Paying
Homage
Back
when I first started gaming, I didn't
live in a town with a game store. In
fact, the only place I could get RPG
products was the local B. Dalton's,
and I'm telling you -- back in the seventies
and into the early eighties, B. Dalton's
was not exactly your well-stocked gaming
supply house. But they were good about
ordering things, so I got by.
But
then, at some point (perhaps around
1981, 1982, or so) I was out of town
and got the chance to go to a real game
store. What treasures were laid before
me! Roleplaying game products other
than those produced by TSR? I'd never
beheld such a sight. Traveller? Champions?
Who'd ever heard of such things?
But
what really caught my eye were some
underproduced little booklets with the
word "Arduin" on them. I flipped
through them, and while they were clearly
talking about D&D, it was no D&D
I'd heard of. Cool bug-men as PCs. Strange
new classes like "witch hunters"
and "rune casters." Laser
guns and robots meant to be used and
fought by D&D fighters and wizards.
What
had I found?
A
treasure trove of creativity is what
I'd found. In 1977, Dave Hargrave released
The Arduin Grimoire, a half-size,
stapled booklet. It wasn't typeset,
just typewritten, with hand-drawn (and
lettered) diagrams, and bits of artwork
strewn throughout. There was little
in the way of organization, with each
page being a sort of section unto itself.
But no one knew any better in 1977.
It was like being handed someone's campaign
notes -- but what a campaign! It was
full of wonderfully creative things.
While traditional D&D was caught
up in pseudo-medieval simulation, these
books threw all that out the game designer's
window and inserted things that made
your average gamer (i.e., me) gasp and
drool.
Morgorn's
Spell of Red Death turned anyone with
up to the same number of Hit Dice as
you "messily noisily and very fatally"
inside out.
The
Golden Drops of Heavenly Essence restored
life to anyone they touched as long
as one particle of the person remained.
The
Melting Sickness was a disease that
caused the victim's skin to slowly liquefy.
Air
Sharks were monsters that looked and
acted like sharks but swam through the
air.
Maybe
by today's standards, a person reads
about such things and says, "Yeah,
seen that before." The thing is,
in 1977 (or for me, 1981), no one had.
D&D was +1 swords, magic missiles,
and orcs. Owlbears were as wacky as
it got (and yeah, they were pretty wacky).
I'm not bashing D&D here -- D&D
was a huge leap and bound of creativity
all by itself. I'm just saying that,
while D&D was presenting the standard,
Dave Hargrave was presenting cutting-edge
cool.
The
Arduin Grimoire Volume 2: Welcome to
Skull Tower, as well as Volume
3: The Runes of Doom, were both
released in 1978. They had the same
production values and the same rapid-fire
presentation of cool new stuff. In theory,
these three volumes presented a complete
roleplaying game, but of course they
didn't. The idea here was that the reader
played D&D, and these books told
you how to play D&D Dave's way (they
don't really present, for example, a
combat system, just ways to change the
D&D combat system -- same with magic,
character creation, etc.). And it was
amazingly complicated. Characters could
advance to 100th level. The rules for
determining if you dropped a weapon
in combat used different percentage
chances based on the direction (on a
hex grid) the attack came from. Each
weapon has 12 damage ratings based on
the armor worn by the target. Things
were poorly explained, and -- in my
favorite parts -- Dave writes directly
to the reader, telling you why a D&D
rule makes no sense and his are so much
better.
"There
still seems to be quite a bit of concern
over just what role alignment plays
in fantasy games -- in fact much confusion
on just what alignment is. Well folks,
I have the one true answer!" --Dave
Hargrave, Welcome to Skull Tower.
Dave
constantly refers, in fact, to rules
debates and questions for which he has
the answer, as if there were this huge
contentious community of people who
couldn't agree on how the game worked
(or should work). But back then, that
wasn't so inaccurate. D&D then was
worlds different than it is now -- if
you think you've seen rule debates on
Internet forums, back then the rules
didn't tell you how to gain levels.
The game was so new, and the rules so
brief, that someone had to come along
and straighten it all out. That person,
however, was not Dave Hargrave.
The
original D&D booklets had a typo.
In the monster entries, instead of saying
"%Lair" (for the percentage
chance that the creature would be found
in its lair), it said "%Liar."
The Arduin books embraced that
concept (I'm guessing without knowing
it was a typo): In those books, that
game stat reflected the percentage chance
that, if you talked to it, the creature
would lie -- apparently at any given
time. It was a rule to handle the roleplaying
of the creature. And along with the
expected "%Liar: 45%," the
Arduin books even had monster
entries that said, "%Liar: too
stupid." So the monster was too
stupid to lie.
(Dragon
columnist Ray Winninger has a hilarious
story from back then. His group, who
also believed that the stat determined
how often a creature would lie, applied
this rule to the elf henchman with the
party. The PCs would ask the henchman
if he had enough food, or whether he
needed healing after the last battle,
and the DM would roll to see if he told
them the truth. You can just imagine
the poor, starving, beat-up henchman,
when asked if he needed any help, feeling
this odd compunction to lie... shaking
his head "no" with a look
of profound regret and helplessness
on his face.)
But
I digress. No, Dave was not the guy
to bring D&D together as a cohesive,
logical whole. Instead, he was a catalyst
for creativity. His books gave me, and
I'm sure many others, a push toward
more interesting, descriptive games.
Dave's style was fairly zany (sometimes
too silly for me, with monsters like
"freeze bees") and incorporated
everything he'd obviously come across
-- from Lovecraft to Star Wars
to the Forgotten Beasts of Eld,
and more.
Dave
also wrote a number of adventures. These
are room after room in chaotic mazes
with a monster and treasure in each
area -- nothing more. They are full
of wonderfully exotic traps, monsters,
and magic items, however, and came with
cardstock sheets that could be cut apart
so that some of the new monsters and
items would have a card, with an interesting
illustration on one side and the game
stats on the other.
Arduin
Grimoire Volumes 4 through 8 (The
Lost Grimoire, Dark Dreams, House of
the Rising Sun, The Shadow Lands,
and The Winds of Chance) came
out through 1984 to 1988, one each year.
Unfortunately, Dave Hargrave passed
away on August 29, 1988 prior to completing
Volume 9. He intended on calling it
"End War." Those that
knew him (I did not) say that although
charismatic, he could be hard to deal
with sometimes. No one, however, doubted
his fevered genius.
I
think he said it best himself in the
first Arduin Grimoire. He was
talking about playing exotic characters
versus traditional "Tolkeinesque"
characters, but his remark applies to
all of his material. "... [It is]
another way to put life back into a
game that could get boring if played
too cautiously and similarly all the
time. So be a little adventurous and
take a troll to lunch today."
These
books are gaming history, pure and simple.
You can find
them in reprint online. However,
this isn't meant to be an advertisement
for the products. Some Arduin
stuff has been collected and re-edited
and actually made into a separate game,
but I don't know what these more recent
Arduin products are like. I've
never seen them. And I honestly don't
know what it would be like to buy the
old books and actually try to use them
in a game. My view is far too tainted
with nostalgia. While you might see
them as poorly written mishmash products,
when I look at them I see the beginning
of a new way of thinking. Dave Hargrave
taught me that the sky was the limit.
To keep pushing the envelope and take
fantasy roleplaying games to new places
-- to never be content with the same
old predictable stuff.
Thanks,
Dave.
My thanks
to Rick Brown and Mark Schynert for
their help with some of the details
on Dave and Arduin.
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