Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Friday, May 1, 2020

Waitaminute...orcs are what, now?


This past week, GamerTwitter erupted into a massive feud, ecologically intended to cull followers, block bad actors, and re-affirm tribal politics and practices, by declaring that orcs in D&D are racist. Or, rather, the idea of orcs in D&D are inherently racist. Or, rather, the language used to describe orcs in the official books is the language of oppression and dehumanization used in racist pograms. Or, rather, the historical antecedent of orcs was borne out of racism, i.e. Tolkien was a racist who didn’t like the Huns. Or was it Vikings? Or Asians? Or, rather, or rather, or rather…

Maybe you can see what the problem was, but just in case you can’t, I’ll tell you. Blogger A was arguing X, and Personality B was counter-arguing for Y. Gamer C was really incensed about Z. No one was approaching the subject with agreed-upon terms and criteria. Everyone was talking past one another. Oh, and the name-calling was a nice touch, too. This is why we can’t have nice things.

I saw a lot of people my age and older flip the table at the suggestion that they were racists because for the past forty-five years, orcs have been the default bad guys in D&D. “Why can’t we just play the game?” they yelled. “Why must you people politicize everything?” Setting aside how you might feel about that over-simplification, I think that, if we dial it back a few notches, there might be a useful conversation to have. But it can’t start with, “Um, okay, I think you should know that you’re part of the problem,” because that murders the discourse in its crib.

Let me try this as a way to get into the topic without anyone flipping anything. We didn’t perceive there to actually BE a problem with killing orcs back in 1984, because we were teenagers playing fantasy games, and we weren’t being asked to, nor did we suspect that we even could, examine the cultural implications of what that meant; For a lot of other reasons, but mainly because the game itself has had a moral and ethical compass baked into it (called alignment) that tended to render abstract the underpinnings of everything in the game. There was good and evil, law and chaos. Monsters tended to be evil. People, not really. But only, yes, actually, the players. Well, some players. Most players were good. But there was always that one kid that wanted to play an assassin. Or the bad guys who were humanoid necromancers and raised undead simply because they could. Their goodness or evilness was never examined, unpacked, or sorted through. These stories we were creating together were morality plays, fairy tales, penny dreadfuls. And orcs were bad guys, because they were in the Lord of the Rings, and even back before Peter Jackson, elves were cool and hated orcs and everyone liked them so everyone hated orcs via the transitive property.

If you tell me that Tolkien’s depiction of orcs is racist because the language he used to describe them is akin to racial stereotyping or propaganda, I won’t debate you. I don’t have a horse in this race. I’m not, and never was, a huge Tolkien fan. Those books don’t figure into my creative DNA. I read them because as a D&D player, it felt wrong to not read them. So, go ahead. Throw him under the bus. It won’t matter, as his place in the canon is deeply and firmly entrenched. But, sure, yes, okay. Tolkien used them to make humans inhuman, and thus, easier to hate and easier to kill.

So, where does that leave D&D?

Well, the earliest depiction of orcs we were shown were basically pig men in 1970s D&D. Someone somewhere said there was a linguistic reason for this, but I don't want to chase it down. 


By the mid-1980s, the drift over into more humanoid-orcishness was happening. Here’s the image of orcs from the second edition of D&D, published in the 1980s. 

Games Workshop, meanwhile, was developing a wargame and rpg empire over in Great Britain called Warhammer and their orcs were goblin green and had mohawks and spoke with Cockney accents, like British soccer hooligans. Avocado green. Huge, comical underbites with huge, comical tusks jutting out. 

This is a half-orc paladin. From the Player's Handbook.
You've come a long way, baby.
Successive editions of D&D and other games followed suit, until we have the current depictions that run a full spectrum from scary to sexy. Anime kids, it seems, can fetishize anything. I'm not a fan of TVTropes for a large number of reasons, but this entry for Our Orcs Are Different does a good job of breaking down the nomenclature and the genus and phylum of orcs and orks and all other versions of same. 

Over the years, I’ve seen D&D drift more and more into the lanes of playing exotic monster races, including goblins and orcs, as well as minotaurs, yuan-ti, and any other creature type that was perceived as a “monster” but intelligent and thus, capable of free will. Even the original “dark elves,” the Drow, are playable, alongside other races of humanoids from the Underdark. You can even play...*shudder*...cat people...if the DM will let you. Hint: I will not let you.

But D&D is still D&D, and that means at first level, you are probably going to fight goblins (Tolkien's other name for orcs, but let's not further muddy the waters). And when you’re strong enough, you’re going to graduate up to orcs. And then minotaurs, and medusae, and eventually dragons, demons, and so on and so forth. It’s how the game has been played forever.

Except, it hasn’t, not really. There’s no one way to play the game, as you will see if you join any of the hundreds of Facebook groups dedicated to D&D. There’s no one way, no “right” way, and there never has been. And moreover, anyone who says so these days is roundly shouted down, pilloried, and beaten with sticks. Every DM is different. Every game table is different. Fifth edition in particular leans into that assertion and customization of D&D is now a feature of the game.

One other note: D&D 5th edition’s artwork is an inclusive cornucopia of skin tones and, if not a fifty-fifty mix of men and women, at least a lot MORE women than in past editions, and no perceived class bias, either. The illustration for the Fighter is a black woman in armor, looking as cool and capable as any D&D player character could. This was largely applauded, and the current rules state that skin color and sexuality are open in the game and have no bearing on mechanics or the world itself. Humans are humans. Everything else is a player’s choice.

I am willing to bet you a million dollars that, when they were working all of this out in 2010, 2011, 2012, 2013, and 2014, that they would have ever dreamed that one day, they’d be raked over the coals on Twitter because the orcs aren’t woke.

I must confess, and I realize that I’m opening myself up for this, but I read the original tweet that started the firestorm, and I think this is a non-issue. Or, rather, this is only as big a deal as you want to make it. This, right here? It was  two paragraphs from one of the supplemental books called Volo’s Guide to Monsters. This is a book you do not need in order to play D&D. It’s not part of the core of rules. It’s optional, an add-on, non-essential. You have to seek this book out.

One of the main features of this book was taking many of the humanoid races that have been deemed “monsters” and opening them up for role-playing by players. Those two paragraphs are immediately followed by the background traits tables that all players use to flesh out their D&D characters. They include personality traits, bonds, ideals, and flaws. 

It seems to me that whatever orcs maybe used to be, they aren’t really that now, and that's been 100% by player choice, and if the rest of the 10-page entry on orcs and not just the two paragraphs above are any indicator, this is supported by the game itself. I’m not saying that orcs maybe aren’t differently problematic for some people, but I think it might be worth acknowledging what D&D got right this time before you tell the 40 million people playing it that they are doing it wrong.

Thursday, January 29, 2015

Old School Gaming and the New Shiny

My rebuilding of my old campaign continues apace. I'm doing it in fits and starts, as I can grab a half an hour or so to myself. I am vacillating back and forth between dusting off old components and bringing them up to new 5th edition rules, and fleshing out 5th edition to meet my campaign's specific needs. For example, in my world, there are five city-states that wield considerable economic and political power. And one of the themes for this new/old campaign is territory expansion, along with warmongering. Because of the emphasis on this environment over say, a Middle Ages King and court, I wrote a background for Bureaucrat. It's a good background. I may post it later. I am working on a background for an exterminator, as well. Another necessary function of city government that could yield an advantage in a dungeon party.

Whilst I was looking over my old notes, drawings, and books, I couldn't help but notice the artwork in the original first edition AD&D books. I know that we consider the early stuff to be crude and unrefined, especially in the wake of what came after. I mean, by any criteria you care to apply, this is a beautiful piece of artwork.

It's well composed, makes good use of light and shadow, employs intelligent color choices, and is well painted and nicely rendered. It's a great piece of artwork. Really nice. And the fifth edition game is literally festooned--gloriously festooned--with hundreds of color plates. We live in an age of bountiful riches, we do.

And yet...as nice as the artwork is, and I don't want to hear any dissent from the lot of you, for it IS nice, I can't help at the same time feeling that the goblins are...what? Informed by popular culture? Maybe they feel like guys in suits? I don't know, exactly, but there's something in this realistic treatment that settles in on my brain rather than opens it up.

Which brings me back to the first edition artwork, and specifically, those artists who contributed so much to the three core books. Diss it all you want, sure, there may have been some pieces that were rough around the edges, but there was something also evocative to the work that I found stimulating rather than limiting. I did then, and I do today.

Here's just a few of my favorite pieces from the books. Granted, these aren't very big; back then, they didn't have to be, the way we pored over every square inch of those pages like they were actual magical tomes.

 I came late to the party where Erol Otus was concerned. His work had a slickness and a stiffness that I didn't understand at the time. Now I look at it and I think he was a genius. This is the standard troll from the monster manual, but drawn in scale with humans and in a setting that would make him infinitely more terrifying. Note the use of texture on the loincloth, the armor, and the hair. Otus was a master at that stuff.







Speaking of texture, this is a frontispiece by Jim Rosloff. He did a lot of the illustrations in the Deities and Demigods books. Remember that amazing picture of Thor fighting the Midgard Serpent? Rosloff. I love this pen and ink treatment here, and the dragon head is also really nice and stylized without being definitive. I mean, we don't really know what color dragon this is. Could be red. Could be gold. It's a mystery. But that's what makes this so cool.






Jeff Dee, along with Bill Willingham, came right after the initial clutch of hardcovers, and they brought a super hero sensibility to their artwork that really resonated with me. I won't post any of Bill's old work because he hates it when I do that, but Jeff is actively trying to recreate his stuff, so good on him.







This piece was unsigned in the Player's handbook, but this is exhibit A when someone says there was no good artwork in the early days of TSR. This is a beautiful penciled piece with dwarven adventurers encountering a magic mouth spell in the dungeon. First of all, look at the cool hallways. Now check out the dwarves. Or are they gnomes? A halfling? I dunno, but it doesn't look like anything I'd seen prior to discovering Dungeons and Dragons.

The new crop of halflings in the 5th edition book look a lot like these fellows. That's probably not an accident.







Finally, no discussion of the early AD&D artwork is complete without mentioning Dave Trampier. This guy was a machine, and he contributed so much to the books that you can't really comprehend it all. Small pieces of art, flavor pieces, you name it--oh, and only three fourths of the Monster Manual. Tramp did it all, Jack. And this piece, in the middle of the Dungeon Master's Guide, is a favorite of just about everyone. We join our adventurers in mid-scene, with this guy just riding through town, setting people on fire. What the hell? This guy is a dick! But hey, when you name yourself "Emirikol the Chaotic," you have to maintain a certain standard for yourself.

Apart from that, this piece gives us a lot of contextual clues to help us build a dungeons and dragons town. Brick buildings, flagstones, thatched roofs, covered archway, etc. This town setting that Emirikol is hell-bent of messing up became the basis for the city of Greyhawk, and later, my own towns. I used the Green Griffin as a go-to tavern name so much, they were like a Starbucks franchise in my kingdom.

There was something fun, something evocative, about this rough-around-the-edges first edition artwork. A kind of rustic charm, like woodcuts, that gave you enough information to allow you to understand what you were looking at, but not so much that it supplanted your own imagination.

We're a different world, now, and the production values. Kids these days, with their fancy new roller skates and their Jazz records, have different needs than us old timers. And so, we go for full-color, painted dreamscapes and why not? Now the company can afford to produce such a product. I'll never complain about the upgrades, but for my money, in my secret heart, I still prefer Rosloff's goblins to the new guys.

Sunday, January 11, 2015

A few thoughts about role-playing games


Dice! Glorious, beautiful dice! The most heavily-fetishized
object at the gaming table by a huge margin.
Watching the third Hobbit movie got me jonesing to play Dungeons and Dragons again. I know a lot of Tolkien purists hate the films, but I don't, because I'm not. Oh, there's stuff I don't like about the movies; don't get me wrong. It's just that I happen to really like the way they've played fast and loose with Tolkien (two adjectives I'd never use to describe his work, which is why I'm not a fan, per se). Never mind the "video game sequence" that seems to be in every movie. Watch the PCs--excuse me, main characters--fight the wandering monst--I mean, the orc patrols--makes me want to roll to hit in the worst possible way.

So, I've been dusting off my old campaign (and by "old," I mean, like, ancient. I haven't cracked this material in over twenty years), and the results have been both daunting and humbling. Never mind trying to find four players who will work around my wonky schedule in Vernon By-God Texas, I have been embarrassed by the lack of verisimilitude in my old campaign notes (always thought to be golden and sacrosanct).  As a result, I've started a top-to-bottom refurbishment, from campaign map to dungeon door. Worldbuilding, now done with the eye of a writer who has been creating fictional worlds in prose for nearly two decades.

I'm having a blast, I really am, but I can see the rabbit hole approaching. I can tell I'm going to go down it, and throw together a ridiculous amount of material that my players will likely never see, nor need to see, because that's how I always did stuff like this. I burrowed in my youth, when I didn't know no better, and I tend to do it now, as a grown-ass man, when I certainly DO know better.

A first draft map of Riverton, the first city the players
will start out in. Huge, bustling, with three distinct
districts and lots of potential for trouble, both political
and otherwise. I love this stuff!

But let's face it; world building is fun. It's thirsty work, challenging, frustrating, and frequently headache-inducing. But once you start making choices, it becomes a blast. I forgot how much I loved making maps, writing descriptions, and working out things like trade routes, bandit lairs, thieves' guilds, and all of that nit-picky stuff. I really loved making my own tables and charts for things like wandering monsters, encounters, and reactions. And while I have some 5th edition rules (gifted to me from Christmas), and there are some great improvements in the system, to be sure, I have several Old School first edition knock-offs that I am looking seriously at; OSRIC and Adventurer Conqueror King both have a lot going for them with that stripped down, simplified set-up that we used to love so much.

Of course, I usually ran the games we played. And I got pretty lucky in that most of my players liked the collaborative idea of "let's create a story together" aspect of the game. I never had to be adversarial or vindictive. That's just not my style. I like to dazzle you with the world, and let you bounce around in it, or carve your initials onto it, as you see fit. That's the real fun of sitting down with people for literally dozens of hours to create this shared narrative.

My "New World" campaign setting is shaping up nicely. The map is drawn, and there's a lot of blank space for the players to explore. Or they can hug the cradle of the New Civilization and take their lumps there. It's wide open, and I foresee having enough basic info on hand to handle whatever goofy thing they decide to do.

I took a little break from the D&D fix to restart Skyim again. I played it up to the point where I got terrifically bored with the game and let it lapse for a year or so. Now I'm playing with more of an eye towards taking the world apart and critically examining it. I gotta tell you, I really don't like it that much. Not the game play or the way it's set up. All of that works great. No, it's the world. Granted, with all of the expansions, it's perhaps the greatest sandbox out there. But for all its vast scale and scope and size, you're still pigeonholed by two things: the "Main Quest" idea and the limits on what you can and cannot do.

First off, I hate dragons, okay? I hate dragons almost as much as I hate elves. And I loathe elves. So cliched, so broken, so, so, so what. Granted, my elves and dragons are specifically designed to be NOT that. But in Skyrim, not only are there dragons, and right out of the chute, at that, but you find out that YOU are "Dragon Borne." You can beat them. Speak their language. Ride them. Oh, lord, how horrible. Way to take something that's supposed to be primeval and a force of nature and reduce it to a collection of stuff you can loot. Welcome to Skyrim.

And what if I decide to take over the town? Kill the Jarl, take his place, etc. What do you mean, I can't do that? Not in Skyrim. Not unless there's a scripted story for it. Otherwise, you're just hacking up frozen undead and suicidal bandits and waiting for the next dragon to swoop down so you can shoot it from a distance and kill it and loot its corpse.

This is what I emphatically don't like about computer role-playing games. Skyrim is fun, as a Monty Haul Crawl kind of thing, but it's just not the same as looking over your screen at your players, who are hanging on to your every word, as you explain how the dragon lifts himself up...and up...and up...towering higher than anything they've ever seen in their lives, and watching them exchange looks as one another that say, "We may have bitten off more than we can chew."

Damn straight you have. It's called Dungeons and Dragons for a reason.

And those instant reactions, the inspired bits of dialogue, the interplay between player and GM, and the allowances for instant creation of material in the face of players doing the unexpected, is something that computers can never duplicate, or even imitate. Oh, maybe they could, but they won't, because of how much code it would take. That's why I'm making this campaign and starting over basically from scratch. I miss that interaction with other people.

I'll post more from the campaign if you're interested. Let me know in the comments, okay?