The Kickstarter for Dungeons & Dragons: A Documentary is ending in nine hours. It’s a project deserving of support for a number of reasons, one of which is the quality and range of voices they’ve collected. Check out, for example, Atlantic editor Ta-Nehesi Coates on growing up with the Keep on the Borderlands:
I met the filmmakers at last year’s Gen Con, was impressed by their passion and professionalism, and have enjoyed finding things to do to help the project along. One of these was to moderate the panel at Gen Con 2012 at which a preview of early footage was shown. A number of folks who were interviewed for the film were on hand, both on the panel and not. After watching the clip and talking about the parts of the D&D story each of us thought were the most important to be told, I took questions from the audience. The one I remember best was “Who were the players in the first ever session of D&D?”
Fortunately, I had a ringer in the audience to call on: Jon Peterson, author of Playing at the World. I figured Jon was the kind of person who could rattle this off, but he was able to do even better than that. “Actually, one of those original players is here in the audience. David Megarry, would you please stand up?”
After the applause died down, David started telling us about what he remembered about those earliest Blackmoor sessions (refereed by Dave Arneson) and the people he played them with. The thing I found fascinating – and wouldn’t have understood before Playing at the World – was that the groups entering the Blackmoor fantasy world were still segregated according to the nations they played in Arneson’s prior Napoleonic campaign. David still remembered them as such – he was like “well at first it was just Russia and Spain, it wasn’t until later that the groups in the dungeon really started mingling.”
It’s now possible to know more than ever before about the earliest roots of gaming. The job now is to put these stories together and reveal what they mean, and I think that Dungeons & Dragons: A Documentary is going to be an invaluable part of that process. Go back it now before it’s too late!
In hindsight, rushing the Lich wasn’t the best idea. (And okay, we had like five 5th level guys, but two 1st level players for whom this was their very first B/X session.)
In previous posts, I’ve discussed how a lone spell caster type enemy can be taken down with a dedicated rush. We took out Strahd that way. We took out Devil Guts that way. We took out the Necromancer of Were-Tiger-opolis that way. But sometimes you eat the bear, and sometimes, well, the bear eats you.
Some of our problem was bad luck. We got hosed on some important initiative rolls, our archer couldn’t hit anything to save his life, and we had several rounds of unlucky saves against confusion.
Some of our problem was smart play on the GM’s part. The Lich initially took to the air, so our (too few) melee guys couldn’t get to him. The Lich was also somehow protected against holy water (protection from normal missiles?). The persistent confusion effect made it impossible to plan anything beyond the immediate round, and was arguably more effective than cloud kill would have been.
Some of it was just the design of the Lich as an enemy. The “see and flee” effect is a tremendously useful passive defense that applies against the entire party, and there aren’t a lot of ways to remove fear on several guys at once running at max speed. Though the Lich doesn’t level-drain, it paralyzes foes in melee, which means the party has an ethical dilemma about retreating and leaving valuable allies behind. The Lich’s ultra-low AC, by B/X standards, at least, means it can probably avoid conventional attacks long enough to get a spell off.
But mostly it was dumb strategy on our part, mostly mine. I blew my only dispel magic getting past an enchanted trap. We couldn’t bullshit his Iron Statue long enough to regroup and form up. The silence 15 foot radius was a lucky break, but after that our only real plan consisted of sniping a levitating Lich and trying to find a way to drop a chain of undead binding on him. Which should have worked, but for some very bad luck. Meanwhile the rest of us were too confused or fear-stricken to adequately help out. It was all we could do to retreat, though apparently we dished out some hefty damage.
I pushed for attacking again the next day before it had a chance to heal up, but got outvoted. Next time, pal. Next time.
On this date in 1942, Bob Bledsaw was born. The author of many classic adventures that have shaped and inspired my White Sandbox campaign, Bob is best known as the founder of Judges Guild. Here he is talking about its formation at a Q&A thread at the Necromancer Games site:
Judges Guild was founded by myself and Bill Owen (Llangwellan the Blue) from my campaign. It was he and his friends which contacted me with the oriiginal three book set. They had reached me via Dave Petrowsky, my cousin, and the local gaming club. Bill Owen is renowned for running miniature games based upon WWII and his father, Ralph Owen, had founded a chain of hobby stores in Central Illinois (later founding the Franklin Mall and highly sucessful Franklin Travel Agency in Decatur). Bill has a real genius for graphics and helped with the developement of many of our first products including the Judges Shield and Dungeon Tac Cards. Bill and I continue to game together to this day although he is now the CEO of many of his family businesses today. I had asked others of my gaming group to participate such as an out of work printer but Bill took the risk with me. He helped with the paste up on the huge mylar sheet naming every shop in the City State of the Invincible Overlord and consulted some lawyers in his family to make the Crime and Punishment rules. Bill is one of my best friends and stepped aside when his family enterprises began taking much more of his time.
"Out in the Streets ... 1972-1979". Rock family tree by Pete Frame
As is often the case, I come away from GaryCon all fired up about a project. In this case, it’s making a comprehensive family tree of gaming groups, modeled on the Seattle Band Map: a community-driven effort to document every local band that ever played a show or recorded a single, and demonstrate how they interconnect.
I’ve been fascinated by these kinds of lineages ever since seeing Pete Frame’s rock family trees in college. The specific impetus for me to pick this up at Gary Con was playing in the Dungeon! boardgame with Dave Megarry and thus getting to meet one of the two people who form the original branching of Dungeons & Dragons’ family tree: Arneson and Megarry traveled together to Lake Geneva to introduce Blackmoor and Dungeon! to Gary Gygax. I’ve learned a great deal from others who moved between the two groups, like Michael Mornard, and members of Arneson’s original gaming circle like Maj. Wesely and Ross Maker, and many others have worked on tracing the members of the earliest gaming groups.
I don’t think this should just be a backwards-facing enterprise, however. Someday the connections between our contemporary gaming groups will be just as interesting, and a lot easier to trace accurately. And the Seattle Band Project, like other genealogical efforts, shows that filling in the gaps between the small and knowable origin and the huge and knowable current gaming scene is a doable task.
Does anyone out there in Muleland have skills that’d help make this project a reality? Experience with genealogy would be invaluable, of course, but there are a lot of database and visualization components involved as well, and probably there are lots of things I’m not even thinking about yet.
Professor Muhammad Abd-al-Rahman Barker, creator of the classic old-school D&D spinoff Empire of the Petal Throne set in his seminal role-playing setting Tékumel, passed away today, March 16, 2012. He was a key figure in the early days of the hobby; his work offered a solid base for development of both world-building and non-Western fantasy themes, and he continued to run games in the setting for close to 40 years, providing a window into the past of the hobby — yet another such window that has now closed.
After last night’s Dwimmermount session at the Brooklyn Strategist, we were doing a post-mortem about how it had been awesome when we were using miniatures on the section of the dungeon that I’d fully laid out with Master Maze, but as soon as we ran out of pieces to build new areas explored in play we started getting confused about who was doing what where. The solution is straightforward – Stefan will come back from Prague and we’ll borrow more of his personal collection; also he is a skilled enough builder to take apart one part of the layout and use it to create a new area at the speed of exploration, so either he’ll be there to help out or someone else will contribute (or learn) that skill. But being of a theoretical bent, we kept chewing over why the problem arose at all.
I usually run without minis and have no problem creating a mental picture of the scene. Why then did the transition from an area we could see with minis to one where we’d use our imagination throw us off? A B-Strat regular who was having a smoke nearby said that this is why, as a book jacket designer, he hates being told to put a face on the cover. “Faces are specific,” he said. “As soon as you see one, you lose the ability to visualize the character any other way.”
So maybe why we don’t post music videos more often is that as roleplayers the words make pictures in our heads that the visuals contradict. Like, I love the image of the absent silhouette but I never envisioned this song as being about a lover. It makes sense; actual dialogue as my son and I are riding in the car en route to the So Cal Mini Con during the summer I was obsessed with “California Gurls:”
KATY: sun-kissed skin so hot we’ll melt your popsicle
SON: What does that mean?
DAD: Well, you know how you have to eat your popsicle fast in the summer because the hot sun melts it?
SON: I think it’s private parts.
DAD: OK, you got me. All pop songs are about private parts.
But I always thought “Something Great” is about the death of a mentor, and the reason I’m thinking about it now is that its personal meaning for me is tied up with Gary Gygax. Maybe it’s the timing of when the song came out and Gary’s passing four years ago today. Maybe it’s lines like this:
I miss the way we used to argue, Locked, in your basement.
In that I hear my nostalgia-for-things-I-never-knew for the days when arguing about wargames over a sand table was an imaginary haven from the real war in another country. In my mind that time seems to have a purity and innocence that ended after D&D’s success cracked this world open. The war outside was over, to be replaced by dirty civil wars within TSR that were soon to be mirrored by the culture wars in which D&D was the devil. That’s the era I remember, in which the AD&D books seemed already artifacts of a magical time long past.
The video does this well as the shadow moves through the aisles between crates of records and adventure modules. Pulling out any one of them would teach me about how it felt to be alive in a time of magic, and that time had to be now because I was holding some of it in my hand. But I had the sense that the wizards who could teach me how to perform that magic on command were gone, even when I was young and this wasn’t really true.
I’ve been thinking a lot recently about the formation of TSR. I feel I’m old enough and have shared enough of the same experiences that I can put myself into the shoes of Dave Arneson or Gary Gygax or Don Kaye: as an idealist and a hobbyist and a gamer, as a publisher alternately elated or terrified by success, as a father and as someone who would have invested my life insurance into my friends’ dreams if Kickstarter didn’t avert that particular tragedy. I’m not comparing myself to these guys, just saying that having played in a sandbox filled with toddlers I have a little more insight when I roleplay a giant.
So maybe that’s why I hear “Someone Great” as being about the drafts going back and forth that aren’t yet D&D, the pressure to publish because Gary has kids to feed and the tension over whether Dave has creative control and can take his what must seem to Gary like a young man’s idea that there is all the time in the world to get it right :
There’s all the work that needs to be done, It’s late, for revision. There’s all the time and all the planning, And songs, to be finished.
And it keeps coming, And it keeps coming, And it keeps coming, Till the day it stops
You have to know that I idolized my friends’ big brothers, and that the two things they introduced me to were D&D and the Beatles, to understand why I take what’s basically a lost-love song, “Paint it Black” with less masochism or “1952 Vincent Black Lightning” with less mist in your eyes, as being about TSR’s lost opportunities. For me D&D books and Beatles records were secrets of the world before I was born, beams of dazzling dusty radiance the older kids sometimes let slip between their fingers but I could soak up anytime I wanted by opening the covers. AD&D was that Book of Gold, sure, but so was Hawkmoon with its “terrifying ancient gods of Granbretan” Jhone, Jhorg, Phowl and Rhunga and The Einstein Intersection where Delany’s characters “treat the rise and fall of the Beatles the way we treat the rise and fall of Achilles”. (The fact that both of these are basically Gamma World under the skin rather than D&D explains a lot about me and my romance of lost greatness too.)
My omen that John Lennon had been killed was when, exploring a deserted beach, I saw that someone had written STRAWBERRY FIELDS FOREVER in giant letters on the sand. After a long time alone bemused by this, I came home to the news. All the wonder and dread of that writing in the sand collapsed into a specific sadness: now I will never see the Beatles reunite and play live in concert. I guess I was as self-centered in 2008 as I was in 1980, because I had basically the same reaction to the news of Gary’s death.
Here’s Gygax, speaking to Lawrence Shick in 1991 for Law’s Heroic Worlds:
There is no question that the D&D game was the first of its kind, and from its success there sprang a whole industry… I did the AD&D system to go beyond that. Right now I’m working on something new to contribute to Fantasy Role-Playing Gaming. All of that, however, owes the Original D&D game far more than credit for “inspiration”. The D&D game was and remains the start of role-playing games. Dave Arneson and I have spoken frequently since the time we devised D&D. We don’t plan to collaborate on another game, but just maybe one day he’ll decide to combine talents again. Who knows?
This is as bittersweet with lost possibility, as rich with bruised tenderness, as the point where Lennon and McCartney are hanging out together in New York in 1976 watching Saturday Night Live (there is something sad about a rock star even in life). The two men have been making nice in the press for once about what was good about the thing they built together, and now Lorne Michaels is holding up a check for $3,000 and offering it to the Beatles if they’ll reunite and play a show there and then.
$3K in 1974 dollars seems to me about right for the budget to do the first print run of D&D. What was Gygax doing that night in 1976? Was he watching Saturday Night Live and if so what did it mean to him? Was he a Beatles fan too who hoped or dreamed or somehow knew that there was a possibility John and Paul would really hop a cab together and make it happen? Did he think about calling up Dave: “hey, is your TV on?”
Probably not. At the time it was just a joke that’s only imbued with significance in hindsight, right?
I wish that we could talk about it, But there, that’s the problem.
Today gamers are gathering at the Brooklyn Strategist to roll dice and have a good time in memory of Jean Wells, the first female professional in roleplaying games. The event is organized by Alex Guzman of Bad Wrong Fun, my co-organizer for the Games that Can’t Be Named series of events (whose grand finale is this Wednesday, 2/29, at the Soho Gallery for Digital Arts), and continues that tradition of bringing together players from all niches of RPGs to jointly celebrate common ground and experiment with the effects of using different systems to explore similar content.
If my parenting schedule works out, I’m looking forward to attending tonight’s session of the Jean Wells memorial. It’s raising money for a good cause and helping preserve the legacy of an important gaming pioneer. More selfishly, I want to take advantage of the chance to play Jean’s module Palace of the Silver Princess, which I had a great time helping Nick Mizer prep for an Adventuring Parties bachelor party but couldn’t participate in (it being in Houston and all).
Details about the event, from Alex’s post at nerdNYC:
On Sunday February 26th We (Bad Wrong Fun & B-Strat) will be holding a NYC RPG all-day gaming event in remembrance of Jean Wells who passed away a month ago on Jan 25th. The event will be at the Brooklyn Strategist located at 333 Court Street, Brooklyn, NY, 11231.
The event will be broken into 2 sessions:
Day Session 12:00pm – 5:00pm & an Evening Session from 6:00pm – 11:00pm
There will be several different “Silver Princess” games being hosted simultaneously at a number of tables to allow for maximum attendance and participation. (More info on game systems below)
The door fee for the charity event will be $25.00 – beyond the donation made to Doctors without Borders in Mrs Wells name, attendees will receive the following:
1 month worth of free weekly membership to the Brooklyn Strat – (4 free play sessions, this does not include tournaments / premium events.)
Entry into the raffle for prizes held at the event for either the morning or evening session. (Prizes will include Gift Certificates redeemable at the Brooklyn Strategist).
Jean Wells was a D&D pioneer, and the original sage of Sage Advice, she is also the author of B3 Palace of the Silver Princess. During our event this is the module we will be playing however we will be using several game systems:
· OD&D / 1st ed Dungeons and Dragons
· 4E D&D
· Labyrinth Lord
· RuneQuest / Legend.
A strong argument can be made that Wells’ version of B3 was the last “old school module” to be produced at TSR; and that when it was pulled and replaced with the Moldvay version of B3, that’s the end of the “old school”.
For those unfamiliar with it:
The original B3 had a well-developed wilderness region, didn’t have a strongly-integrated plot, and was designed explicitly to be the top two levels of a mega-dungeon complex (with exits from those levels to lower levels that were supposed to be added by the DM). In short, it was the closest TSR ever got to publishing a module that matched the campaign set-up described in OD&D.
The module has a lovely fairy tale quality to its mythology, providing a strong contrast to the Tolkien-Vance-Howard triumvirate more typical of D&D.
The revised B3 got rid of the wilderness, added a plot, and sharply curtailed the extent of the dungeon complex. It was, in short, a complete repudiation of the original “old school” method of adventure design.
Apart from being for a good cause, participants will be getting a good deal, (The 4 free sessions at the B-Strat alone are worth $40) and It should be a lot of fun. It will be interesting to see how well the module works with different treatments of settings, systems & various GMs!
This “recent and amazing donation to the Play Generated Map and Document Archive (PlaGMaDA) project: A beautiful, hand-made homebrew addition to the classic TSR Against the Giants series” is not news to Boing Boing readers, but it bears repeating.
Image from PlaGMaDA, courtesy of Tim Hutchings and The Scribe.
I had the pleasure of seeing the original (thanks Tim!) and it is indeed a thing of beauty! You can download the whole module thanks to Rended Press, whose awesomeness (like that of retro-clone creators) is in no way diminished by depending on the earlier contributions of the as-yet-untracked-down GJC Modules, The Scribe who donated it to PlaGMaDA, and Tim who thus made it what to our wondering eyes should appear.
Some things that have newsiness:
The first rule of Games that Can’t Be Named is that we don’t talk about Games that Can’t Be Named. No, wait, that’s clearly not true. Maybe it’s that what happens in Vegas stays in Vegas? Anyway astute readers of the comments to that Boing Boing piece will note that Tim mentions that tonight’s Games that Can’t Be Named will be happening in partnership with PlaGMaDA. What does that mean? Will Tim be there and will he have the original “G2-squared” module with him?
Sometimes the veil of secrecy conceals the fact that even I don’t know for sure! What I can say is that we will be at the Soho Gallery for Digital Art on 137 Sullivan St. tonight; next Wednesday, February 1st, we’ll be inaugurating the Brooklyn Strategist‘s new location at 333 Court Street and another game that can’t be named.
Also newsworthy: PlaGMaDA needs your help to bid on an auction of awesome DIY adventures and character sheets from the distant past. Having recently and very entertainingly been schooled in the ways of collectors, I won’t link to the auction itself, lest that drive up the price. However, below is a picture of the goodness in which we will all share if your donation allows PlaGMaDA to make the winning bid.
Tim says the donations page is mostly for people wanting to contribute their gaming maps and documents to the archive, but it does have an email where you can contact him and pledge the financial support that PlaGMaDA needs to make acquisitions like this.
For all my talk of the OSR having won, I forgot to fly a big banner and pose on the deck of an aircraft carrier for this latest one!
Over at RPG.net and Story Games, cherished nerdNYCer and NY Red Boxer E.T. Smith wrote:
I so hope I can level up a few more times before this dude completes his phylactery. Aircraft carrier = phat lewt.
So it turns out that a request by the NYTimes for pictures of actual gamers in the act of gaming D&D, first circulated a couple weeks ago, was not an attempt to to find out anything about the actual culture, or give a chance for gamers to represent themselves in a diverse and positive light. It was just a way to grab a bit of flash to garnish the WotC press-release announcing 5th edition.
The article, as has been hashed out here extensively, appeared in Tuesday’s paper, Jan. 10. The image chosen for the print edition is of a few folks watching a giant d20 with shapely legs strut about, a performance by the “D20 Burlesque” troupe. I suppose in the end, gamers actually gaming wasn’t hot enough to appear in the NYT (no disrespect to the skillful troupe intended).
Here’s the interesting thing about that image: it was taken at the Soho Gallery for Digital art during the “Dungeons and Dragons: On and Ever Onward” exhibit. The exhibit involved displays of art by golden age TSR illustrator Erol Otus and several artists working from his tradition. It was also a release party for “Adventurer Conquerer King,” a new game in the OSR style. Besides ACK, tables were playing original tan-box D&D (run by one of Gygax’s original players) and a huge table running BXD&D (I was one of a dozen players at that). Also briefly present was Luke Crane of Burning Wheel and a few other indie folks.
What is notably absent from that gathering was any element of modern D&D or anything to do with Wizards of the Coast, its corporate properties, or profits derived therefrom. It would be hard to come of with a gathering that better illustrtes the irrelavance of WotC’s strategies and ambitions on people who just enjoy playing and celebrating the games or making their own.
Three things I take from this experience.
* Somebody at the NYTimes know well in advance of the coming announcement. I really hate being reminded how much of the news-media is just a process of distributing press releases.
* I am slightly miffed that WotC managed to steal hard-won publicity away from independent producers by co-opting coverage of the gallery event, even if unintentionally.
*WotC’s stated goal of “unifying the editions” makes good press but is laughably irrelevant to significant audiences.
ET I love you, but this is all wrong! We managed to steal some of WotC’s carefully orchestrated spotlight and give it to local independent producers and artists. This scheme succeeded remarkably well, I think everyone involved is as happy as adventurers who have proved James_Nostack wrong by actually using the pick pockets skill.
– The author of the NY Times piece, Ethan Gilsdorf, contacted me to get some quotes for the article. One of his questions was “where can the Times get pictures,” but I answered lots of other questions knowing that he wouldn’t be able to use most/all of what I said and that his editors might omit whatever was left.
– Ethan made sure that credit went where it was due by running a piece in Wired’s GeekDad blog, where he does have pretty much complete control over what appears. I think it’s a good idea to fill journalist-types with as much info about RPGs as possible – even if it’s not immediately useful it could crop up later – but Ethan is a deep-dyed gamer and all-around good guy, I was preaching to the choir.
– I likewise knew (but maybe should have been clearer in saying) that it was also possible that none of the pictures would make it in. Although I was sad when they pleased their corporate masters by using the WotC publicity photo on the initial website version of the story, I think it was actually a clever bit of subversion that for the print edition of the paper they went with the more interesting and local image.
– Tim Hutchings, curator of the gallery show, can be seen in the front row of that photo and continues to be as pleased about it as you can see he was to be watching the burlesque in the first place.
– One of artist Casey Jex Smith’s images from the show – a portrait of Mitt Romney as a character sheet – was covered in the Huffington Post, giving him mad press with which he and his gallery, Allegra LaViola, was very pleased.
– One of artist Casey Jex Smith’s images from the show – a portrait of Mitt Romney as a D&D character sheet – was covered in the Huffington Post, giving him mad press with which he and his gallery Allegra LaViola was very pleased.
– The Soho Gallery for Digital Art, whose owner is a gamer & was really glad to host gamers for these parties, was mentioned in the Times print photo caption, making him happy as well.
– d20 Burlesque wasn’t mentioned in the caption – I think because it is an in-joke hard to explain in so few words, whereas “Soho Gallery for Digital Art” is self-explanatory – but I think Anja and Keith are pleased as punch nonetheless. And they got to try out the Action Castle-style piece Jared Sorenson wrote for d20 Burlesque in front of a highly appreciative audience!
– All the attendees I heard from had a good time, that’s one of the things that counts!
– The other thing that counts is that this event is what brought Michael Mornard out – I’ve been trying to reach him ever since learning he was in NYC, with no success until now. Some of us got to play with him and we’re all benefitting from the resulting discussion of his playstyle, his taking part in the D&D Documentary and being interviewed for Of Dice & Men, and the resultant increase in shared knowledge of the roots of roleplaying and perspective on where we come from.
I am an OSR partisan but in the end we’re all fighting for more recognition of roleplaying games and their history. Thanks to everyone who helped make this happen, we can call this battle a victory.
EDIT: The Twenty Sided Store did get a profile and a slideshow in the NY/Metro region, and I did suggest that they send a photographer out there to get pictures for the D&D piece, but these two events are unrelated! Luis emailed me to say that the reporter for the profile happened to be in the neighborhood and attracted by the Twenty Sided’s logo and storefront, which are indeed attractive. It was coincidental that the profile appeared at around the same time as they were gearing up for the D&D article.
A tiny detail from the 18x24 OD&D Wandering Monster poster, from the Blog of Holding site which has a cool script to randomly generate these. Dig the beard on that ferret; Paul has nailed the beardliness of everything in the LBBs.
When I helped the Gygax Memorial Fund create a presence at the Old School Resource Group’s booth for Gen Con 2011, one of the things I did was to come up with things that could be sold there to raise money for the memorial. Some of these did come to pass as planned, like Cheers, Gary. Others didn’t materialize for one reason or another, like Crystal Caste dice with Gary’s face in place of the 1’s pip. Fortunately, other stuff I didn’t even dream of came along to fill its place.
Some of these may never be available again. The New York Red Box’s own Jedo did a set of old-school character sheets that he ran off on an old-fashioned mechanical printing press, with the type palpably embossed deep into the paper; another run of these would have to wait until he visited the distant lair of this press, which I imagine to be in the basement of the Temple of the Frog along with the pipe organ no one now living knows how to repair.
Other things that were at the booth, like Ethan Gilsdorf’s excellent Fantasy Freaks & Gaming Geeks, were available before and are still. This is awesome, but not newsworthy.
This post, however, is about something that was at the booth at Gen Con (although it may have been overlooked), sold out, but is now available again – Paul Hughes’ infographic poster showing all the dungeon and wilderness wandering monsters from OD&D, along with the procedures for generating encounters thereof. You can get this useful and eyeball-kicking item through blogofholding for just $7.50 plus shipping. Paul says:
Put this on your rec room wall, and you can use it to generate random encounters without having to flip through books, or just stare at it glassily while descending into a spiral of madness.
Cheers Gary is the other item Paul was invaluable in creating, and the one that was done specifically for the Gygax Memorial Fund rather than just having some copies donated for the booth. I hope to have an announcement soon about when a new print run of this will be available soon. The T-shirts and buttons for the Gygax Memorial Fund are still potentially available, and will be actually so as soon as I do an inventory count and help the talented & hard-working Jason Hurst get them set up at http://www.gygaxmemorialfund.com/.
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