Tuesday 13 November 2018

D&D Monsters: Troglodytes

Having looked at the lizardfolk a few months ago, I'm going to (more briefly, I suspect) look at the other low-level race of reptilian humanoids in D&D: the troglodytes. Like lizardfolk, troglodytes have no real counterpart in mythology or legend.

Having said which, the term, which literally means "cave-divers" in Ancient Greek, is an old one, and was used to refer to a purported human tribe by Herodotus back in the 5th century BC, and by other authors since. It's often used to refer to cave-dwelling subterranean races, such as H.G. Wells' Morlocks, and even has its place in modern taxonomy as a part of the scientific names of a number of creatures (most notably chimpanzees and wrens). But none of these things have any real connection to the race described by Gygax, for which, so far as one can tell, he simply borrowed the name.


1E

Troglodytes, as described in the original Monster Manual, are a reptilian humanoid race distinguished from lizardfolk by a number of features. Their feet are more digitigrade (that is, they stand on their toes, but not on their heel), their tail and snout shorter, and their head more rounded. They are also slightly shorter, but more heavily built, and have a large crest on their head supported by a row of spines - while lizardfolk now have a head-crest as well, this did not appear until 3E, making it perhaps the most obvious physical difference at the time.

They live only in subterranean caverns, as one would expect given their name, and hate all human life. (From context, this probably means mammalian humanoids in general, rather than humans specifically). They have a similar intelligence to the more bestial lizardfolk, and don't wear any form of clothing or armour, with only a few belts to carry their primitive stone tools and weapons. Despite being chaotic, they live in communities averaging a hundred or so individuals, with chieftains and other leaders, but perhaps little in the way of formal organisation or customs.

Saturday 25 August 2018

D&D Monsters: Lizardfolk

The idea of reptilian humanoids is one that's quite common in science fiction, but rather less so in fantasy literature, at least in its early days, presumably because they don't have much in the way of mythical antecedents. H.P. Lovecraft referred to a reptilian race in passing in his 1921 short story 'The Nameless City', while Robert E. Howard introduced a race of serpent people as antagonists in his own writings starting in 1929. Since Howard and Lovecraft were friends, later works considered these two instances to represent the same race, and they became part of the Cthulhu Mythos, and, eventually, the Call of Cthulhu RPG.

Although beings with a mix of humanoid and reptilian features do exist in some mythologies, none have much resemblance to lizardfolk as they exist in D&D, and it seems plausible that Gygax had something like Howard's race in mind when he created them. (Having said which, reptilian humanoids did also exist in SF at the time; Doctor Who's Silurians pre-date D&D, for example, but seem an implausible inspiration).

Monday 28 May 2018

D&D Monsters: Centaurs

This series of posts doesn't exactly have a large audience, but I have nothing else to do this morning, so let's turn to a race that's a staple of fantasy in terms of its existence, but that, in my experience, is rarely seen in actual games: the centaur.

Centaurs, of course, originally appear in the myths of Ancient Greece, from whence they were borrowed by the Romans, and, later still, often seen in medieval bestiaries. (Similar creatures do appear in some other mythologies, but the true centaur that we're talking about here is the Greek one). They have regularly appeared in fantasy literature, with the Narnia and Harry Potter series being perhaps the best known examples. In the myths, they are sometimes wild and uncivilised hunters, and sometimes wise and noble teachers, reflecting their dual human/bestial form; novels have tended more towards the 'wise' version.

While the very earliest Greek depictions of centaurs varied somewhat in which bits were human and which bits horse, the classic look that we're familiar with today was already in place by about the 5th century BC, so it has a long pedigree, and unlike, say, goblins, there's strong agreement on what centaurs are supposed to look like. Both the human and horse parts are often said to be physically attractive for their species, and, while female centaurs appear only rarely in myth, they have been reasonably common in artwork even as far back as the Greek period.

Saturday 12 May 2018

D&D Monsters: Kobolds

Having recently looked at the toughest of the five standard "evil tribal humanoids" of D&D, it's time to complete the set by looking at the weakest. The kobolds of D&D have, it's fair to say, generally been treated with ridicule. That's not because they're particularly silly (although there are enough examples of creatures that are), but because they're so puny: one of the very few creatures that are likely to lose to first level characters, even when they have them outnumbered. The intent may be to have even first level characters appear heroic by defeating larger bands of foes; the result has mainly been to make those foes laughable.

The word "kobold" is German, and refers to a sort of capricious or malevolent sprite, similar to goblins in English folklore. They are often household spirits, but are, perhaps, better known as evil spirits haunting mines and bringing rock collapses and toxic vapours down on hapless miners. It's almost certainly this conception that Gygax used as inspiration when he devised the race for the earliest edition of D&D.

Friday 16 March 2018

D&D Monsters: Gnolls

Continuing my look at some of the standard monsters of D&D, and continuing with the theme of the "evil tribal" races, it's time to turn to the gnolls - something that's particularly appropriate right now, given that they've recently been used as antagonists on Critical Role.

Although it has also been borrowed by other works, such as Terry Pratchett's Discworld novels, the term "gnoll" is not one that's native to folklore or legend. Gygax borrowed the word from a short fantasy story by Lord Dunsany, in which it is used to describe sinister woodland beings. Although Dunsany never described what his "gnoles" looked like, Gygax has stated that he took the word to mean that they were supposed to resemble a cross between a gnome and a troll, which is as plausible an etymology as any.

By the time of the 1E Monster Manual, however, he had already switched to the "hyena man" look that they have kept ever since. This appears to be original to D&D.

Wednesday 14 March 2018

D&D Monsters: Hobgoblins

Last time, I looked at the history of goblins in D&D; now it's time to look at their larger cousins, the hobgoblins. Of the five standard "evil tribal humanoids", hobgoblins stand out in that they appear, from the earliest illustrations, to be rather more civilised than the others. In my experience, a number of campaign worlds, home-brews included, have therefore included relatively sophisticated hobgoblin nations, rather than leaving them solely as barbarian hordes, as is more commonly done with orcs.

The term "hobgoblin" is a part of traditional British folklore, referring to a particular sort of goblin that's usually seen as less malevolent than the normal sort - albeit capricious, and often dangerous pranksters. Puck, in A Midsummer Night's Dream, is a hobgoblin of this sort, showing that Shakespeare, at least, thought of these beings as mischievous, but not actively evil. The original meaning of "hob" is unclear, although there's nothing to suggest that it originally meant "larger".

Tolkien is the first to use "hobgoblin" in that sense, using it, briefly, to refer to larger orcs in The Hobbit, in distinction to the regular "goblins". Gygax presumably borrowed this for D&D, and seems also to have been influenced by the uruk-hai of The Lord of the Rings, which share a number of traits with 1E hobgoblins.

Monday 1 January 2018

D&D Monsters: Goblins

Following on from my earlier ponderings on the development of orcs in Dungeons and Dragons and related franchises, I am now going to focus on a very similar creature: the goblin. Goblins have, perhaps, changed less than orcs over the years since their first introduction into the game, but change they have, and they are a very common low-level opponent, one that's generally intended to be marginally weaker than a starting player character, and thus a threat in large numbers without being a complete walk-over when encountered in smaller groups.

The term "goblin" is, of course, an ancient one in English, referring to a (usually) malevolent magical being that is typically small and misshapen; a sort of evil fairy. As with orcs, the more modern conception of goblins comes from J.R.R. Tolkien. Indeed, Tolkien uses the word as simply another word for "orc", mainly as the term that hobbits use for that race. The fact that the word therefore ends up being used more frequently in The Hobbit, in which these particular antagonists seem less of a serious threat than their counterparts in Lord of the Rings do, likely combines with the original folklore meaning of the word to produce the "like orcs, only weaker" idea first used in D&D.


1E

Goblins appear in the very earliest editions of D&D, at first without much in the way of description. By the time of the "Advanced" edition, they are part of a distinct hierarchy of five evil tribal humanoid races, forming the second step on the chain, one slot below the orcs. Statistically speaking, they are extremely similar to orcs, but just marginally weaker: they are slower, have one less hit point, a 5% lower chance of landing a blow on an opponent, and inflict, on average, one less point of damage when they do so. In practical terms, this doesn't make a huge difference, but it could be just enough to turn the tide in an otherwise close battle (as is likely at low level).

Tuesday 26 September 2017

The Evolution of Orcs

Orcs are perhaps the quintessential low-level D&D monster, and one that has been adopted by a range of other RPGs and computer games since. Unlike my earlier ponderings on D&D fantasy creatures, I'm not here going to focus much on what orcs might be like biologically; they're pretty clearly anthropoid beings that, some minor features aside, are broadly similar to humans. Instead, I'm going to look at some different conceptions of them down the years, focussing mainly on D&D itself.

Orcs, in the modern sense, are, of course, the invention of J.R.R. Tolkien. He borrowed the word from Old English, in which it's usually translated as "monster", and is possibly just a less common alternative word for "ogre". But it was Tolkien who introduced the concept of the orc as an evil race of humanoid beings, from which Gygax obviously took his inspiration when writing D&D. Tolkien's orcs are the result of twisted experiments on elves, and are typically described as sallow-skinned and misshapen, although there does seem to be some variation among them. They exist primarily as the foot-soldiers of more powerful evil entities.


1E

Orcs appear in D&D right from the beginning, in which they are an evil, tribal, race of often subterranean humanoids. In 1E (that is, the 1977 "Advanced" edition), they are one of five evil tribal humanoid races, which form a distinct game mechanical hierarchy of increasing physical prowess. Orcs are the third step on this chain, the mid-point against which one could argue that everything else is measured. With no special powers, beyond the ability to see in the dark (which almost everything has) and exactly one hit die, they're pretty much equivalent to starting humans and are about as "default" a monster as one could wish to find.

Saturday 26 August 2017

Some Thoughts on Ankhegs

Whip scorpions also spray acid
...but out of their other end
Giant insects - and other invertebrates - have been a common feature of fantasy role-playing games since the early days. The majority are based on real-world invertebrates expanded to much larger size. The ankheg, which made its debut in first edition AD&D, is unusual in being entirely fictional. Indeed, it is an original creation of the game, with the name being made up because it sounded good, rather than deriving from some mythological or other pre-existing fictional basis. Thus, it seems a good starting point to examine the question of how giant insects in general might actually work.

Thursday 25 May 2017

Some Thoughts on Gorgons

In Greek mythology, the gorgons were three monstrous sisters whose visage turned people to stone. Detailed descriptions vary, although they typically had snakes for hair. In D&D, however, these beings are known as "medusas", from the name of the specific gorgon slain by Perseus. The creature known as a gorgon in D&D is therefore, something else entirely, an essentially original creation, albeit still with the power of petrifaction, and perhaps partially inspired by the bronze bulls from the story of Jason and the Argonauts.

Tuesday 2 May 2017

Some Thoughts on Displacer Beasts

Actually a photoshopped jaguar...
Like their supposed enemies, the blink dogs, displacer beasts have been present in every version of the Dungeon & Dragons game. Apparently based, at least in terms of their physical appearance, on an alien creature featuring in the works of early science fiction writer A.E. van Vogt, their signature power is nonetheless original to the game. They are among the few standard D&D creatures not to be included in the Open Game Licence, so that they are distinct to that game and not to any of its clones/adaptations, such as Pathfinder. But we're not restricted by that here, since we're just providing a review of the thing. So what can we say about them?

Sunday 2 April 2017

Some Thoughts on Blink Dogs

In Basic Edition, blink dogs were said to resemble dingos
Blink dogs are a relatively well-known creature for the D&D game, being entirely original to it, and having been present in every edition since the very beginning. Compared with some other signature creatures, though, there doesn't seem to be much written about them. So let's see what sort of a take I can make on them.

As always, let's begin by seeing what the primary source material has to say about the creatures, using an admittedly incomplete sampling of various editions:

Tuesday 28 February 2017

Some Thoughts on Owlbears

No, I'm not very good with Photoshop...
Owlbears are arguably the most distinctive of the "mundane" animals of the standard D&D menagerie. Of course, that's taking a very broad definition of "mundane", referring solely to the fact that they possess no magical powers or particularly unusual abilities. To the people of the world they live in, they're presumably no stranger or more to be feared than tigers, alligators, or rhinoceroses are to us.

In our reality, though, they couldn't exist, since they mix and match mammalian and avian features in a way that doesn't happen in natural evolution. Even in the world of D&D they're usually said to be the creation of some long-dead wizard, rather than something natural - although it's worth noting that other hybrid creatures, such as griffons, aren't regarded in the same way. Still, it's at least interesting, for someone like me who writes a lot about real world animals, to consider how such a creature would work if, somehow, it really existed.

Monday 16 January 2017

Some Thoughts on Dire Wolves

Yesterday, after watching some early episodes of season six of Game of Thrones, my thoughts turned to dire wolves. Clearly the dire wolves in that show are not the same as the animals of the same name portrayed in the classic RPG Dungeons & Dragons.

But this set me to wondering what the dire wolves of D&D would be like if they actually existed. It's an easier question to consider than what, say, a griffon might be like, since we do at least have real wolves to compare them to. A griffon, by contrast, may have radically different interpretations in different games, novels, or even real-world legends.

But even dire wolves, close though they are to real animals, vary noticeably between different interpretations. Those in GoT appear to be larger, slightly more intelligent versions of real wolves,which doesn't quite fit their depiction in D&D, despite the obviously similar source material. So what could we reasonably say about D&D-style dire wolves?

Let's begin by defining the animal we're talking about. I'll look at the versions in three different editions of the Monster Manual, not using other sources that may have expanded on them (of which there are doubtless many, official and otherwise).

Saturday 12 December 2015

TW 1890: Setup

Last weekend, we held the first session of my Torchwood 1890 game. Having discussed the broad concept and rule system last time, I think it's time to talk a little more about the setting itself.

The year, as indicated in the title, is 1890. According to the TV series, the Torchwood Institute was established on the 1st January 1880, a few months after the events of the Doctor Who episode Tooth and Claw. As of 1890, therefore, the organisation has been going for ten years, and is very much in its early days. It's around this time that Torchwood Two (in Glasgow) and Torchwood India (in what was then Bombay) are established, which gave me an excuse to say that most of the pre-existing members of the organisation had de-camped to these new locations. At the beginning of the campaign Torchwood London consists of just two agents and a handful of staff. Both agents were, of course, PCs, with the remainder being new recruits.

One of the first questions I had to answer therefore, is where exactly Torchwood's headquarters are. In the TV series, the London branch is based in One Canada Square... which, as of 1890, won't open for over a hundred years. Where were they before that? I'd say that one of London's many abandoned underground train stations is a likely bet, and fits well with the Hub from the TV series. But, in 1890, there are very few of those around, and, besides, it wasn't the mood I was looking for.

Wednesday 25 November 2015

Torchwood 1890

As anyone who has been reading the last two-and-a-bit years of posts on this blog knows, I've long considered the possibility of running a Doctor Who game. For various reasons, it's never happened, and it turns out that not all of my current group are particularly keen on the idea, either. But it turns out that I can get kind of close, and I will soon start GMing a game based on Torchwood. I have no idea whether I'll be able to post "actual play" summaries here on any sort of regular basis (although we only get to meet up about once a month, so it's not a ridiculous schedule, or anything). But I thought I'd at least outline some of the ideas behind the campaign here today.

The first issue with running a Torchwood game turned out to be the nature of the last two campaigns the group has run - with me as a player, rather than GM. Most recently, we've done Primeval, and before that, Supernatural. There is, let's be honest, a certain theme here, although it wasn't one that was particularly intentional (we'd done Call of Cthulhu and HeroQuest before that). The fact that they're all based on TV shows isn't really an issue, but I felt that the fact that they were all investigators running around the modern world might be if I made it three-in-a-row.

Doctor Who wouldn't have had this problem - alien planets, space stations, trips into history, it's all rather different. But Torchwood ran the risk of, in particular, being Primeval with aliens instead of dinosaurs. It's set in modern Britain, you're agents of at least some sort of vaguely official agency, and so on. Yes, we could have the characters be entirely unofficial remnants of the disbanded organisation, but that makes it more like Supernatural (only set in Britain), so it still didn't feel different enough to me.

Monday 4 May 2015

DWAITAS: 9th Doctor Sourcebook

And, then, in 2005, the series came back.

But it had, of course, regenerated into a form notably changed from its former self. This was "Nu Who", and, fandom being what it is, there are still some who haven't got over that fact. Nonetheless, we are now in an era of the show more familiar to younger viewers, and, indeed, to many Americans. Having said which, while the series was an instant hit in the UK, it was another season or so before it really took off in the US, which means that the Ninth Doctor Sourcebook could well be less popular than the two volumes that will follow it.

Popularity aside, this book does have a couple of more immediate problems to cope with. The first, which has already been faced by volumes Six and Seven, is the small number of stories there are in this era. Indeed, there are only ten, less than that of any previous incarnation save the Eighth, and most of them are only about half the length of what had been the standard for much of the classic show. The second problem is the relatively tight story arc of the season, at least in terms of character development (rather than the superficially more obvious Bad Wolf thing). This makes it somewhat difficult to fit new stories into the era without it feeling more of a squeeze, something reflected in the content of this book.

But what do we have? Well, we start, as always, with an examination of the Doctor and his companions. Rose, and arguably Captain Jack, are the only real companions here, of course, and the book acknowledges that. However, Jackie and Mickey are included as important supporting characters, and there's a discussion later on in the book (in the Aliens of London entry) on how these sorts of characters can be used in campaigns - something that hadn't really been seen at all in the classic show, even during the UNIT era. Adam also gets a write-up, with the obvious caveat that he's exactly the sort of character you shouldn't be playing, just as his function in the series is to be the "failed companion" that helps to highlight the significance of the real ones.

Monday 2 March 2015

The Companions That Sort Of Were

Sam Jones
After the dismal failure of the 1996 TV movie (decent audience figures, but pretty much everyone hated it), Doctor Who returned to existing solely in the spin-off media. If a true "Eighth Doctor era" exists at all, which one can certainly debate, then the vast bulk of it surely exists outside of TV. And it's there we have to look for his companions, whether they be those canonically named in The Night of the Doctor, or those of more doubtful status vis a vis the new series.

The rule I am going to adopt in listing them here is similar to that I've used for the individual posts on actual companions. In order to count, they have to be contemporary with the series at the time, rather than being added in new stories featuring old Doctors after the fact. In this case, since we're considering companions of the 8th Doctor, that means that they have to have appeared between 1996, when the TV movie aired, and 2005, when the new series did. It's arbitrary, but I have to draw the line somewhere, and that's where I've drawn it so far, so let's keep it that way.

Leaving the comics to one side for the moment, the novels re-launched in 1997, now under the auspices of BBC Worldwide. Unable to use Grace Holloway for legal reasons, they had to invent a new companion. Apparently deciding that since the people who watched Doctor Who in the '70s and '80s had largely been teenagers, and they surely weren't likely to have aged since (right?), they settled on Generic Teenage Girl as their model for the companion. So, first appearing in the universally derided 1997 novel The Eight Doctors, we have Samantha Jones, better known as "Sam".

Monday 23 February 2015

DWAITAS: 8th Doctor Sourcebook

The Eighth Doctor Sourcebook was always going to be the hardest of the series to write, and the one that was going to be least like all the others. The problem is obvious: at the time it was commissioned, the 8th Doctor only had one televised story, namely the 1996 TV movie. Since then, we have also had the seven minute webcast The Night of the Doctor, but that leaves a grand total of one-and-a-half stories to cover, neither of which give us much to extrapolate from.

One of the first things you note about the sourcebook is that the cover image, and most of the larger stills inside, come from The Night of the Doctor, not from the much longer TV movie. This is, it has to be said, reflected in a lot of the content, too, where the author shows far more interest in those seven minutes than in anything that happened in the other 85. He may not be alone among fans in that respect, mind you, and  it's not as if the TV movie fits terribly well into the overall picture of Doctor Who...

In fact, the book spends just 30 pages on the the actual subject of the 8th Doctor and his adventures. And, frankly, it needs a bit of padding to get that far. The book opens with a chapter on the Doctor and his companions, and here we see the first problem that the authors had to contend with: the 8th Doctor doesn't really have any televised companions. True, Grace fills that role in the TV movie, but she doesn't travel with him at the end of it, so she's really no more a companion than Ray in Delta and the Bannermen or Christina de Souza in Planet of the Dead. Still, for lack of anybody else, the book treats her as if she is a companion, and throws in Chang Lee and Cass (from The Night of the Doctor) for good measure. It makes an effort to explain how the latter could become a companion in an alternate timeline (for legal reasons, it can't do the same for Grace), but in the end, it has to concede that none of them really count.