
Paul McCarthy |

I am flicking back through all my old issues of Dungeon to see what ones I need to order through backstock and run upon this doozy. What a collection of adventures in 37! "Serpent of the Sands" (an amazing Yuan-ti adventure set in the desert), "A Wizards Fate" (a nice little side adventure), "The White Boar of Kilfay"(easily Willie Walsh's best effort), "Their Master's Voice"(nice little side trek)and everybody's favourite, "The Mud Sorceror's Tomb". If you are looking for the quintessential Dungeon magazine, this one comes highly recommended.

Willie Walsh |
I am flicking back through all my old issues of Dungeon to see what ones I need to order through backstock and run upon this doozy. What a collection of adventures in 37! "Serpent of the Sands" (an amazing Yuan-ti adventure set in the desert), "A Wizards Fate" (a nice little side adventure), "The White Boar of Kilfay"(easily Willie Walsh's best effort), "Their Master's Voice"(nice little side trek)and everybody's favourite, "The Mud Sorceror's Tomb". If you are looking for the quintessential Dungeon magazine, this one comes highly recommended.
Belated thanks for your belated kind words...! It's always great to hear that the old adventures are still entertaining people after all these years.

Greg A. Vaughan Frog God Games |
"White Boar" was great, Willie. "Clarshh's Sepulcher" also. It served as a springboard for a campaign that has continued since. You've been missed these many years. I don't rmember anything from you after "Briocht" (though I could be forgetting one or two). Anyway, it's great to hear from one of the masters. Hope to see more of your work someday soon.

Willie Walsh |
"White Boar" was great, Willie. "Clarshh's Sepulcher" also. It served as a springboard for a campaign that has continued since. You've been missed these many years. I don't rmember anything from you after "Briocht" (though I could be forgetting one or two). Anyway, it's great to hear from one of the masters. Hope to see more of your work someday soon.
Thank you. I came to a trundling halt in module writing about 1996 or so. My last contribution was in issue 60 with a module called "Iasc." Although there were one or two ideas (including some which were given the go-ahead by the then TSR to go to full submission stage) I couldn't make them move forward.
In all there were 21 modules by me in DUNGEON and one DRAGON article. I'm pleased to have been able to add to a great archive that can continue to be used nearly ten years later. It's a testament to the usefulness and quality of the magazine that the work you produce today can last and still be appreciated by another generation of gamers tomorrow.
Now I'm off to the day job... Bye for now!

Paul McCarthy |

Willie, great to see you still tune in. You went a different direction in your adventures which I give you credit for. The Celtic overtones are great (look at my last name) and added flavour and impact with your character development that no one else was doing at that time in Dungeon Magazine. You are a forefather of Dungeon Magazine. Quit your day job and write again!
I have already been speaking to Wolfgang Bauer on Paizo's Book messageboard. Now if only I could get Paul Culotta to write in...

Yoav Spiegel |

Just another big Willie Walsh fan adding a voice to the chorus of praise- your adventures were favorites of mine (and my whole group) for years. We've played through many of them. I think your adventures do a great job melding mystery, interaction, and an interesting setting.
I listed you as one of my favorite Dungeon magazine authors (with Ted Zuvich and W. Baur) in the survey from a few months back.
Like Paul, I'd sure love to see your 22nd adventure appear in Dungeon some day.

Squid |

Mr. Walsh, I second, (and third, and fourth,) your return to Dungeon. Hopefully, you shall see fit to grace these pages once again.
While I never ran Old Man Katan... I laughed the whole way through. Absolutely hysterical... just the thought of these singing mushrooms makes me smile, even to this day. (For that matter, there's a picture of a talking mushroom in the latest issue of Dungeon, and what did I think of? Old Man Katan!)
You are an excellent author and dungeon writer. Your return would be greatly appreciated. (Not to mention a big selling point for the magazine!)
Squid

Yoav Spiegel |

I believe that Old Man Katan (and his Mushroom Band) is the creation of Ted Zuvich, not Willie Walsh.
I actually ran the adventure through, and the players had a blast. I had taped myself singing as the Campestris in a high pitched voice, and then sang a duet with myself as Old Man Katan. I don't sing very well to begin with, so much humorous torture ensued.
My vote for best Willie Walsh adventure would be 'Mightier than the Sword' a very fine low level urban mystery.

Greg A. Vaughan Frog God Games |
The Celtic overtones are great (look at my last name)
I second Mr. McCarthy's sentiments. My last name is Vaughan (that's Welsh for my American comrades), and Celts rock. Blue facepaint, anyone?
Sorry Willie, I forgot about "Iasc".
"Katan" is by Ted.......Zuvich, whom I also consider one of the masters alongside Mr. Walsh. For pure longevity it's hard to beat them and Chris Perkins. I know Chris is still churning stuff out, I hope the likes of Willie and Ted can find the time to pull away from the grind for a moment and grace the pages once again.

Paul McCarthy |

I deleted my last post (thanks Greg). Ted James Thomas Zuvich? Why not throw a Frank and a Joseph in there as well.
Just some historical facts for you, Greg. The paint used in Braveheart is up for historical debate. Some say the Scots dipped their bodies in blue dye before battle while others say it was their clothes they dipped. Anyway, there was some kind of law passed where they weren't allowed to do this because it made them look too terrible and fearsome in battle. Good call, Mel, including it in the film.

Paul McCarthy |

I got another one for you, Greg. The word "Berserker" does not refer to any Celtic warriors but Scandinavian. It originated from the words "bear sark" which means bear shirt that these warriors used to wear.
The origin of blue dye came from the woad plant which the Picts used to use in battle. It is also been tied to the Britons who would tattoo themselves from this dye. Maybe this is why the bards wore blue. Or could be the Scots used to wear it to peeve off the British because of this law they passed. The natural colour for those opposed to the British to slap them in the face was to portray them in blue.

Willie Walsh |
Okay... now I'm embarrased. I praised an author for a work they didn't write. I am so sorry. However, I do stand by my statement of wishing to see Mr. Walsh write again for us.
Please? Pretty please, with little tiny goblin sprinkles on top?
Squid
Here's the definitive list (as far as I know... If there are any more, please send the cheque...!):
#02 Nov/Dec 86. In the Dwarven King's Court
#12 Jul/Aug 88. Huddle Farm
#14 Nov/Dec 88. Stranded on the Baron's Island
#15 Jan/Feb 89. Roarwater Caves
#18 Jul/Aug 89. Whitelake Mine
#19 Sep/Oct 89. Encounter in the Wildwood
#21 Jan/Feb 90. Cauldron of Plenty
#23 May/Jun 90. Pyramid of Jenkel
#24 Jul/Aug 90. Hitch in Time
#26 Nov/Dec 90. Nine Tenths of the Law
#29 May/June 91. Mightier than the sword
#30 July/Aug 91. A Wrastle With Bertrum
#31 Sep/Oct 91. Telar in Norbia (6-8)
#32 Nov/Dec 91. Pearlman's Curiosity (1-4)
#36 Jul/Aug 92. Asflag's Unintentional Emporium (3-7)
#37 Sep/Oct 92. The White Boar of Kilfay (3-7)
#47 May/Jun 93. Fraggart's Contraption (1-2)
#50 Nov/Dec 94. Back to the Beach (1-2)
#53 May/Jun 94. Clarshh's Sepulchre
#56 Nov/Dec 94. Briocht (10-12)
#60 Jul/Aug 95. IASC (3-4)
I suppose the "Braveheart" addition to this thread is because I wrote until I was blue in the face...?
I've no plans to write. But I've no plans to not write either.
Regards to all and many thanks.
-- WW

Willie Walsh |
You certainly churned them out, Willie. All completely different settings too. You must have just got an idea and ran with it. Someone's brain must work overtime.
A point that readers may find of interest is that my success rate with ideas was actually quite low. There's an editorial in one of the magazines by Barbara G. Young which comments on the fact. I no longer remember the statistic, but I think it was one outline in five or thereabouts of mine that was given permission to go to a full write up. The others were rejected for various reasons.
The moral of this particular tale is that potential authors should not be discouraged by continuing rejection. The most difficult part of the writing process is, I think, reading the rejection letter. The second hardest is learning from it. It was (and presumably still is) the policy at DUNGEON that ideas which didn't suit were accompanied by a letter outlining the reasons why. Taking this on board and adjusting one's future writing to fit the requirements is a difficult task for a writer, but if one wishes to see a work in print (and it's really great to see one's work in print, believe me) it's a tough job that has to be done.
If you feel you can do this, please read the magazine's guidelines, create an idea which is presented according to those guidelines and send it to DUNGEON. Your own efforts will benefit game groups the world over and will add to that adventure archive I mentioned earlier in this thread. And they pay a handy few bob too...!

Willie Walsh |
Paul McCarthy wrote:The Celtic overtones are great (look at my last name)"Katan" is by Ted.......Zuvich, whom I also consider one of the masters alongside Mr. Walsh. For pure longevity it's hard to beat them and Chris Perkins. I know Chris is still churning stuff out, I hope the likes of Willie and Ted can find the time to pull away from the grind for a moment and grace the pages once again.
After the day I just had, I wish I could too..!

PbemDM |

I'm compelled to put in my vote for Whitelake Mine. My PCs ended up down in that diving bell being attacked by the giant pike, and it was one of the few times DMing where the situation really contributed to building tension and fear. The players felt a certain amount of helplessness, while at the same time not being able to blame the DM. After all, they volunteered to go down there with no effective underwater action capabilites!
Great experience that I still remember to this day, and only one PC ended up drowning / getting swallowed whole after all that build up.

Willie Walsh |
"White Boar" was great, Willie. "Clarshh's Sepulcher" also. It served as a springboard for a campaign that has continued since. You've been missed these many years. I don't rmember anything from you after "Briocht" (though I could be forgetting one or two). Anyway, it's great to hear from one of the masters. Hope to see more of your work someday soon.
I think the motivation behind writing "Clarssh's Sepulchure" was to get back to a baseline level of (then) an AD&D low level, useful module, that could be used by just about anyone without messing up a campaign. I have DMed it myself a couple of times, mostly with beginner-level players, and it has been successful in that role. I'm pleased that a whole campaign could be set in train from such a simple beginning.

Willie Walsh |
I have to say that while Comedy adventures are fun to read, I've never had one work out well in play. Players either miss the humor, or find it to be silly to the point of destracting.
ASEO out
It'a a matter of opinion. I'm not much for comedy in Dungeons and Dragons... Whatever floats your boat.
There are different ways to write modules and a jobbing writer has to cover as many bases as possible if he wants to be published.
My personal preference is for humour with a bite to it. Okay, you could laugh at the fable of "The Emperor's New Clothes", but if you think about it the bare-assed one is still a tyrant. What nasties has he perpetrated on his subjects that they're terrified to contradict him that his "invisible clothes" are wonderful?
Humour from our world has a place in the fantastic, otherwise a campaign has a good chance of becoming too stiff and boring.
But as the man says, "whatever floats your boat." My opinions on humour are simply my opinions. I don't think, for example, that I used humour excessively. Instead, I tried to apply what I call the "Whoops!" factor. Someone, even in a fantasy world, messes up. It might not be immediately apparent, but it can cause great background or inject a sense of the bizarre into an otherwise stolid scenario.
I'd like to buy a beer for the person who thought up the portable hole. Now *that's* the kind of humour I *like*.

Willie Walsh |
21 Printed adventures x 5 Ideas = 105 outlines submitted to DungeonBusy man, Willie. You must have got sick of writing or burned out. You must LIVE fantasy. How did you turn away from it after writing for so long?
Real life intervened. That's the reason I stopped writing scenarios. I didn't stop writing, however.
Check out www.irishwriter.cjb.net for my cheap and cheerful Website, where you'll find some non-fantasy material by me.
I'll check my records and let you know the actual statistics on scenario ideas, although 105 seems a bit short....(!)

Willie Walsh |
Paul McCarthy wrote:I'll check my records and let you know the actual statistics on scenario ideas, although 105 seems a bit short....(!)
21 Printed adventures x 5 Ideas = 105 outlines submitted to DungeonBusy man, Willie. You must have got sick of writing or burned out. You must LIVE fantasy. How did you turn away from it after writing for so long?
I've dug out my old worksheets from the filing cabinet. Perhaps readers may be interested in the process of how the scenarios were developed and how they fizzled out.
The list includes ones you'll not have heard of before -- these didn't pass muster and were dropped.
Here, in order, is my work output to DUNGEON from July 1985 to October 1998:
"Resubmitted" means a revision was requested by the editor. "Accepted" or "Rejected" indicates the date on which I was in receipt of notification by mail.
"In the Dwarven King's Court".
Outline submitted: ?? ?? 1985
Module submitted: 11 July 1985
Resubmitted: 5 December 1985
Resubmitted: 11 February 1986
Accepted: 12 June 1986
"Stranded on the Baron's Island"
Outline submitted: 17 June 1986
Outline Resubmitted: 15 August 1986
Module submitted: 18 November 1986
Accepted: 3 March 1987
"Huddle Farm"
Outline submitted: 12 May 1987
Module submitted: 3 June 1987
Module resubmited: 18 August 1987
Accepted 13 October 1987
"Caravan to Krolton"
Outline submitted: 15 September 1987
Outline rejected: 13 October 1987
"Roarwater Caves"
Module submitted: 30 October 1987
Accepted: 24 March 1988
"Frinstar Woods"
Outline submitted: 25 March 1988
Module submitted: 19 April 1988
Rejected: 19 May 1988
"Whitelake Mine"
Outline submitted: 2 April 1988
Module submitted: 14 June 1988
Module resubmitted: 3 November 1988
Accepted: 22 December 1988
"Encounter in the Wildwood"
Outline submitted: 2 April 1988
Module submitted: 14 June 1988
Module resubmitted: 7 September 1988
Accepted: 7 October 1988
"Cauldron of Plenty"
Outline submitted: 24 June 1988
Module submitted: 11 August 1988
Module resubmitted: 14 October 1988
Accepted: 17 November 1988
"Rumble's New Coat"
Outline submitted: 26 August 1988
Rejected: 13 September 1988
"Honour Among Thieves"
Outline submitted: 14 December 1988
Rejected: 18 January 1989
"Bear Sound"
Outline submitted: 13 January 1989
Rejected: 2 February 1989
"Tower Point"
Outline submitted: 3 February 1989
Rejected: 21 February 1989
"Three Hags of Inisbeg"
Outline submitted: 8 February 1989
Rejected: 21 February 1989
"The Pyramid of Jenkel"
Outline submitted: 23 February 1989
Outline resubmitted: 16 March 1989
Module submitted: 28 April 1989
Module resubmitted: 2 June 1989
Accepted: 5 September 1989
"A Hitch in Time"
Outline submitted: 21 June 1989
Module submitted: 5 August 1989
Module resubmitted: 20 Octrober 1989
Accepted: 23 January 1990
"Nine Tenths of the Law
Outline submitted: 31 August 1989
Module submitted: 2 November 1989
Accepted: 23 January 1990
"Arrival at Wetmarch"
Outline submitted: 21 January 1991
Rejected: 21 March 1991
"The White Boar of Kilfay"
Module submitted: 16 February 1991
Module accepted: 6 May 1991
"Asflag's Unintentional Emporium"
Module submitted: 8 April 1991
Module resubmitted: 7 June 1991
Module accepted: 12 August 1991
"Plebs"
Module submitted: 19 July 1991
Module resubmitted 6 March 1992
Module rejected: 13 April 1992
"Beachcombers"
Outline submitted: 9 August 1991
Module submitted: 4 November 1991
Module rejected: 28 January 1992
"Headcases"
Outline submitted: 6 September 1991
Outline rejected: 2 October 1991
"Stumpkin's Stout Beer"
Outline submitted: 31 December 1991
Outline rejected: 28 January 1992
"Minding the Shop"
Outline submitted: 10 January 1992
Module submitted: 23 July 1992
Module rejected: 2 September 1992
"Trouble in Corbay Town"
Outline submitted: 27 January 1992
Outline rejected: 17 February 1992
"Sign of Six"
Outline submitted: 12 March 1992
Outline rejected: 21 April 1992
"Live and Dangerous"
Outline submitted: 12 March 1992
Outline rejected: 21 April 1992
"Fraggart's Contraption"
Outline submitted: 18 September 1992
Module submitted: 11 December 1992
Accepted: 29 January 1993
"Dear Waldo"
Outline submitted: 30 January 1993
Module submitted: 27 July 1993
Module was returned for revision on 30 September 1993 but I was unable to move it forward and the project was abandoned.
"Back to the Beach"
Outline submitted: 5 February 1993
Outline resubmitted: 10 March 1993
Module submitted: 23 August 1993
Accepted: 30 September 1993
"The Wreckers"
Outline submitted: 8 November 1993
Outline rejected: 29 November 1993
"Clarssh's Sepulchure"
Outline submitted: 21 January 1994
Module submitted: 27 April 1994
Module resubmitted: 15 June 1994
Accepted: 13 October 1994
"Queen of the Day"
Outline submitted: 28 January 1994
Module submitted: 1 June 1994
Module rejected: 16 September 1994
"Matadors"
Module submitted: 31 January 1994
Module rejected: 11 March 1994
"Briocht"
Outline submitted: 8 February 1994
Module submitted: 30 November 1994
Module resubmitted: 30 January 1995
Accepted: 23 March 1995
"Pakkililirr"
Module submitted: 11 February 1994
Module resubmitted: 22 March 1994
Accepted: 25 April 1994
"Blinky"
Module submitted: 15 March 1994
Module rejected: 5 April 1994
"Lillian's Hoard"
Outline submitted: 4 August 1994
Module submitted: Received the go-ahead for this one on 13 October 1994 I never completed a module.
"The Halfling's Trove"
Outline submitted: 6 September 1994
Module submitted: I received the go-ahead for this one on 23 September 1994 but never completed the module.
"To Albu"
Outline submitted: 13 December 1994
Outline rejected: 27 January 1995
"The Sidhe's Request"
Outline submitted: 17 January 1995
Outline rejected: 23 March 1995
"Vshli's Island"
Outline submitted: 28 February 1995
Module submitted: 28 March 1995
Module rejected: 29 May 1995
"Iasc"
Outline submitted: 14 March 1995
Module submitted: 4 May 1995
Module resubmitted: 24 August 1995
Accepted: 11 October 1995
"Goblin Gultch"
Outline submitted: 28 July 1995
Outline rejected: 14 August 1995
"The Tyrant of Mydthgorod"
Outline submitted: 13 February 1996
Module submitted: 13 April 1996
Module rejected: 16 September 1996
"The Self-Styled King"
Outline submitted: 20 March 1996
Outline rejected: 16 September 1996
"Twice Shy"
Outline submitted: 25 August 1997
Outline rejected: 19 September 1997
"Believe it or not"
Outline submitted: 25 August 1997
A request for a resubmission received 19 September, 1997 wasn't followed up and I dropped this one.
"Art"
Outline submitted: 29 August 1997
Outline rejected: 19 September 1997
"The Terror of Tintown"
Outline submitted: 29 August 1997
A request for a resubmission received 19 September 1997 wasn't followed up and I dropped this one.
"Gabland's Granny"
Outline submitted: 30 August 1997
Outline rejected 26 September 1997
"Devane's Doom"
Outline submitted: 5 September 1997
Outline rejected: 2 October 1997
"De Butler"
Outline submitted: 17 September 1997
Module submitted: Although given the go-ahead on 10 February 1998 but I never finished the module.
"The Silverton Slayings"
Module submitted: 12 September 1998
Module resubmitted: the module was never resubmitted
"The Missing Misfit"
Outline submitted: 26 September 1998
Module submitted: Although given the go-ahead on 15 October 1998, I never finished the module.
And then I stopped.
I think the final count is around the 55 or 56 mark for ideas. But by the time a module idea was submitted and the module written, and rewritten from scratch (pre computer days as well for me.. and air mail the only method of sending the manuscipt available) it added up to a lot of pieces of paper.

Greg A. Vaughan Frog God Games |
Obviously you had a lot old successful ideas that were accepted but never completed. You ought to revisit one of those and see if there's still interest (especially if a lot of the work was already done). Update to 3.5 and finish and then send it (I highly recommend e-mail and computers :-), it'll save you some serious effort). The titles alone of many of them looked very interesting.

Willie Walsh |
Obviously you had a lot old successful ideas that were accepted but never completed. You ought to revisit one of those and see if there's still interest (especially if a lot of the work was already done). Update to 3.5 and finish and then send it (I highly recommend e-mail and computers :-), it'll save you some serious effort). The titles alone of many of them looked very interesting.
I second that notion.
Sound easy when condensed into four lines, doesn't it? LOL
Thanks for your confidence in my abilities. I have the wonderful excuse that the originals were contracted, so I wouldn't think Paizo could look at them (I may be wrong).
If I do ever return to the fold, I would hope that anything produced would be all-new. But I have no plans as yet to do so.

Willie Walsh |
We routinely get letters praising your old adventures, Willie.
--Erik
I always appreciate the sentiments expressed by readers of the modules that DUNGEON was kind enough to publish for me, whether they found them an asset or a waste of space! Long may they continue to find a useful place at the gaming table.

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If you're interested in reading descriptions of Willie's adventures, or purchasing back issues containing them, try this search:
http://paizo.com/search?q=dungeon+by+willie+walsh&x.x=26&x.y=9
In-stock issues appear first.
-Vic.
.

Squid |

Actually, Willie, you and I share a strange connection... (insert eerie music here)
If I remember correctly, "Cauldron of Plenty" was the module where the PCs had to retrieve a large magic cauldron from a giant's lair. The catch was that they couldn't harm the giant in any way... otherwise they couldn't retrieve the cauldron. Well, a very good friend of mine, Bob Giadrovich, (I think I spelled his last name right,) illustrated that particular module, as well as several others for Dungeon. I even got to see the originals. I think he may have done more than one of yours, since he ended up illustrating several modules with a Celtic theme.
Strangely enough, I remember most of your modules not by name, but by location or idea. The aforementioned "Csuldron of Plenty", "Fraggart's Contraption", "Pyramid of Jenkel", "Huddle Farm", "Roarwater Caves"... these I remember for various reasons. So, if nothing else, know that your work has been fondly remember for over 15 years, and, in turn, has inspired countless others.
Squid

Yoav Spiegel |

The most difficult part of the writing process is, I think, reading the rejection letter. The second hardest is learning from it. It was (and presumably still is) the policy at DUNGEON that ideas which didn't suit were accompanied by a letter outlining the reasons why...
Unfortunately, this is apparently not still DUNGEON policy. I got a rejection letter in the second half of last year from James Jacobs which apologized for the fact that the magazine no longer has the staff time to accompany rejections with suggestions for improvement or the specific reasons for the rejection. That was more disappointing to me than the rejection itself, actually. Oh well...I'm developing a new proposal anyway.

Arnwyn |

If you are looking for the quintessential Dungeon magazine, this one comes highly recommended.
Absolutely agreed. Throughout the years, I haven't had much of a chance to run a lot of Dungeon adventures, due to other continuing storylines IMC. I do have a full collection, though, and I've now been able to slowly work my way through all my Dungeon mags doing the basic updating to 3e (recording all the ELs and making any small modifications necessary); then adding them to my Adventure Database (Excel spreadsheet).
I just recently finished #37, and it brought a smile to my face. Those were some killer adventures, what with The Mud Sorcerer's Tomb, plus adventures by Willie Walsh and Chris Perkins. What a great issue, and still very playable to this day... I can't wait.
(If it included Wolfgang Baur and Steve Kurtz on top of all that, my head would have exploded.)

Willie Walsh |
I'm compelled to put in my vote for Whitelake Mine. My PCs ended up down in that diving bell being attacked by the giant pike, and it was one of the few times DMing where the situation really contributed to building tension and fear. The players felt a certain amount of helplessness, while at the same time not being able to blame the DM. After all, they volunteered to go down there with no effective underwater action capabilites!
Great experience that I still remember to this day, and only one PC ended up drowning / getting swallowed whole after all that build up.
Thanks for that.
I seem to remember getting a photocopy in the mail of the Whitelake Mine module translated into Japanese.
Does anyone remember a time when TSR Inc had materials translated into Japanese...?

Arnwyn |

Check out #42 as well, Arnwyn. It has my favourite author, Paul Culotta with "The Price of Revenge" and a host of other good adventures including "Lady of the Mists." Talk about your dark and gothic feel to this one. Even the Sidetrek in the starting pages is one of Dungeon's best.
Heh, I just finished going through that one a couple of days ago. Indeed, another good one.
"The Price of Revenge" was particularly fun converting, because of 3e's nifty Vampire template (especially those for the Nosferatu found in the 3e Ravenloft monster book). [Didn't Steve Kurtz do the "Price of the Revenge"?]
"Lady of the Mists" was definitely another good one. For some reason, I think there's a sequel in some (much) later issue. Am I dreaming?
You have good taste in modules, Paul McCarthy.
Does anyone remember a time when TSR Inc had materials translated into Japanese...?
It was around that time. I actually own the Japanese D&D DM Screen. Very colorful, and the art is in the Japanese 'anime' style. I love it.

Paul McCarthy |

Thank you,, Arnwyn. The module you are talking about is "My Ladies' Mirror" written by Christopher Perkins in Issue #52. It was written as a prequel to the "Lady of the Mists". Dungeon was at it's best from issues 35-55, some masterful adventures being produced.
There is a listing of the top ten Dungeon Adventures somewhere on this board. Although after reviewing my editions again I found that I would change some of these around. How about you?

Jeremy Mac Donald |

I think you are forgetting Old Man Katan and His Mushroom Band. That is definitely Willie's best.
I found this on a fantastic adventure to read...certianly in one of the top spots to in terms of entertainment in that department. But I was never able to get it to work with a group - I was looking at it for a conversion to 3.5 the other day and was just stumped.
That actually got me wondering where all the humour went? 3rd Edition is great but some where in all the materialism the place for humour seems to have been lost. Or maybe I just can't figure out how to get it back in there.

Jeremy Mac Donald |

I have to say that while Comedy adventures are fun to read, I've never had one work out well in play. Players either miss the humor, or find it to be silly to the point of destracting.
ASEO out
I found that it seemed to depend on what kind of humour was used...that said I can't really put my finger on exactly what the catagories of functional versus disfunctional humour was. I can sort of point to the extremes - The NPC without a clue who keeps trying to pick up the pretty female fighter with terrible one liners every time they return to their favourite inn(which serves as home base). This works - the NPC just seems to fit...Gags like singing Mushrooms seem much more difficult maybe because it strikes at the suspension of disbelief that the players and the DM have created. Huddle Farms Leprechaun worked because he did more then just paint the cow green so ones players could be both stupified and still manage to buy that this was in fact more then pure silliness.

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Check out "Devil Box" in issue #109. That adventure had me laughing out loud when I first read it.
My Opinion: Humor is the hardest thing to write, and that's why we don't see many good humorous adventure proposals. I'd love to print more humorous adventures. That said, I don't intend to print any parody adventrues, or adventures that are "funny" because they're fundamentally silly. Humor works best in D&D when it's all in context of the game world, not when it depends on knowlege of the real world to work. If the PC wouldn't get the joke... chances are said adventrue won't see print.

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#36 Jul/Aug 92. Asflag's Unintentional Emporium (3-7)
Hi Willie,
I was wondering if you could tell me the proper pronounciation of Asflag. I ran the adventure about a decade ago and pronounced it (w/o thinking) as "Ass-Flag." Despite referring to him as "Az-Flag" for the rest of the session, my players continued to rag on me about the name. ("Does he have a banner w/a butt on it flying above his tower?") To make matters worse, I had intended to have Asflag return as a lich (IIRC, he had died in the adventure leaving his tower behind), so the comedy of his name was that much harder to live down.
Anyway, that's a great body of work. Pronounciation snafus aside, I enjoyed reading or playing a number of your adventures.
Sebastian

Willie Walsh |
Willie Walsh wrote:
#36 Jul/Aug 92. Asflag's Unintentional Emporium (3-7)
Hi Willie,
I was wondering if you could tell me the proper pronounciation of Asflag. I ran the adventure about a decade ago and pronounced it (w/o thinking) as "Ass-Flag." Despite referring to him as "Az-Flag" for the rest of the session, my players continued to rag on me about the name. ("Does he have a banner w/a butt on it flying above his tower?") To make matters worse, I had intended to have Asflag return as a lich (IIRC, he had died in the adventure leaving his tower behind), so the comedy of his name was that much harder to live down.
Anyway, that's a great body of work. Pronounciation snafus aside, I enjoyed reading or playing a number of your adventures.
Sebastian
Yes, it was "as" you later pronounced it. Although Asflag was metaphorically caught with his trousers down in this adventure, I think your players displayed more cheek...
Thanks for the kind thoughts. They are, as always, very much appreciated.

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Paul McCarthy wrote:If you are looking for the quintessential Dungeon magazine, this one comes highly recommended.what with The Mud Sorcerer's Tomb, plus adventures by Willie Walsh and Chris Perkins. What a great issue, and still very playable to this day...
(If it included Wolfgang Baur and Steve Kurtz on top of all that, my head would have exploded.)
If I point out that I was an Associate Editor on issue 37, can we at least see your eyes pop out?

Willie Walsh |
Arnwyn wrote:If I point out that I was an Associate Editor on issue 37, can we at least see your eyes pop out?Paul McCarthy wrote:If you are looking for the quintessential Dungeon magazine, this one comes highly recommended.what with The Mud Sorcerer's Tomb, plus adventures by Willie Walsh and Chris Perkins. What a great issue, and still very playable to this day...
(If it included Wolfgang Baur and Steve Kurtz on top of all that, my head would have exploded.)
Greetings Wolf! Long time no see. :-)