Category: fantasy (Page 3 of 8)

Input Update 2/15/2021

Reading: Kothar: Barbarian Swordsman

Also reading: Out of the Silent Planet

Also also reading: The Twilight Realm

Listening to: The Raveonettes

Watching: Cadfael

I really should do a post about The Twilight Realm and that curious fantasy sub-genre of “friends-who-unexpectedly-get-transported-into-a-role-playing-game.” Part of my fascination with this sub-genre is that as a kid, I remember reading one of these books and feeling as if the book was perhaps “too adult” for elementary-school me, and reading it secretly because I figured my parents wouldn’t approve. (Of course, I never realized my parents wouldn’t have known what was in the book, nor would they have ever tried to find out. But somehow, I was convinced this book was verboten, and thus I would sneak around to read it. Gosh, I was a weird kid!)

Anyway, whatever this book was from my childhood, I’ve never forgotten the feeling I had while reading it. Trouble is, I can’t remember anything else about it! I know it involved kids getting sucked into a role-playing game, but that’s it. So now, with the help of the internet, I’ve begun making my way through mid-80s to early-90s books that involve people from our world getting transported into a fantasy role-playing game world. As I make my way through these novels, I’m hoping one of them will stand out as the one that was so scandalous to nine-year-old me. So far, The Twilight Realm is maybe, kinda fitting the bill, but none of it makes me go, “Yes! This is the book!”

I’m not sure what I’m expecting with this project, other than I just really want to KNOW what that book was.

Here Be Dungeons

I have been trying for quite some time to articulate my love of old school D&D, but every time I sit down to write about it, I can’t quite get a handle on what makes it special to me. On one hand, it’s 100% nostalgia. . . but not in the way you’d think. See, I was never actually allowed to play D&D when I was a kid. My parents believed in the “satanic panic” stuff, so D&D was forbidden, even though they let me play other role-playing games like Pendragon and MERP. But D&D still influenced me as a young kid, from the Endless Quest books to the Dragonlance novels to board games like HeroQuest. I studied the covers of all the D&D rule books, soaked up the Larry Elmore artwork, dreamed of what it would be like to play the game.

So yeah, nostalgia is part of it.

It’s the nostalgia for a certain aesthetic, for a certain vibe that had attached itself to all fantasy-related stuff at the time. That vibe was one part danger (the somewhat forbidden nature of fantasy that borrowed tropes and shared shelf space with D&D products) and one part belonging (here were works of art and entertainment that seemed made almost especially for me: for the shy, bookish, imaginative kid who loved dragons, knights, and high adventure).

This is where my ability to articulate the feeling breaks down. Because why should an aesthetic matter that much? Why does the cover of an Endless Quest book make my heart skip a beat? (I have not read one of these books in nearly thirty years, and I cannot imagine they’re any good.) Is it just because these were the things of my childhood and therefore they give me the warm fuzzies?

I mean, yeah, that’s what nostalgia is, right? But I suppose I’m interested in why nostalgia itself — particularly nostalgia related to literature and art — is such a strong force, and how my nostalgia for old school D&D is not driven by the game itself (of which I never actually played as a kid), but by all the things surrounding and influenced by the game.

See, here’s the thing: I really like playing old school D&D and the OSR-style games that have been come along in recent years. But it’s not because these rule-systems and games remind me of how I used to play back in the day. I didn’t play D&D back in the day! I barely even played MERP and Pendragon.

Nevertheless, these old school games intrigue me. Maybe I’m excited by the fact that I can finally play D&D without any parental chastisement. Or maybe I’m just responding to the nostalgia for the old-school aesthetic. (Truthfully, this IS a big part of it. I really like that DIY, grungy, punk-rock style artwork that accompanies both the old D&D books and the OSR-related new stuff.) But I think that even if D&D 5e came decked out in an “old-school” art edition, I’d still prefer playing the older games (or retro-clones).

Why???

I do, in fact, prefer rules-lite games in general (less headaches trying to figure things out), but I don’t think it’s JUST a matter of rules-lite. Lasers and Feelings is a fantastic game, and as rules-lite as one can get, but it doesn’t stir my heart the way old school D&D does.

No, I think it goes beyond the rules themselves and taps into something deeper within me.

Here’s the deal: When I was a kid, I loved to play pretend. I ran around the woods near my grandparents’ house and pretended to be a warrior fighting goblins and trolls and dragons. I went on epic quests in the backyard. I read fantasy novels and watched fantasy movies, and all the time I wanted to be Bastion or Lucy Pevensie or Dorothy Gale. I wanted to GO to Middle-Earth, even as I knew that was impossible. When I discovered role-playing games, I discovered that there was a way to travel into these realms of magic, even if it was only with pen, and paper, and twenty-sided dice.

And I think THAT is what keeps attracting me to old school D&D. Back in the day, I wanted to play pretend — I wanted to be a sword-fighter or a half-elf or a chivalrous knight — but I wanted to be me as the sword-fighter or the half-elf or the chivalrous knight. I wasn’t pretending to be an entirely different person; I was just myself, but myself as I wished I could be.

As I experienced it, on the periphery, old school D&D wasn’t just about pretending to be someone else. It wasn’t theater or acting class. It was about going into a magical, uncanny world and exploring it through the eyes of a character. The character was the vehicle through which the player could explore this strange and wondrous world. When the runic doorway to the musty dungeon opens and the stench of long-forgotten curses wafts through the forbidding tunnels, it’s ME standing there smelling it and peering into the darkness. But it’s me AS a warrior, or a wizard, or a crafty rogue. To put it another way, it’s both Me and Not-Me at the same time.

That’s the genius of the Choose Your Own Adventure books, or Endless Quest, or Lone Wolf. It’s the second person pronoun: “You.” You are the one on the adventure, not a character who is totally separate from yourself.

Me: I’m the one standing upon that threshold. The character/PC is just the avatar. I want to see how I’ll handle the dangers of the dungeon, how I’ll face down the orcs and the traps and the lich-king. THAT is what I’m nostalgic for. For that feeling of being able to imagine myself in the fantasy world.

Being the game master or dungeon master or referee is about acting out all these different characters. But being a player is about being myself, of seeing how I would stack up in a world filled with peril and wonders to behold.

“The Valley of the Forgotten Secrets”

Just gonna leave this here for anyone who wants to roll some dice and fight some lizard men. . .

Honestly, this music is so evocative of a certain era of gaming, of fantasy, of childhood, it’s hard to believe how perfect these dungeon synth albums are. Bands like Kobold, Basic Dungeon, and Gnoll: they all make time machine music. I am instantly transported to being a kid again, even though there was hardly any music like this when I was young — outside of a few computer and video games. But the dungeon synth stuff is *just* close enough to old video game music — and just close enough to the musical scores of old 70s and 80s fantasy films — that it feels like it’s from that earlier time.

I love the track names too. The last track on this album is “Three dangerous artifacts.”

I wonder what those artifacts could be. . .

Perhaps a bowl crafted from star iron, a book of royal genealogy, and an amber scimitar that will banish all wights and ghouls (but only if the blade has tasted the blood of a sand dragon).

Once again, YouTube has led me down another musical rabbit hole that must be explored. . .

Next up: Fief – IV

Further Thoughts on Middle-Earth

I have been thinking about why I love Middle-Earth so much. I know that lots of Tolkien fans have argued that Middle-Earth feels more real than any other secondary world, that it has such depth and detail and history, and that Tolkien wrote about it with so much love for the landscape and languages that it all feels as if Middle-Earth really IS our world, but eons ago, beyond the mists of our own knowledge. I would agree that Tolkien created a hyper-detailed sub-world, and that the history and legends and descriptions are so vivid that Middle-Earth feels REAL.

But is that all? Is this the only thing that makes me love Middle-Earth?

I’m not sure “world-building” is the only thing that elevates Middle-Earth above all other fantasy realms for me. If it were just “world-building,” then Westeros and Essos (from George R.R. Martin’s A Song of Ice and Fire series) would be just as enticing. I’m sure for some people, Martin’s world IS more enticing. But not for me. The intricacies of Middle-Earth’s history, or its landscape, or the depth of its lore aren’t what make me love it. Otherwise, Brandon Sanderson’s Cosmere would be at the top of my list. Sanderson’s created world is arguably more intricate, more detailed than is Middle-Earth. But the Cosmere does not cast the same spell over me.

Tolkien, of course, often writes in a “high style” that feels archaic and shrouded in the long-forgotten mists of time. Is it this tone, perhaps, that makes Middle-Earth weave its spell upon me? I do indeed think that Tolkien’s tone and style are part of the equation.

But I also think it’s more than tone. It’s the particulars of his myth-making: the Trees of Valinor, the Silmarils, the Ents and Balrogs, the Dwarves and dragons and barrow-wights, the Elves, the hidden kingdoms like Gondolin; it’s Gollum and the Nazgul. All of these things — the essence of these imagined things — are what draw me into the world. The simple things too, like the light of the stars or the flowers of Lorien. All of them stir my heart deeply. I do think they beckon to some yearning in my imagination, a desire for the real world to become somehow deeper and more wondrous, to resemble the wonders of Middle-Earth…

Tolkien gets at this idea in his essay “On Fairy-Stories” when he explains that fairy-stories (and all fantasy) help us with “recovery”:

Recovery (which includes return and renewal of health) is a re-gaining — regaining of a clear view.

This regaining allows us to see the natural, physical world with fresh eyes. Things like rocks and leaves and flowers are renewed in our imagination because fantasy stories have helped us recover this “clear view” of them:

Fantasy is made out of the Primary World, but a good craftsman loves his material, and has a knowledge and feeling for clay, stone and wood which only the art of making can give. By the forging of Gram cold iron was revealed; by the making of Pegasus horses were ennobled; in the Trees of the Sun and Moon root and rock, flower and fruit are manifested in glory.

This is why Middle-Earth works so strongly on my own imagination. It recovers for me that clear view of the world, of nature, and even of abstract things like goodness, evil, courage, honor, envy, friendship, longing, love. As Tolkien puts it, the particulars of Middle-Earth — the Silmarils, the Ents, the Elves, the Misty Mountains, the Shire — all of it helps renew in me a love for stars, and trees, and songs, and mountains, and green hills and summertime. I return to Middle-Earth again and again, loving it more and more each time, because it helps me regain something I’m always on the verge of losing: my wonder and joy for our world, for the world of God’s creation. Tolkien helps me recover this wonder and joy; his Middle-Earth is “made out of the Primary World,” and in being so made, manifests the real world’s glory.

That is why I love Middle-Earth so much.

Winter memories

36097I had a nostalgic morning. The snow and winter, seeing the woods and swamp behind our house covered in ice and snow, being on Christmas vacation: they made me think of winters at my grandparents’ house, playing HeroQuest and having imaginary adventures in the snowy woods, sledding and trekking through the silent forest. All of it made me want to leaf through old Dungeons & Dragons modules, and come up with characters to play and quests to undertake and treasures to discover.

I discovered the Ruined Tower of Zenopus the other day, and it’s precisely the right trigger for my nostalgia. Especially the example of play that’s provided. Takes me right back to my old MERP core book, with its example of role-playing, and the thrill I had when I first read it.

And now I really want to play an old-school adventure; something classic, with fierce orc tribes, creepy skeleton warriors, and a dusty, moth-ridden crypt. I completely understand the desire to create new and weird worlds to role-play in, but sometimes I just want the classic stuff. I want to climb inside an old Dragon Magazine cover and have an adventure.

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