Thursday, June 10, 2021

"Advanced Dungeons & Dragons" Play-By-Mail game, Entertainment Concepts, Inc., 1985.

I said that I had several advertisements for PBM games in my archives, mostly sourced from scanning old copies of Dragon Magazine, and I wasn't lying -- Monster Island was only the beginning! This one appears first in the directory for alphabetical reasons, but since I have no easy way of assessnig the importance of each of these games so many years after the fact, that sequence seems as valid as any other to visit these topics!

Advanced Dungeons & Dragons
PLAY BY MAIL GAME
a product of Entertainment Concepts, Inc.

Do you dream of adventure and glory? Do you thirst for dangers to thwart? Do you love the challenges of a mystery? Do you hunger to explore the unknown, and prove to the world that you have the stuff heroes are made of? Yes??

Then an exciting world of quests, myths, treasures, villains, mysteries, and magic is waiting just for you!! You can go beyond mere reading of adventure, you can now Create it! Experience it! Master it! Your skill, your wits, your wisdom, can make your hero the stuff of legend! You'll experience the full mystery and excitement of the fabulous ADVANCED DUNGEONS & DRAGONS adventure game by taking the role of a Hero, or of a Fellowship of four young adventurers!

ENTER TODAY!! Tomorrow you'll be creating your own legends!!!

Send AD&D Play by Mail Game entries to: ECI, 6923 Pleasant Dr., Charlotte, NC 28211

Name___
Address___
City___
State___
Zip___

Enclosed is $10 for the first position and $5 for each additional Position. Each move is $4 of adventure, mystery, and ancient lore'

Please send me _ Hero Positions and _ Fellowship Positions.

ADVANCED DUNGEONS & DRAGONS is a trademark owned by and used under license from TSR, Inc. © 1985 TSR, Inc. All Rights Reserved.

There it is, a dragon in the illustration, resting in some treasure-filled cavern or ... dungeon. The bland copy doesn't give much to work with, but the whole arrangement does raise the question of why bothering to go and cook up your own campaign setting when you can just license one -- which yields further questions: ECI gives money to Dragon Magazine to run the ad, which raises money from players, which yields money to send home to the mother ship. Did ECI just devise a system allowing them to work pro bono for TSR? Was getting advertising in the house organ a perk of purchasing use of the license? One imagines they must have had some prior success in the PBM genre for TSR to allow the licensing deal to take place, but what? (And, of course -- why not simply run a PBM branch in-house, as Flying Buffalo did?)

Ok, some cursory Googling addresses some of these questions and, I'm sure, raises new ones. It wasn't a setting ECI was licensing, but (presumably) the system and rules and of course the valuable, lucrative brand. Indeed, this game was run in ECI president Jim Dutton's homebrewed game world "Talaran, Land of Challenge", which, in a sense, puts this setting on a par with Greyhawk, Blackmoor and Mystara -- an individual's labour of love, enshrined in some weird way by a company. (The informational packet sent out to new players makes it look a lot like an official TSR product.) As for how internally-integrated the licensing-promoting of this fellow traveller venture was... it's pointed out that Dutton wrote three articles about it published in Dragon Magazine -- "Blueprint for a big game" (issue 97), "Detailing a Campaign World" (issue 98), and "Creating a cast of NPCs" (issue 102) -- seemingly in keeping with that august and earnest publication's strong bent toward the advertorial.

How prestigious Jim Dutton was remains to be determined -- he had a few various and sundry worldbooks up for sale via TSR and through other publishers. ECI turns up as having offered a few other PBM games, eg "Power" and "Power+" ... were they even RPGs, comparable in any way or is this an apples to oranges comparison? Hard to determine from here. Finally, it's interesting (certainly streamlines some elements, but presumably removes all interactive and social aspects with other players) that this game allows players to guide entire parties full of Heroes and Fellows. The mental picture I get from this is just a kind of neverending Gold Box-style tactical combat session, with party members gradually crawling down an endless hallway and making strategic combat decisions to overcome whichever opponents arrive to menace them in a given turn. Would parties of up to 4 fellows have an advantage over a Hero playing solo, or was difficulty scaled to the size of the party? Many boring questions, no boring answers, yielding: a boring permanent state of lack of resolution. Ah well.

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