Wednesday, October 28, 2026

Who Put All Those Insufferable “Little Buddies” in Our '80s Cartoons?

So far, I've only blogged about table-top role-playing games. However, the movies and TV shows I watched as a child had a tremendous influence on the games I write and design. They remain some of my favorite sources of inspiration. So, we can call this subject RPG-adjacent. 

Anyway, I asked ChatGPT the following question:


I'm midlife-crisis years old now, but when in I was kid growing up in the mid-1980's to early-1990's, many of the cartoon series I loved had an annoying, non-human, "little buddy" character. Even though I was the target audience, I always hated them. I know I wasn't alone! Slimer on "The Real Ghostbusters," Snarf on "Thundercats," Uni on "Dungeons & Dragons" . . . 

Was one man responsible for this trend? One small group of people? Who the Hell thought these detestable characters were a good idea?


It replied: 

There was a time when you could not turn on an action cartoon without encountering some tiny, squeaky, usually non-human creature whose apparent job was to spoil everything good about the show.

If you grew up in the mid-1980s through the early 1990s, you probably know the characters: Snarf on ThunderCats; Uni on Dungeons & Dragons; Orko on He-Man; Slimer on The Real Ghostbusters. Add T-Bob from M.A.S.K., Wheelie from Transformers, Kowl from She-Ra, and a small army of their helium-voiced cousins.

Which raises an interesting question: Who decided we needed them?

Exhibit A: Jules Bass. 

Yes, Someone Admitted Inventing Snarf.

Here's the closest thing I've found to a smoking gun.

In a February 7, 2002 fan-chat transcript, ThunderCats writer Peter Lawrence was asked whose idea Snarf had been. His answer was admirably straightforward:

“Snarf was invented by Jules Bass.”

Lawrence went on to explain that Bass wanted some light relief and believed that everybody loved a goofy animal sidekick.

There it is. Jules Bass, half of the legendary Rankin/Bass team, apparently looked at ThunderCats and thought it needed a furry, fretting little companion to lighten the mood. Ouch. 

Exhibit B: Joseph Barbera and the Scrappy-Doo Precedent

Before the 1980s sidekick infestation, there was Scrappy-Doo, who debuted in 1979.

Cartoon writer Mark Evanier described the backstory in a series of firsthand posts on his blog, News From ME. Scooby-Doo was aging, ABC was contemplating cancellation, and Joseph Barbera wanted to revitalize the formula with a new character: Scooby's small, aggressive nephew.

According to Evanier's account, Barbera presented Scrappy as his own concept and hired Evanier to write the introductory episode. Evanier recalled that Scrappy became popular and boosted the show's ratings.

Pause on that for a moment. The addition of a little character wasn't just a creative experiment. It was a commercially successful way to extend the life of a cartoon.

That doesn't prove everyone else copied Scrappy. It does help explain why decision-makers might have viewed the tiny sidekick as a smart bet rather than an irritation.

Exhibit C: Filmation, Orko, and the Business of Being Cute

He-Man and the Masters of the Universe launched in 1983 with a muscular hero, sorcery, monsters, and a little floating magician who could barely perform magic without making a mess.

Orko wasn't in the original story bible written by Michael Halperin. In a 1998 interview, now preserved at He-Man.org, Halperin said Filmation created Orko partly because the production company had arranged to receive royalties when its newly invented cartoon characters became Mattel toys. He also described the character's purpose as a kind of court jester.

A separate 2013 interview with Mattel marketing director Mark Ellis reinforces the storytelling side: Filmation wanted comic relief, so it added characters like Orko, and the toy line then made room for them.

So with Orko, two incentives overlapped: the studio thought the story needed a clown, and original cartoon characters could also generate merchandise revenue. Lou Scheimer ran Filmation, though the available accounts don't establish that he personally invented Orko.

Exhibit D: Uni Was Literally Described as a “Mascot”

Uni, the little unicorn on Dungeons & Dragons, was particularly maddening to me because that show had a wonderful premise: a group of kids trapped in a dangerous fantasy world, fighting to get home. Why did we also need an adorable little creature bleating at them?

A transcription of a March 25, 1983 development document credited to Mark Evanier answers at least part of that question. It sets out Uni's role as Bobby's affectionate pet, describes her as cowardly but endearing, and explicitly says:

“Uni becomes a mascot.”

Not a misunderstanding by kids watching decades later. The role was written into the development material. That doesn't, by itself, tell us who first came up with Uni, but it does show how consciously the sidekick function was defined.

And here's the odd connection: Mark Evanier was involved in both Scrappy-Doo's introduction and Dungeons & Dragons. That isn't evidence of a secret mascot conspiracy. It is evidence of how small and interconnected the American TV-animation business was.

The Bigger Story: A Consulting Firm Called Q5

This is where the investigation stops being merely about goofy cartoon animals and starts sounding like corporate satire.

On September 3, 1987, journalist Diane Haithman published an extraordinary article in the Los Angeles Times: “How Image Makers Shape Kids' TV.”

It documented ABC's use of Q5 Corporation, a consulting company staffed by psychology, advertising, marketing and research professionals. Its mission was to help cartoons appeal more effectively to children. The company's president was Thomas J. Heinz; ABC's vice president of children's programming was Jennie Trias.

The consultants weren't merely counting how many kids watched each show. They made recommendations about characters, dialogue, presentation, and what children supposedly found appealing.

The newspaper's clearest example was The Real Ghostbusters. After input from Q5 and ABC, Janine was redesigned to look and behave more gently, and her relationship with Slimer was made warmer and more nurturing. The shift came with a move away from some of the show's more sophisticated jokes.

Writer J. Michael Straczynski, who had worked on the series, objected strongly. The Times reported that he felt the consultants were sanding away the quirks that made the characters interesting. 

Further Reading & Original Sources


I was of preschool age when I first saw Scrappy-Doo, Orko, and Snarf. I was indifferent to the first, liked the second, and hated the third. However, out of all of them, Slimer was the worst. He was somehow even more unbearable than Snarf and that's saying something! 

Friday, May 15, 2026

Session 84

 


Session 84

May 12, 2026

Players:

Marc: T'Val, Fighter 2; Gormir, Dwarf 2
Adam: Mimir, Elf 1; Atticus, Magic-User 2
Alex: Sir Percival, Cleric 2; Lucky Pete, Thief 3

On their way to the unexplored Ruined Crypts, the party of six adventurers was surprised to find a slave auction run by Mallacar's orcs in The Arena (Area 6). The party decided to impersonate Mallacar's henchmen in order to sneak through the flesh market and past the orcs. 

Two noblemen in red—guests of Mallacar, no doubt—were bidding against each other to purchase a beautiful, innocent young woman. However, there was little interest expressed in freeing the slaves, only in continuing to follow Treasure Map II. Unfortunately, the orcs were also guarding the northeast gate to the Ruined Crypts, where the map pointed.

Earlier, in the Wizard's Study (Area 4), the free-willed illusion of the deposed Sorcerer of the Labyrinth, Ador Mer, revealed that another entrance to the crypts could be found by passing through the Minotaur's Maze. Weeks ago, the players—with the help of the three-member NPC Party—killed the Minotaur and hacked off his head with his own golden axe to prevent his return from the dead. So, they weren't too worried about him!

The party decided to don their red armbands signifying their allegiance to Mallacar, goose-step through the slave auction, give the salute ("Hail, Mallacar!"), and then pass north through the Minotaur's Maze, since its entrance wasn't being guarded. The impostors' plan worked after T'Val (F2, STR 18) gave the orc in front of the gate a stern dressing-down for questioning their (made-up) mission from Mallacar! No one looked back at the wails of families being torn apart as the human slaves were sold like cattle. Some heroes!

The only problem was, once they got into the maze, they got lost. Not a big surprise! They went through the center of the maze, past the statue of King Loric the Great, and eventually found their way to a large chamber lit by four braziers. In the center was what they soon learned was a circular "teleporter pad . . ." 

Right after passing it, (the DM rolled a "1" and) six figures suddenly materialized. It was the wererat NPC party from Session 82! Towering Murdock, Cleric 5—whose brother, Ignatz, the party killed—and Mathilda, Ignatz's widow, were in the front of the well-armed NPC party of six wererats. 

Fortune favored the lost explorers, and the wererats appeared with their backs to the party! The party won surprise!

Saturday, April 18, 2026

Three Random NPCs

Marra, widowed alewife, Hesta, dwarven tavern keeper, and Lysa, wizard's courier

Here are three NPCs I rolled using my "Random NPC Generator" I wrote. The ability scores are mostly 3d6 down the line, with Strength and Charisma being more variable. It outputs Alignment, Sex, Age, Hair Color, Complexion, Appearance, Personality, and Wealth. From that, I choose a name, class (if any), and write a description. Purely a pastime I usually do during times like now when I should be writing something, but I'm procrastinating.

However, these three rolls were so uninspiring when taken together. There's a 4-in-6 chance of a male, but all three were women. All three had a high CON score—the very least helpful to build a whole character around. Fighters have Strength. Thieves have Dexterity. Magic-Users have Intelligence. Clerics have Wisdom. At least with Charisma, you have something fun to use by making them particularly good or bad looking. Constitution? One character, okay, but all three? It didn't help that they all had dark or black hair and an ordinary appearance!

As I attempted to write them together, a fun story emerged between Marra, widowed alewife, Hesta, dwarven tavern keeper, and Lysa, a wizard's courier . . . 


Marra
Neutral

Marra, a widowed alewife, owns an inn and tavern and keeps a watchful eye over all who pass beneath her roof. Tall and imposing, she speaks little, yet carries a quiet authority that stifles disobedience and misbehavior before it can rise. Having outlived her adventurous husband, she runs the alehouse and its brewing with firm, capable hands, leaving the day-to-day clamor to her staff—though little escapes her notice.

STR  12  +0

INT  11  +0

WIS  10  +0

DEX  9   +0

CON  13  +1

CHA  13  +1

Sex: Female

Age: 46

Hair: Dark Brunette

Complexion: Tan

Appearance: Plain

Personality: Brooding, Mysterious Wealth: Free person. 140 gp.

Hesta "Black Hest"

Neutral Dwarf 1

Hesta, the sharp-tongued wife of a small tavern keeper, runs the place with an iron grip. She's relentless, mean, and takes no guff. Her wooden spoon—or failing that, a quick snap of her leather belt—keeps her unruly boys in line and reminds drunken customers they’re not above the same treatment. Her temper sparks like flint on steel, shifting from honeyed politeness to red-hot fury in an instant. 


STR  5   -2

INT  7   -1

WIS  10  +0

DEX  8   -1

CON  14  +1

CHA  9   +0


Sex: Female

Age: 38

Hair: Black

Complexion: Tan

Appearance: Pleasant

Personality: Foul-Tempered, Bully

Wealth: Free person. 120 gp.



Lysa

Neutral Magic-User 1

Lysa, an overfriendly wizard’s apprentice, trots to and from his mountain-top tower delivering messages on foot, as she is trusted more for endurance than discretion. She greets strangers like old friends and chatters endlessly, eager for company after long stretches of lonely travel. Bright but lacking common sense, she remembers everything she’s told—but rarely knows when to keep it to herself—especially if someone is willing to listen.


STR  9   +0

INT  13  +1

WIS  7   -1

DEX  10  +0

CON  16  +2

CHA  8   -1


Sex: Female

Age: 22

Hair: Black

Complexion: Ivory

Appearance: Plain

Personality: Cheerful, Gregarious

Wealth: Peasant. 8 gp.




Bonus! Because I'm still procrastinating, here's a fourth randomly-generated NPC! With Charisma 17, this rather turned into a romance novel!

Cassian Rook

Neutral Fighter 1

Tall and slender, Cassian carries himself with quiet authority. His black hair is neatly kempt, framing an ivory complexion and composed features. He favors tailored riding coats and polished boots—the mark of one accustomed to rank, yet careful not to flaunt it. His gaze is steady and appraising, and he speaks with measured confidence, certain he is destined to rise through discipline, reputation, and the careful cultivation of allies.


STR  12  +0

INT  10  +0

WIS  15  +1

DEX  10  +0

CON  11  +0

CHA  17  +2


Sex: Male

Age: 18

Hair: Black

Complexion: Ivory 

Appearance: Slender

Personality: Driven, Ambitious

Wealth: 500 gp













Wednesday, February 25, 2026

Session 76

Treasure Map I
"We hid it under a flagstone . . ."

Session 76

Session #7 of Return to the Sorcerer's Labyrinth

Feb. 24, 2026

Players

Marc: T'Val, Fighter 1; Gormir, Dwarf 1
Adam: Mimir, Elf 1; Atticus, Magic-User 1
Alex: Sir Percival, Cleric 2; Lucky Pete, Thief 2

At the south door to the Minotaur's Maze, our delvers parted ways with the NPC Party. Bearing the headless body of their fallen comrade, Caedis (M1), they began their withdrawal. Before long, a patrol of pig-faced orcs gave chase. The party yanked free the spike that had been holding the secret door ajar. The ponderous stone slab ground slowly shut, sealing the passage just as the orcs reached it. With no way to force it open, the orcs could only curse them from the far side of the stone-block wall.

Back in town, Atticus (M1) joined the party. 

The delvers descended into the Sorcerer's Labyrinth once again, this time determined to find the Arcane Library by going through the south gate of the Pentagram Dome. They took the hallway west, but found only a looping passage with a door that was clearly non-Euclidean. It opened to the antechamber of The Pyramid. 

Glowing violet runes pulsated in the angular frame of the colossal stone door. A shimmering field of energy thrummed ominously, and crackled with purple arcs like lightning bolts. There were five other doors leading out of the antechamber and they chose to keep heading east, more than a little confused about their location after unknowingly being magically warped across the dungeon. The characters knew nothing of the Pyramid, and their players had only foggy recollection. 😉 

Perched at the end of a long corridor, they reached the statue of the trickster, the patron of bad luck. Formed like a satyr, both its hands were behind its back. They checked it out with a mirror on a 10' pole, but saw only cupped hands and shadow. While approaching it, the illusionary floor beneath Lucky Pete (T2)'s feet disappeared, and Alex rolled a '1' on his save! The patron of bad luck indeed! 😱

Not-So-Lucky Pete fell 10' and took 3 damage, but had 7 hp remaining. Good thing for maximum hit dice rolls and CON 16! He may not be lucky, but he's tough! Unfortunately, from beyond the shadows of a massive crack in the wall, staring at him through the slit pupils of its emerald eyes: a dreaded HD 5 rock python! 🐍

Sir Percival (C2) jumped down into the pit to face the cold-blooded PC-killer (see also sessions 8 and 14, 2024). TA viscous fight followed. The Cleric got squeezed down to 4 hit points. The python would do an automatic 2d4 damage on its round, so Percival's life hung in the balance. They won initiative, and Percival struck first with his Mace +1, crushing the serpent's skull! 💪

The party searched the crack, which led 20' to the snake's lair. There, they found the corpse of a long-dead elf. The Cleric said a prayer, and the skeletal remains turned to ash and blew away. They took what was left, including  his Chainmail +2 and  other equipment. In his satchel, they found Treasure Map 1, which they followed once out of the pit. 

The session ended in the dungeon south of the gates of the Altar of Shadows with the delvers excavating an iron lockbox from beneath a flagstone . . .

Tuesday, February 10, 2026

The Sorcerer's Labyrinth
Second Anniversary

 


On February 10, 2024, I rolled up a good ol' B/X dungeon on the fly for an impromptu pick-up game on the OSR Pick-Up Games Discord server. After a year-long campaign and 46 sessions, the players cleared the dungeon, slew the white dragon, defeated the red manticore, and dethroned the evil sorcerer, Mallacar. We had a blast! 

The first level of a multi-level dungeon of epic proportions was complete. Several months later and players are ready to return.  

Tonight is the fifth session of our second play-through, and the second anniversary of The Sorcerer's Labyrinth. The session starts in an hour, and I'm as excited to run it as players are to play it!

Monday, November 17, 2025

Some Rando's Compilation of Natural Healing Rules in D&D

Mummy, Expert Set, p. 36

Mummies are great enemies for beginning player characters. Against five or six first-level or second-level PCs, a mummy can make an awesome solo "boss" encounter. Later, their dreaded "mummy rot" keeps them threatening. 

Recently—Session #68, Oct. 22, 2025—the PCs in my current Gorefest Dungeon campaign were attacked from behind by three mummies. They were already drained of spells and down some hit points. 

They felled two of them, but their Cleric 4, Lokian, was down to only one hit point—and he was engaged in a furious melee with the last mummy. 

Their Fighter 4, Essarian, was down 12 hit points (to 16), and everyone at the table knew mummy rot meant these grievous wounds weren't going to be healed any time soon. 

The two Magic-User 4's were both out of spells. Hobart was atop his Broom of Flying and Sarath was Invisible. Both had Wands of Magic Missile drained empty of all charges! 

Thankfully, they were able to retreat and escape. They had one Scroll of Remove Curse . . . but two victims. Down to his last hit point, they chose to cure Lokian, leaving brave Essarian to remain afflicted and grievously wounded. Magical healing won't work and natural healing was slowed by 90%. 

But at what rate does natural healing occur? 

The rules are easy to find in the 1981 Basic Set, p. 25: 


However, as luck would have it, a
s I watched a random video about Mystara, I scrolled down a little through the comments. 

A certain Verpalorian310—I guess that's how we identify people in the dystopic, cyber-punk future of 2025—made a wonderful compilation of natural healing rules in Basic D&D. I was shocked to learn BECMI and Rules Cyclopedia omitted any rules for such, but I also felt so vindicated. I thought for sure it was 1d4. Now, I see that it was 1d4 in the rules I first learned and played—the 1991 Black Box! 



Natural Healing in Basic D&D

'77 Holmes Basic p. 7
Each day of rest and recuperation back "home" will regenerate 1 to 3 of his hit points for the next adventure.

'77 B1: In Search of the Unknown p. 5
The passage of a day - or 24 hours - will mean the healing of 1 hit point of damage for each character.

'81 Set 1 Moldvay Basic p. 25
To cure wounds by resting, the wounded creature must relax in a safe place, and may do nothing but rest. Each full day of complete rest will restore 1-3 hit points ... If a day's rest is interrupted for any reason, no healing will take place.

'83 Mentzer BECMI p. 4 mentions natural healing in several places, but omits the rules for it. "The damage your fighter has taken can be healed by a few days' rest."

'84 BSOLO: Ghost of Lion Castle p. 4 resting 1 day heals 1 HP.

'86 B10: Night's Dark Terror, pull-out sheet I
As well as healing wounds by means of spells it is also possible to regain 1 hit point per day by resting. In order to regain a hit point, your rest must be undisturbed both during the day and the night. Any strenuous activity such as fighting or traveling more than a very short distance will stop you from healing.

'89 B11: King's Festival p. 23
The bugbear is 50% likely to leave for good, and 50% likely to ambush the PCs later-together with 1d4 orcs it bullies into serving it-when the PCs finally make their way back to Stallanford from this dungeon. By this time it will have regained 1d8 hit points from natural healing.

'91 Denning Basic p. 28
For each full day a character spends resting, which means doing nothing but lying in bed, he recovers 1d4 hit points.

'91 Rules Cyclopedia mentions natural healing, but omits rules for it.

'94 Stewart Classic D&D p. 46
For each full day a character spends resting, which means doing nothing but lying in bed, he recovers 1d4 hit points.

'98 Grubb Fast Play doesn't mention natural healing at all.

Factors affecting natural healing: 

Cause Disease
Cureall
Cursed scrolls
Healing skill
Mummy rot
Raise Dead
Starvation
Veterinary Healing skill