Just a quickie, as we’re all ridiculously busy. Not, I have to admit, with Dragon Warriors, for once. We’re doing our best to get the Player’s Book finished, but right now it’s taking a back seat to all three of us finishing up various pieces of freelance work.  My portion of said freelance work should be done in the next day or two, I hope, which frees up the rest of this month to concentrate on the PB. Ideally I want it ready for playtesting in April, which gives us a couple of months to tweak it, organize the art, and get it laid out.

It’s looking great so far, and is largely brought to you by the same lean, mean, keen team of long-time DW fans and freelancers who wrote Magnum Opus’s new DW material, that is, the guys behind Friends and Foes and Fury of the Deep. I hope to get a preview page up next month.

Derek Smalls’ Two Handed Sword

Hmmm.  I’ll confess up front this feels a bit weird.  I feel that perhaps pieces like the one I’m about to write should have been made for Magnum Opus Press, since they were kind enough to pay for the creation of the existing covers.  But then I can perhaps assuage that guilt with a hearty cry to go buy the MOP DW books whilst they are on sale.  Don’t wait for us to take over. Get them whilst the goodly folks who brought DW back from the dead can make their justly reward.

You’ll be buying the new books we do anyway.  Seriously, the things we have been discussing are extremely exciting.  I know you want to know more, but all in good time.

Anyway. This is all preamble.

So making the covers for the MOP edition was a pleasure. James Wallis is a fantastic art director, and certainly one of the people I seek to emulate when I’m doing my art direction duties for Cubicle 7.  Whilst he always brought something to the table he was as interested in my ideas as his own. Which is very rare, but absolutely brings out the best in a freelance artist. Well this one at least.  Sometimes you get hired as what a few of us call a “rentapen”.  The client directs you so tightly that you may as well be a robot arm.  But that was not the way of it on these pieces.

So up there is the cover we did for the Elven Crystals, along with a couple of the sketches.  We thought it was important to show something from the scenarios themselves, much as we loved the old cover. No we didn’t I’m completely lying but you know, it’s nice to be nice.

The demon Rimfax seemed particularly ripe for a starring role, which if I remember rightly was James’ idea.  I was pretty keen on doing Ned the Hobgoblin, but with the benefit of hindsight he would have been a harder sell.  And what’s not to love about a skeletal horse (horse skulls are the business – qv: Sauron’s helmet in the LOTR movies) with a body made of writhing black snakes made of smoke?

Bit of a challenge that though.  There are some things which sound awesome in text.  Black fire is one.  Things made out of smoke is another.  These things can be extremely challenging to paint.  But I said I’d have a go, and I think it worked out ok.

At the time I was painting this I was discovering very late in life, the joys of Led Zeppelin. And there’s something very fitting in listening to the Zep whilst painting DW stuff.  It’s British, it’s riffing (excuse the pun) off an American idea but bringing the folk angle.  It is kind of dirty.  There’s the whole Spinal Tap thing too if we’re honest.  Whilst I think many of us into fantasy and folklore are in it for the serious stuff there’s a whole gonzo side full of ludicrous overblown gestures, pomp and pretension, which I really enjoy.  And all of that is in Led Zep too.

So anyhow, when I sketched and painted this one I had Immigrant Song on repeat, and I still think there’s something of the rhythm of that song in the image, and I imagine the ensuing fight to play out to that music.  To name drop I mentioned synesthesia the other day to Dave Morris, and it turns out we both have a bit of that going on.

So there we go.  No really moral to this tale, but a load of anecdotey stuff for your hopeful enjoyment.

Dragon Warriors and me, Part II: Beyond the 1980s

It’s the early to mid 90s. We’re living in The Future already (how did that happen?); most of the 1970s-era SF paperbacks I grew up reading were set around this point. I’ve left school and been through university.

Most of my university and immediately post-university gaming was Cyberpunk 2013 and Cyberpunk 2020; we would run games set around urban Manchester, mostly around the walkways and stairwells and squats of Hulme, regarded as Europe’s worst housing estate, where most of us lived. It didn’t take much imagination to think of that gang-infested ghetto as a… gang-infested ghetto only with smart drugs and cyberware. We played a lot of other games too: Amber Diceless, RuneQuest, Pendragon, and Call of Cthulhu, mostly. Then one of the group mentioned Dragon Warriors.

“I used to love those too! Pity they never brought more adventures out.”

“Yeah, though six books’ worth kept our group in school going for ages.”

“SIX books?!?”

We played Dragon Warriors, again, because I needed to know more about these new books. And I was just as terrified as my players had been nearly a decade earlier, with a new adventure; there we were trapped in some benighted underworld complex with a damn assassin loose among us. I had no clue what his game stats were, but it seemed like he was coming out of the walls, striking us at will, totally evading our attempts to hit him back.

I’m still not quite sure if the GM was fudging things (it would have been his way), or the original Assasin class was way overpowered (that would certainly fit with most people’s experience), or a bit of both (very likely), but the terror of being powerless in the dark stayed with me.

It was immersive enough (GM or game or scenario? bit of all three, again, perhaps?) that the closest parallel experience for me was a live-action roleplaying game a couple of years earlier, run by a company called Spirit of Adventure, in the old engineering works that they’d rented near Manchester. I was playing a sorcerer with no melee combat capabilities at all, cut off from the rest of the party, in a pitch-black room; I’d used up all my spells for the day and there was a monster in there with me. As silently as I could, I felt around and found a half-ledge partway up the wall, and clambered up to it. I heard the thwack of the orc’s mace as it came around the room, probing the walls violently for me. Tension rose. He passed me, striking the wall a little below me, and I could breathe again, and snuck back out to rejoin my comrades.

Alone and unarmed in the dark. With a monster.

In the dark, with only your stalwart comrades and your sword and your bravery to defeat the monster.

Two different situations, but close enough, terrifying enough, atmospheric enough. The latter can degenerate into the former so easily; that’s part of the terror.

Another part is not knowing what the thing can do. Again, there’s a stark contrast with D&D here. Is that just a 10th-level rogue, going up against our 8th-level party, so he’ll be a challenge but, well, there’s only one of him, so we’ll win? Or is it an assassin, a member of a mysterious order with near-supernatural capabilities, found only in a book the GM didn’t let us read…? Most of the scariest things in Dragon Warriors are at least to some extent unknown. You know that the hobgoblin can sour milk and steal barmaids, but you’ve no idea of how many hit points he might have, or what offensive magical powers he might have, or what allies, or what traps around his lair. That, right there, pulls the play in a new direction, away from game and towards… towards story, myth, immersion, and peak experience. That’s what I want.

Is it what people want, nowadays? Maybe not. Shouldn’t we be aiming more at the World of Warcraft or Final Fantasy market (hey, we do sort of have ninjas — will that do)? Maybe.

We’re not going to, though. We’re banking on at least some people still fancying the idea of folklore, and myth; of building a legend around their characters’ exploits, rather than building a flying castle using the mountains of gold they’ve taken from the carefully catalogued critters they’ve slain in their tactical wargame. (Not that there’s anything wrong with tactical wargames; I love tactical wargames, but I want something different when I roleplay.)

My experiences of playing Dragon Warriors in the 21st century suggest that some people might.

Mostly I’ve played it with kids. It was the second tabletop RPG my son played, when he was five or so; I’d run DW games for him and my wife when we went on holiday, because the system was simple enough for kids, the books were portable (theme, anyone?), and the game was still amazingly good. We revisited it a few months back (he’s ten, now), with a couple of his friends who are big WoW players and computer gamers in general.

“It’s a good game. But it’s really hard. There’s no walkthroughs.”

No walkthroughs. No challenge ratings or monster levels. Just you, and your sword, and the dark. And the monster.

Confessions of a Third Man

I never played Dragon Warriors as a kid.

I missed the whole phenomenon. My gaming history starts with a game of Middle Earth Role Playing in 1989, and zigzags through D&D and Call of Cthulhu from then on. I never even heard of Dragon Warriors until James Wallis brought it back through Magnum Opus.

I’m not quite sure how I managed to miss it. I was their target audience, pretty much – I played gamebooks, avidly watched Knightmare(1), I was a fan of dark fantasy(2) – but it never crossed my path. The new edition made me feel like an intruder from a parallel reality, especially as half my gamer friends were old-school DW fans. I had the same conversation over and over:

Me: Hey, ever hear of this Dragon Warriors rpg?

Them: Knights! Warlocks! Assassins! Elven Crystals(3)! Look! I have all the original books! Gaze upon the precious!

Me: That’s a ‘yes’, then.

And now, despite being a latecomer to Legend, I’m part of Serpent King Games. I hope to provide an outsider’s perspective on the game, making sure  the game’s accessible to everyone, not just the existing faithful. It also means that I’ll be playing devil’s advocate in system discussions. It’s not the first time I’ve fallen into this role – I developed Traveller for Mongoose Publishing along similar lines. The aim is not to just keep Dragon Warriors in print and rehash the supplements from the 1980s – it’s to move forward with Legend and create new adventures!

1: Buried somewhere in the attic are two of the Dave Morris books based on the series.

2: Buried somewhere in the hard drive is an old attempt to write a D&D setting that looks remarkably like Legend.

3: True story: Friends of mine were playing this campaign, and were surprised when it ended so quickly. They thought it was called the Eleven Crystals.

Who’s laughing now?

Hello one and all. Jon Hodgson here.  I’ll be your art director for this crazy flight to Ellesland.

Funnily enough, my roleplaying games “career” such as it was as a teenager runs the other way to Ian’s, who graduated from D&D to DW.  I went the other way.  My very first proper roleplaying game after Fighting Fantasy books which I adored and positively devoured, was Dragon Warriors.  Like so many I bought the books from the school book club thinking they were Fighting Fantasy style choose your path adventure books. Smart move, Corgi.

I would have been about 12, an age when boys often turn to roleplaying games to escape the fact they are diminutive nerds with no hope of excelling at anything remotely physical in the real world.  Thus it was that my first DW character, Ellidyr the elf knight, sprang to life, name stolen from the pages of Lloyd Alexander’s Chronicles of Prydain. Which was a pretty good place to find a DW character, even if in these modern times actually playing an elf PC is “doin it rong”.

I can clearly recall a feeling that Dragon Warriors was probably a bit too dark for us as kids.  Which of course made it all the more exciting.  The bit of back cover blurb about hobgoblins screaming across desolate moors still gives me a shiver. As does the recollection of getting our miniatures and dice stamped on as we played at lunch break.  I bet those bullies are running multinational conglomerates whilst I sit here blogging from the helm of a small press rpg company. Who’s laughing now, eh?

So anyway, my imaginative wellspring has always been full of things such as Prydain, The Mabinogion, Lord of the Rings and the Hobbit, The Illiad, Robin of Sherwood and the like.  A very British (ok, the classics aren’t British and yet in another sense they are) very low key sense of mythic fantasy, which my adult work has never really escaped.   Little wonder then that I had such a marvelous time when things came full circle, as they so often do if the myths are to be believed, and was offered the chance to help with making art for Dragon Warriors under the auspices of the mighty Magnum Opus Press.  The challenge was a weighty one, with a great personal investment in getting it right: For Legend, for the overseeing eyes of Dave Morris and Oliver Johnson, for James Wallis and most importantly for the 12 year old Jon having badwrongfun playing that elf knight.

Painting the covers was relatively stress free – the original covers were never quite right for Legend, although clearly they were right for the paperback gaming market of the 80s.  When it came to the internal art I almost passed on the opportunity. Walking in the shadow of greats and personal favourites such as Leo Hartas and Russ Nicholson was not something to be taken lightly, and replacing such well loved art was never going to be an easy task, nor win over everyone.  The presentation, tone and artwork of the original game is tightly bound up in it’s appeal for many of the fans, and indeed to me.  But I decided if I wasn’t going to do it I’d have to spend a lifetime moaning about whoever did.

Getting started was difficult. I wanted to reference the style and feel of the originals, and to carry on something they began. But time and styles have moved on since those heady days.  I’m not a pen and ink artist, and it would be foolish to try and become one overnight.  So I just resolved to make my Dragon Warriors.  You can’t please all the people all the time, and whilst you can’t be completely unmindful of the audience, the bit of the audience that I wanted to please was in me too.  If I liked the feel and tone, then hopefully other DW fans would too.  It’s always a gamble making something anew, and making something genuinely from the heart.

So far no one has thrown a bottle of piss at me in the street, for which I am most relieved.  And on the up side Dave Morris is on record as saying: “Jon Hodgson, for me and Oliver, the DW artist”, which practically caused me to pass out.

And hey, don’t tell anyone ok, but I might have been speaking to some artists which might have been mentioned above, about making a slight return. We shall see if we can make it happen.

So I guess this post is about cycles and circles and how we come back to the start of things. And so I would just like to take this opportunity to apologise to Neal, a member of my original DW group, who’s character was left to die in the pool in the ruined villa in Gallows Wood in 1986 or thereabouts, for the heinous crime of saying “I follow the rest of the party” a bit too much.  Sorry Neal.  12 year olds are horrid.  Dragon Warriors is good though, innit?

Dragon Warriors and Me, Part I: 1985

So, what am I doing, getting together with Gar and Jon to set up a new publishing house to publish… Dragon Warriors? Of all things? Shouldn’t I be, you know, writing for WotC by now, or at least printing Pathfinder-compatible homebrew material? Why take on the licence for a game that was out of print for 20-odd years till very recently?

The answer is going to get a bit rambling and self-indulgent, I fear, but I’ll try to keep it entertaining.

Let me take you back to 1985. I was 15 years old, and had been playing D&D for 3 years (I actually started with Gamma World, and still love post-apocalyptic settings with mutants and Ancient Technology and craziness, but that is probably another story). Mostly I played at school, with my schoolmates. Pretty much every breaktime or lunchtime we gathered and carried on the game. Usually we’d just go through whichever TSR module I’d bought from Games of Liverpool (one of the then stalwarts of the British gaming scene as a retailer, importer, distributor, and even occasional publisher, now long forgotten and long-since eclipsed by their former rivals Games Workshop). To begin with, we played the red box Basic D&D, along with Expert D&D, but it soon became apparent that there were a lot more modules available for AD&D, and, well, there was just something of a cachet to being able to say one was an “Advanced” gamer, and having those big hardback books that looked like eldritch tomes rather than kids’ stuff. Still, though, I suspect the main driving force for the switch was the need for more adventure material. Sure, we were only playing for maybe 60-90 minutes a day, but that was five days a week.

The switch didn’t sit that well with us though. Those three thick hardback grimoires did look and feel amazing, but it was no fun carting them all to school every day. Plus, well, they were a mess, frankly. I know that’s a lot of the charm to some old-school fans — the fact that there’s no one overarching rule system to the things — but it was also no fun losing any of our precious minutes while I looked up some obscure rule. It felt, even then, that we had all this… bulk, this weight, this inertia to our games, that wasn’t actually adding a proportionate amount of fun. Then there was the setting. I had the World of Greyhawk, and I suppose we used it, roughly, but D&D was its own genre, and almost its own setting, even then, and despite the more mature look of the hardbacks, it was just as goofy as Basic D&D. I mean — Owlbears? “Hoo-hoo, hoo-hoo, hoo-hoo, ROAARRR!” Really? Even the orcs and goblins and hobgoblins and all the rest were a bit same-y; it already had the MMORPG vibe, where it seemed like the critters were mostly there so you could kill them and take their stuff, and the bigger, scarier critters were just that — bigger scarier versions of the littler ones, so when you’d levelled up you could fight them instead of the one-hit-die versions.

Of course, I’m writing this with the benefit of at least a little hindsight. I am not sure we were quite sophisticated enough to realise quite why AD&D was kinda goofy, even though we knew it was, and I am pretty sure we didn’t care that much; goofiness was part of its charm (and still is, I suppose). So was its focus on extrinsic rewards (XP, gold, levels, magic items) rather than intrinsic ones (interactivity, fun, peak experiences, gameplay, agency, the sense of triumph, etc.), but that’s for another PhD dissertation.

What we did know was that when Dragon Warriors came along, it was better: less goofy, more elegant, and (I’m sure this was a factor, too) way more portable. And, more than just “less goofy” — it absolutely dripped with British folklore. It made me think of A Company of Wolves, and old folktales, and King Arthur, and Robin Hood. Here was a game with a strong theme, a world and setting that was not only more familiar to us, more like our own than the hodgepodge of D&D, but also paradoxically more atmospheric, more otherworldly, too, because it was immersive and believable in a way that D&D rarely achieved.

Oh, for sure, it wasn’t perfect. You could play it with just Book 1, but if you wanted to play a magician, you needed Book 2, and though Sorcerers were fun, Mystics were more interesting — and yet Mystics had this annoying random quality, where they just weren’t useful enough once they’d become psychically fatigued… I guess I figured that if I ever got to write my own version, I’d try to fix that, at least.

It wasn’t perfect. But it was a breath of fresh air compared to D&D. I felt much the same way about RuneQuest, too, but most of my school-friends didn’t, so it was Dragon Warriors we stuck with, till we ran out of adventures, around the end of Book 3 (I don’t think I even found out about Books 4-6 till years later, but that’s for Part II).

After that… dammit, could we write anything that good? I didn’t think we could. And we didn’t have time. We had to buy more adventures for AD&D instead. Till we realised we could generate an all-evil party, of Anti-Paladins and Drow, get them all up to Level 26 using the Random Dungeon Table, and treat Deities & Demigods as our adventure for a bit, going through each pantheon and killing gods. Maybe we weren’t *that* much more sophisticated than all the other D&D-playing teenagers after all.

Serpent King Games is new home for the Dragon Warriors RPG

Press Release

7th February 2011, United Kingdom

Dragon Warriors, the classic 1980s dark-fantasy RPG recently re-released by Magnum Opus Press, is moving to new British publishing company Serpent King Games.

From 1st April the game will no longer be available from Magnum Opus, which had published Dragon Warriors through Mongoose Publishing’s Flaming Cobra imprint.

Serpent King Games will keep the existing Dragon Warriors books available, and will publish new supplements for the game. The first new release will be the Dragon Warriors Players Book, in July 2011, with another two releases planned for the first year.

Serpent King Games is industry veterans Gareth Hanrahan (former Mongoose Publishing writer and lead designer on the new edition of Traveller and the Laundry RPG), Jon Hodgson (art director at Cubicle 7 and cover artist for Dragon Warriors), and Ian Sturrock (ex-Mongoose writer responsible for the Conan and Slaine RPGs, but who also worked on most of the recent Dragon Warriors books).

I’ve worked with everybody at Serpent King over the last ten years, and they are fiercely talented,” said James Wallis, director of Magnum Opus Press. “Dragon Warriors and the Lands of Legend are in the hands of amazing people who are going to take it in some very exciting directions.

Dragon Warriors is SKG’s first project, but more great games are in the works. Check out www.serpentking.com for regular updates.

All rights in Dragon Warriors are the property of Fabled Lands LLP, and are used with permission by Serpent King Games Ltd.

For more information, contact info@serpentking.com

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