Review - Lejendary Adventure by Gary Gygax
Posted: Mon Feb 10, 2025 7:31 pm
I'm actually really busy at work and with additional responsibilities outside of work, and the world is burning down around me, so what better time to retreat from the news and take a look at a game from a rosier time.
In 1984, TSR was brining in $30 million per year in sales (equivalent to $91 million today), but was still losing money. There's been a lot of ink spilled over what happened next, but Lorraine Williams ended up with a controlling interest in TSR and by 1986, Gygax was out. As the co-creator of D&D, his name had cachet in the industry, but competing directly with TSR was a tall order - especially since they didn't become any less litigious after he left. His first post-TSR game was Dangerous Journeys (originally titled Dangerous Dimensions, but renamed to avoid association with D/D), released in 1992. It didn't exactly set the world on fire - Gygax claims that it was largely due to a nuisance law suit by TSR that resulted in them gaining ownership of the game. We might try to look at that some other time, but for now, we're going to look at his next effort.
In 1999, Gygax tried again, releasing Lejendary Journey. It was published by Troll Lord Games, and it was supported until 2008, when, after his death, his widow canceled the license. At least, that's what Wikipedia says. We'll be looking at two books, The Lejendary Rules for all players (1999), and Lejend Master's Lore Information for the Lejend Master (2000). My copies are listed as copyright Trigee Enterprises, which appears to now be registered to Gail Gygax. The spine and ISBN have HFP, and the front cover has an icon for Hekaforge Productions. I'm guessing that's all a convoluted way to make sure that the ownership can't be taken by TSR (or WotC at this point). The question is, given free reign and no interference, could EGG catch lightning in a bottle again? I mean, we know he didn't - D&D 3.0 was released about the same time, and it sucked the oxygen out of the room for all kinds of d20 games. So the question really is, did we miss something because this game was published when we were all getting excited about Tome and Fist, and people sincerely arguing that monks were the most overpowered class in the new edition.
So what do we have?
The books I have are both perfect bound paperback books, each about 200 pages. Both books credit Gygax as the author; they have a different chief editor, but most of the assistant editors are the same. There's no reference to playtesters, but the Lejend Master's (hereafter GMs) book has a shout out to an online community at Hekaforge - the Fellowship of Lejendary Adventure Gamers - but that community is defunct and the way back machine can't access the member's only sections where presumably all the action happened. If anyone was a member and wants to ruminate here, you're more than welcome.
The book launches with a 2 page letter explaining that games need a constant source of new players, and that the problem with new players today is that they entered RPGs through card-games, so the rules have to be simple to understand. That's not intended as an insult - instead most of the back-handed compliments go toward the grognards who want more complexity in the game without regard to how that makes it more difficult to bring in new players. Let's just say that it reads now as an error in foresight - 3.x brought in legions of new players - and the promise of being accessible but still allowing complexity for experienced players sounds...impossible. He also points out that the experience of the game world is paramount, and that the rules should be easy to apply so players can focus on interaction; and then throws in the whole 'ignore rules that get in the way'. Or as Gygax says it, "Do not be misled into thinking that because there is a disagreeable rule, or no rule at all, the game is not serving well. In the former case, change the rule. In the latter case, make up a rule that suits the campaign. Rules should provide the LM with the power to create the milieu, devise and develop the environments that will enable compelling play activity, and direct and engage in the game play so that the other participants will marvel at the ingenuity and artistry of the LM".
The writing style isn't full on high-Gygaxian, but it's recognizable. In any case, it's clear that one of the intended goals is to avoid a world that is only a combat simulator - Gygax wants to ensure that there's banter and battle, confrontation and conversation.
We still have to look at the 'what is an RPG' and the 15-page character overview. The character creation section is composed of ~15 pages on races, ~15 pages on 'orders', ~2 pages of equipment, and ~100 pages of magical abilities. The last 20 pages include everything on actually playing the game - resolution mechanics, improving abilities, movement, initiative, combat resolution. There's not much in the game rules section, so we may end up hitting some of that first.
More to come....
In 1984, TSR was brining in $30 million per year in sales (equivalent to $91 million today), but was still losing money. There's been a lot of ink spilled over what happened next, but Lorraine Williams ended up with a controlling interest in TSR and by 1986, Gygax was out. As the co-creator of D&D, his name had cachet in the industry, but competing directly with TSR was a tall order - especially since they didn't become any less litigious after he left. His first post-TSR game was Dangerous Journeys (originally titled Dangerous Dimensions, but renamed to avoid association with D/D), released in 1992. It didn't exactly set the world on fire - Gygax claims that it was largely due to a nuisance law suit by TSR that resulted in them gaining ownership of the game. We might try to look at that some other time, but for now, we're going to look at his next effort.
In 1999, Gygax tried again, releasing Lejendary Journey. It was published by Troll Lord Games, and it was supported until 2008, when, after his death, his widow canceled the license. At least, that's what Wikipedia says. We'll be looking at two books, The Lejendary Rules for all players (1999), and Lejend Master's Lore Information for the Lejend Master (2000). My copies are listed as copyright Trigee Enterprises, which appears to now be registered to Gail Gygax. The spine and ISBN have HFP, and the front cover has an icon for Hekaforge Productions. I'm guessing that's all a convoluted way to make sure that the ownership can't be taken by TSR (or WotC at this point). The question is, given free reign and no interference, could EGG catch lightning in a bottle again? I mean, we know he didn't - D&D 3.0 was released about the same time, and it sucked the oxygen out of the room for all kinds of d20 games. So the question really is, did we miss something because this game was published when we were all getting excited about Tome and Fist, and people sincerely arguing that monks were the most overpowered class in the new edition.
So what do we have?
The books I have are both perfect bound paperback books, each about 200 pages. Both books credit Gygax as the author; they have a different chief editor, but most of the assistant editors are the same. There's no reference to playtesters, but the Lejend Master's (hereafter GMs) book has a shout out to an online community at Hekaforge - the Fellowship of Lejendary Adventure Gamers - but that community is defunct and the way back machine can't access the member's only sections where presumably all the action happened. If anyone was a member and wants to ruminate here, you're more than welcome.
Author's PrefaceInsider you will find a very special set of fantasy role playing game rules indeed. These are uncomplicated rules providing fast character creation, with possibilities for near-endless variety of unique Avatar characters that are neither "cookie-cutter' stereotypes nor "know-it-all juggernauts". These are easy rules that grant a thorough understanding of the mechanics of play. They help to facilitate, not merely allow, the imagination and creativity of the Game Master and player alike to take precedence over rules, providing structure, not statute. These rules encompass the extraordinary in a logical and clearly defined manner. And as they do all this, they reflect reality and a logical sort of fantasy that brings the participant past suspension of disbelief into a desire to share in the marvels of experiencing worlds of whimsy, fabulous beasts, and all that is encompassed in the realms of fantastic heroism and adventure.
The book launches with a 2 page letter explaining that games need a constant source of new players, and that the problem with new players today is that they entered RPGs through card-games, so the rules have to be simple to understand. That's not intended as an insult - instead most of the back-handed compliments go toward the grognards who want more complexity in the game without regard to how that makes it more difficult to bring in new players. Let's just say that it reads now as an error in foresight - 3.x brought in legions of new players - and the promise of being accessible but still allowing complexity for experienced players sounds...impossible. He also points out that the experience of the game world is paramount, and that the rules should be easy to apply so players can focus on interaction; and then throws in the whole 'ignore rules that get in the way'. Or as Gygax says it, "Do not be misled into thinking that because there is a disagreeable rule, or no rule at all, the game is not serving well. In the former case, change the rule. In the latter case, make up a rule that suits the campaign. Rules should provide the LM with the power to create the milieu, devise and develop the environments that will enable compelling play activity, and direct and engage in the game play so that the other participants will marvel at the ingenuity and artistry of the LM".
The writing style isn't full on high-Gygaxian, but it's recognizable. In any case, it's clear that one of the intended goals is to avoid a world that is only a combat simulator - Gygax wants to ensure that there's banter and battle, confrontation and conversation.
We still have to look at the 'what is an RPG' and the 15-page character overview. The character creation section is composed of ~15 pages on races, ~15 pages on 'orders', ~2 pages of equipment, and ~100 pages of magical abilities. The last 20 pages include everything on actually playing the game - resolution mechanics, improving abilities, movement, initiative, combat resolution. There's not much in the game rules section, so we may end up hitting some of that first.
More to come....












