It has been applied to the walls of the dungeon, in what appears to be some sort of phosphorescent white paint.
Sunday, April 11, 2010
Strange Symbol Found In The Dungeon
It has been applied to the walls of the dungeon, in what appears to be some sort of phosphorescent white paint.
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.
Friday, April 9, 2010
Papers And Paychecks RPG
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.
Thursday, April 8, 2010
Player Versus Player In Old School D&D
The above cartoon from the pages of Dragon Magazine (yet another Will McLean original) shows a couple of adventurers playing poker, with one of the adventurers exclaiming of the winning adventurer, "Don't look now, Wiz, but isn't that a medallion of ESP he's wearing?"
Wednesday, April 7, 2010
Hunting Ogres With Will McLean
Here's another classic Will McLean Dungeons and Dragons cartoon: this time, he's spoofing on Metagaming's OGRE micro-game.Tuesday, April 6, 2010
Will McLean Humor From The Dragon Magazine
Monday, April 5, 2010
Monty Haul Campaigns And Will McLean
Similarly, Monty Haul D&D campaigns were those campaigns where players were handed arbitrarily large experience points awards and fabulous treasures by the DM, and rarely faced any risks. Letters detailing the horrors of those campaigns literally filled the pages of early Dragon Magazines.
The above cartoon appeared in The Dragon, Issue 24, April 1979. Even at this early stage of D&D's history, the Monty Haul campaign had acquired such infamy that Will McLean was spoofing it.
More Old-School D&D Cartoons By Will McLean

Humor In Dungeons And Dragons
In Which Jean Wells Loses It: Or, "You're Playing It Wrong!"
This is unfortunate, as looking back allows us to see how we got to where we are today, and helps inform our understanding of the development of the game.
As I look through old issues of The Dragon, I can't help but be reminded of the challenges that the designers faced, in trying to communicate their expectations of how Dungeons and Dragons was to be played.
Here's a fine example of that challenge, from the Sage Advice column, authored by Jean Wells. This is from The Dragon, Issue #37, May 1980.
The question is posed: "How does my 9th level Druid / 10th Level MU, with 18.83 Int, 18.90 Wis and 18.84 Cha, combine his two artifacts, the Apparatus of Kwalish and the Mighty Servant of Leuk-O, to create the ultimate weapon, and can I triple-class, adding Cleric levels to the mix?"
Jean Wells' response: "My first reaction [after reading this letter] was IIIIIEEEE!"
You can read the entire question, and response, by clicking on the excerpt.My point in posting this is that, in order to understand why the game evolved the way it did, you need to understand what feedback was being provided to the game designers. As you read through the editorials, letters to the editor, and articles in The Dragon, themes begin to emerge, revealing why the game developed (and continues to develop) the way it does.
Some final words from Jean Wells, in the same Sage Advice column: "Readers are once again reminded that Sage Advice is designed to settle specific questions concerning rule definitions or interpretations. General questions about procedure in an adventure or campaign should be handled by the DM of that campaign...."
I don't believe some of the more outrageous questions or situations were the norm. But those were the sorts of things that the game designers were reacting to. Any wonder that the rules became increasingly complicated and detailed, and the actions of the DMs and players increasingly proscribed.