A few weeks ago, Martin Rundkvist published a light-hearted post on how archaeology spoiled his ability to enjoy dungeon fantasy (the kind of fantasy inspired by D&D, where humans and humans-with-funny-ears venture into underground compounds full of monsters and loot). I think I underwent a similar experience, although it started earlier and the details varied (elementary-school-me worked his way though a library of terrible TSR and Star Trek novels, but teenaged-me never learned the cloak trick). So I have a different perspective on some things than he does. Martin points out that the idea of a handful of heroes assaulting a fortress full of fighters is absurd. But stories about professional dungeon-crawlers and monster-slayers tend to be much more like the Iliad or Beowulf, where a hero can cut through entire armies (with nameless buddies to finish off the wounded) or slay a monster who has ripped up a hall full of warriors, than like our world, where “not even Hercules can fight two.” And everyone knows that dungeons are shaped like that because it is easy to draw on graph paper and copy onto your battle mat, not because it is ‘realistic.’ So this week, I would like to give my historian’s perspective on some of the issues which he looked at from his archaeological perspective.
William H. Stoddard, with Peter dell’Orto, Dan Howard, and Matt Riggsby, GURPS Fourth Edition Low-Tech. Steve Jackson Games: Austin, TX, 2010. Link to publishers’ online store.
Its a hard time for small publishers. On November the 12th Steve Jackson Games released its annual Report to the Stakeholders and announced that in a year with their second highest revenues ever they could not afford to print their fully typeset GURPS Discworld. Apparently they have a much harder time selling their roleplaying games than their card and board games. I think that is a shame, because many of their books would be valuable outside the small number of people who play games with the GURPS rules. One of these books is GURPS Fourth Edition Low-Tech.