Co-authored by Andrew Offutt and Richard Lyon, the story clocks in at a respectable 268 pages, 60-plus pages longer than either of the first two books in the trilogy. The cover, by Rowena, shows a costumed Tiana, battling a fire-demon as she embarks on her quest to acquire the Skull Of He Who Sleeps. This book again features Tiana Highrider, Pirate Queen; Pyre of Ice and Ekron, two opposing sorcerers; and adds a new character, the nameless Gray Knight, whose face, memories and identity have been wiped clean by Pyre.

The Gray Knight is sent forth as Pyre's surrogate, in an effort to divine and prevent the latest plot of Ekron, whose earlier attempt, in The Eyes Of Sarsis, to awaken the Serpent of the World, had been foiled by Tiana and Pyre. Along the way, Pyre appears to the Gray Knight in mirrors, pools and other reflective surfaces, egging the Gray Knight on but never fully revealing what it is that the Gray Knight is expected to do.

Tiana, meanwhile, is on her own quest to discover who rules the world. Her companion: a skull, its jaws wired shut with silver, within which resides an impossibly-large ruby, nearly the size of the skull itself. Each time she removes the skull from its protective case, dread peril overtakes and nearly defeats her and her entourage.

And while the two sorcerers scheme against and battle each other, the real danger, the demonic ruler of the world, plots his final, horrifying, life-snuffing victory.

Like the other two books in the War Of The Wizards trilogy, this book is an entertaining, if imperfectly or perhaps ironically-rendered homage to the swords and sorcery genre. As fodder for role-playing game elements, this book is a gold-mine. Take, for example, the skull which Tiana finds. A better template for an artifact you will be hard-pressed to find. The island of the ruler of the world is truly a hellish place, and would be great fun to recreate as an adventure site. Temples to the Toad-god. Spider familiars that spin invisible nooses to strangle its master's betrayers. A ship crewed by the undead, which is the only safe passage to reach the ruler of the world. Desperate sea-battles against a fire-breathing dragon.

And then there is the mystery of the Gray Knight. He appears in the earlier books: how soon will you deduce his true identity?

Web Of The Spider is a fun read. While it's not for this book that Offutt is referenced in Appendix N -- that honour is bestowed upon him for his capable editorship of a fiction anthology, Swords Against Darkness III, for which he does not contribute a single story -- Offutt has a good grasp of swords and sorcery tropes, which he ably employs in his War Of The Wizards trilogy.

Saturday, May 22, 2010

Will McLean Cartoons: Wizards And Their Familiars


Another Will McLean cartoon, this time from page 44 of the 1979 ADnD Dungeon Masters Guide. In the above cartoon, two mercenaries are holding a Magic-user's familiar hostage, and threatening to kill it if the MU makes a false move.

Part of the glorious mess of OD&D and AD&D was the imprecision of the rules. Frustrating, no doubt, to those of us who may have been rules-lawyers, but a tremendous boon to others who wanted to take a germ of an idea and create their own grand experiment with it.

The 'Find Familiar' spell was one of those glorious messes. In the DMG, Gygax writes, "Purposely killing or causing to be killed a familiar is most likely to find great disfavour with the gods...". What specific disfavour that might entail was left entirely up to the Dungeon Master. Did it mean you would have a -1 adjustment to your rolls for the remaining game session? Or perhaps that all similar animals attack you on sight from then on? Did you really want to know what your malicious DM was waiting to spring on you, should you 'accidently-on-purpose' step on your unwanted rat familiar?

Will McLean Cartoons: Wizards And Their Familiars


Another Will McLean cartoon, this time from page 44 of the 1979 ADnD Dungeon Masters Guide. In the above cartoon, two mercenaries are holding a Magic-user's familiar hostage, and threatening to kill it if the MU makes a false move.

Part of the glorious mess of OD&D and AD&D was the imprecision of the rules. Frustrating, no doubt, to those of us who may have been rules-lawyers, but a tremendous boon to others who wanted to take a germ of an idea and create their own grand experiment with it.

The 'Find Familiar' spell was one of those glorious messes. In the DMG, Gygax writes, "Purposely killing or causing to be killed a familiar is most likely to find great disfavour with the gods...". What specific disfavour that might entail was left entirely up to the Dungeon Master. Did it mean you would have a -1 adjustment to your rolls for the remaining game session? Or perhaps that all similar animals attack you on sight from then on? Did you really want to know what your malicious DM was waiting to spring on you, should you 'accidently-on-purpose' step on your unwanted rat familiar?

Saturday, April 24, 2010

DMG As Referees Toolkit

DMG Dungeon Masters Guide Advanced Dungeons Dragons Gary Gygax The 1979 Advanced Dungeon Masters Guide, authored by Gary Gygax, is the original, and still best, Referee's Toolkit. It is almost entirely setting-neutral, and contains nearly every topic that a Dungeon Master could possibly need to deal with, during the course of a regular campaign.

Certainly, that version of the DMG is not exhaustive, but it gives referees the essential tools to create and develop their own campaign, and provides a myriad of other tools to add color and depth to their world. I recommend every referee own a copy of the original DMG, even if you never play that version of the game, nor ever intend to. It is an excellent resource for any version of D&D, or any fantasy RPG for that matter. And the original DMGs are easy to come by, and relatively cheap.

Several months ago, I purchased and reviewed the Ultimate Toolbox, which is billed as another referee toolkit. That is also a great resource, and I recommend it as well (although the price is somewhat steeper than the DMG).

In addition to those two resources, does anyone have any recommendations for other referee toolkits? I also have the first three Arduin Grimoires, Philotomy's Musings, and the Dungeon Alphabet, which are all handy resources, but I am looking for another comprehensive referee toolkit, to augment my current resources.

Edit: I can't believe I forgot to mention the Ready Ref Sheets by Judges Guild. For $3, as a pdf download, this is the same price as it was back in the late 1970's. Also, see the comments section for some additional referee resources. Kellri's CCD4, in particular, is quite general and covers a lot of ground.

DMG As Referees Toolkit

DMG Dungeon Masters Guide Advanced Dungeons Dragons Gary Gygax The 1979 Advanced Dungeon Masters Guide, authored by Gary Gygax, is the original, and still best, Referee's Toolkit. It is almost entirely setting-neutral, and contains nearly every topic that a Dungeon Master could possibly need to deal with, during the course of a regular campaign.

Certainly, that version of the DMG is not exhaustive, but it gives referees the essential tools to create and develop their own campaign, and provides a myriad of other tools to add color and depth to their world. I recommend every referee own a copy of the original DMG, even if you never play that version of the game, nor ever intend to. It is an excellent resource for any version of D&D, or any fantasy RPG for that matter. And the original DMGs are easy to come by, and relatively cheap.

Several months ago, I purchased and reviewed the Ultimate Toolbox, which is billed as another referee toolkit. That is also a great resource, and I recommend it as well (although the price is somewhat steeper than the DMG).

In addition to those two resources, does anyone have any recommendations for other referee toolkits? I also have the first three Arduin Grimoires, Philotomy's Musings, and the Dungeon Alphabet, which are all handy resources, but I am looking for another comprehensive referee toolkit, to augment my current resources.

Edit: I can't believe I forgot to mention the Ready Ref Sheets by Judges Guild. For $3, as a pdf download, this is the same price as it was back in the late 1970's. Also, see the comments section for some additional referee resources. Kellri's CCD4, in particular, is quite general and covers a lot of ground.

Sunday, April 11, 2010

The Local Tavern In Dungeons and Dragons


We seldom made trouble in the local tavern in our D&D games. The tavern was our source of rumors and hirelings, and the last thing we wanted to do was provoke the DM into banning us from the local watering hole.

On the other hand, I have heard lots of stories of other Dungeons and Dragons groups engaging in conflict and combat at the local tavern. This Will McLean cartoon from the DMG speaks to that tendency: some players used D&D as an excuse to safely blow off a little steam or aggression by starting an in-game virtual bar-fight.

The Local Tavern In Dungeons and Dragons


We seldom made trouble in the local tavern in our D&D games. The tavern was our source of rumors and hirelings, and the last thing we wanted to do was provoke the DM into banning us from the local watering hole.

On the other hand, I have heard lots of stories of other Dungeons and Dragons groups engaging in conflict and combat at the local tavern. This Will McLean cartoon from the DMG speaks to that tendency: some players used D&D as an excuse to safely blow off a little steam or aggression by starting an in-game virtual bar-fight.

Saturday, April 10, 2010

Old School Monsters: Rust Monster



Here's another Will McLean cartoon from the Dungeon Masters Guide. This time, we have a couple of adventurers encountering a Rust Monster, one of Gary Gygax's unique monster creations. Here's what Gary had to say about the origins of the Rust Monster, from Dragon Magazine, Issue #88 (1984):

"When I picked up a bag of plastic monsters made in Hong Kong at the local dime store to add to the sand table array ... there was the figurine that looked rather like a lobster with a propeller on its tail ... nothing very fearsome came to mind ... Then inspiration struck me. It was a Rust Monster."

Both the Wizard and the Rust Monster have rather bemused looks on their faces. Of course, if I was a Fighter, fully decked in heavy metal armor, I would be fearful of the touch of the Rust Monster too. While the Rust Monster is not a terribly ferocious beast, one touch of its antennae and my armor crumbles to rust. Along with the Carrion Crawler and the Otyugh, the Rust Monster acts as garbage detail in the dungeon, cleaning up all the metallic discards while the other two monsters deal with the dead creatures and other organic waste.

Old School Monsters: Rust Monster



Here's another Will McLean cartoon from the Dungeon Masters Guide. This time, we have a couple of adventurers encountering a Rust Monster, one of Gary Gygax's unique monster creations. Here's what Gary had to say about the origins of the Rust Monster, from Dragon Magazine, Issue #88 (1984):

"When I picked up a bag of plastic monsters made in Hong Kong at the local dime store to add to the sand table array ... there was the figurine that looked rather like a lobster with a propeller on its tail ... nothing very fearsome came to mind ... Then inspiration struck me. It was a Rust Monster."

Both the Wizard and the Rust Monster have rather bemused looks on their faces. Of course, if I was a Fighter, fully decked in heavy metal armor, I would be fearful of the touch of the Rust Monster too. While the Rust Monster is not a terribly ferocious beast, one touch of its antennae and my armor crumbles to rust. Along with the Carrion Crawler and the Otyugh, the Rust Monster acts as garbage detail in the dungeon, cleaning up all the metallic discards while the other two monsters deal with the dead creatures and other organic waste.

Friday, April 9, 2010

Papers And Paychecks RPG

Papers and Paycheques is a great new fantasy role-playing game. You pretend to be workers and students in an industrialized and technological society. Or so goes the related promotional material.

In point of fact, this supposed preview is another knowing-wink, tongue-in-cheek cartoon by Will McLean, poking fun at the idea of role-playing games. The cartoon appears in the original Advanced Dungeons and Dragons DM's Guide. But instead of workers and students pretending to be adventurers, in this cartoon you have just the opposite.

This approach to D&D humor is typical for Will McLean's cartoons: he draws the reader in, by referencing some modern cultural reference, whether it be airplanes, poker, boardgames, mickey-mouse hats, television game-shows, backscratchers, or (in this case) role-players gathering for a friendly game.

Papers And Paychecks RPG

Papers and Paycheques is a great new fantasy role-playing game. You pretend to be workers and students in an industrialized and technological society. Or so goes the related promotional material.

In point of fact, this supposed preview is another knowing-wink, tongue-in-cheek cartoon by Will McLean, poking fun at the idea of role-playing games. The cartoon appears in the original Advanced Dungeons and Dragons DM's Guide. But instead of workers and students pretending to be adventurers, in this cartoon you have just the opposite.

This approach to D&D humor is typical for Will McLean's cartoons: he draws the reader in, by referencing some modern cultural reference, whether it be airplanes, poker, boardgames, mickey-mouse hats, television game-shows, backscratchers, or (in this case) role-players gathering for a friendly game.

Monday, April 5, 2010

More Old-School D&D Cartoons By Will McLean


Jim, of Carjacked Seraphim, reminded me of another classic Will McLean cartoon, this time from page 123 of Gary's DMG.

The adventuring party is trying to decide whether their newly found magic wand allows them to cast the various Bigby spells, or if they have found the fabled +2 Backscratcher.

More Old-School D&D Cartoons By Will McLean


Jim, of Carjacked Seraphim, reminded me of another classic Will McLean cartoon, this time from page 123 of Gary's DMG.

The adventuring party is trying to decide whether their newly found magic wand allows them to cast the various Bigby spells, or if they have found the fabled +2 Backscratcher.

Humor In Dungeons And Dragons


Perhaps i'm looking in the wrong places, but was seems to be missing from later versions of Dungeons and Dragons is a sense of humor.

In the early days, Will McLean was a cartoonist for the "Dragon Mirth" section of The Dragon magazine. His cartoons also appeared in other TSR publications, such as the Dungeon Masters Guide. The above cartoon is fondly remembered by many: it appeared on page 34 of Gary Gygax's DMG.

I loved Will McLean's cartoons. They captured a gonzo, self-deprecating, tongue-in-cheek attitude that was a welcome tonic to players and DMs taking themselves, and the game, too seriously.

Sure, Will McLean's cartoons were the throw-away lines, or the drum-roll-punctuated jokes, of the Dungeons and Dragons illustration universe. But that was part of the fun of D&D: getting together with friends, and sharing some fall-out-of your-chair laugh-fests. Early versions of D&D were that much the better, for having included humor in the game.

Humor In Dungeons And Dragons


Perhaps i'm looking in the wrong places, but was seems to be missing from later versions of Dungeons and Dragons is a sense of humor.

In the early days, Will McLean was a cartoonist for the "Dragon Mirth" section of The Dragon magazine. His cartoons also appeared in other TSR publications, such as the Dungeon Masters Guide. The above cartoon is fondly remembered by many: it appeared on page 34 of Gary Gygax's DMG.

I loved Will McLean's cartoons. They captured a gonzo, self-deprecating, tongue-in-cheek attitude that was a welcome tonic to players and DMs taking themselves, and the game, too seriously.

Sure, Will McLean's cartoons were the throw-away lines, or the drum-roll-punctuated jokes, of the Dungeons and Dragons illustration universe. But that was part of the fun of D&D: getting together with friends, and sharing some fall-out-of your-chair laugh-fests. Early versions of D&D were that much the better, for having included humor in the game.