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Saturday, December 31, 2022

My First Dungeon (January 1976)

I previously wrote this in a blog post here. I first started playing OD&D in September of 1975 and started refereeing not too long after that. 

The guy that introduced us to D&D never ran a dungeon, it was all city and wilderness, but after I had reffed for a little while I decided to do a dungeon. My prep for the game was selecting nine quotes.. When the game started they set out across a desert for two weeks until they came to an old set of ruins (yeah, I liked Ruins from the beginning) and eventually down into the dungeon below. Somewhere in a box I might still have that list of quotes. My first dungeon ran horizontally and after travelling for a ways through a rock walled cavern they came to a large oak door that looked very old and was covered with cobwebs. Beside it on the rock wall was the first quote carved into the wall. They got the door open and the adventure began. 

They eventually made it through each area, (some of which involved game weeks) and continued to the next door. I do not remember a ton about it without being able to look at the quotes, but I do remember that it was a very psychological adventure, one area being one where they had to figure out that they were being lulled to complacency from which they would never leave, one of them figured it out and then had to convince the rest of the group to continue which he almost failed to do. At the end of it they had obtained no treasure and fought no physical battles, but they talked about it all week and I got a lot of good feedback on the game.
Well I found the nine quotes and I thought that I would post them here for you.  I used each quote as the improv prompt and created each dungeon area and contents on the fly from each quote. 

It was a series of mental puzzles and we played two back to back 14 hours game sessions going through it. There were no deaths; however, they were within moments of TPK on three occasions during this game session, although they did not realize it until they were out of it, then they had a few moments of panic.

I looked up the quotes during December of 1975 during Christmas break and brought them back to college in Athens, Ohio and this was the first game I ran for the new year in January of 1976 and this was the first dungeon I tried. I did not follow the example in the rules at all, but when off on this entirely different tangent.

Each of the nine quotes was carved into rock, and they could have explored the areas in any order. When they finally came out above ground they were miles from the oasis and the ruins. I have used ruins from the very beginning. Also an oasis is something that has reoccurred in my games quite a bit, now that I think of it.

So what were the quotes that I used as a mental prompt to improv my first dungeon on the fly, well I found the sheet and here they are. I got 28 hours of gaming in two long hauls with 20 players that talked about it for weeks. There was no treasure and no combat. Yeah, they were on the verge of a TPK three times with no combat involved and as noted they did not realize they were in so much danger until they were out of it. Physical danger was a small part of the danger. These were each carved into the dungeon walls.

The Quotes:
1. What lies behind us and what lies before us are tiny matters compared with what lies within us.

2. Those who have not often felt the joy of doing a kind act, have neglected much, and most of all themselves.

3. You may light another's candle at your own without loss.

4. It's not enough that we do our best, sometimes we have to do what's required.

5. The permanent temptation of life is to confuse dreams with reality. The permanent defeat of life comes when dreams are surrendered to reality.

6. Water becomes worthless when it stagnates. So do people.

7. If in the morning a *Gypsy you meet,
the rest of your day will be lucky and sweet,
but if a black-robed priest comes first,
your luck is gone expect the worst.

8. Let your red blood and my red blood,
run together in one stream,
let it drive a mill
and that mill should have three stones;
It's first stone should throw white pearls,
It's second stone should throw small change,
It's third stone should produce love.

9. The river is deep, the river is wide
Milk and honey on the other side.

Also, if I were ever to do this again, it would be completely different as the details are mostly lost to time. But twenty college kids between 18-20 and all of them steeped in a background of fairy tales, Greek, Roman and Norse myths and mythology along with English, Welsh, Scottish and Irish sources and fantasy literature, that group can never be duplicated again. 

*Disclaimer* in 1975-76 no one of college age in rural Ohio ever suspected that Gypsy was a slur, in fact I viewed it as a positive word and was very surprised in the last 5 years to find out that it is viewed as a slur, something I would never have guessed. Note especially that the quote uses meeting a Gypsy as a very good and positive thing. Even to this day when I read the word Gypsy, it has a positive connotation to me. It brings to mind for me a robust culture and community. I guess now the correct term is Romani. They have a rich tradition of music and dance and folklore. I have always viewed them as an admirable people. 

Monday, December 12, 2022

A Few Planned Posts for 2023

I thought I would mention a few of my planned posts for 2023. One of the things I will be posting about at least once a month during 2023 is the upcoming 50th Anniversary of the Original Dungeons & Dragons, yeah, 2024 is the 50th Anniversary of OD&D. Fifty years occurs in January of 2024 and will be celebrated for the whole year. Since no one knows the date the first copy of OD&D was sold, I have been using January 25th (Friday in 1974) as the arbitrarily chosen date and that will be a Thursday in 2024. Other people may use another date, which is also arbitrarily chosen.

Along the way, I will be talking about how WotC/Hasbro blew it for the 45th Anniversary of OD&D and how they are giving every indication that they will blow it for the 50th Anniversary of OD&D as well.

Also along with this I will talk some about 6E "D&D" aka "one D&D" and the planned conversion to the "bleed your fans" for every nickel and dime you can, while avoiding providing any real value model. So far it appears that they will focus entirely on the virtual world and you will be renting the rules instead of owning them. That focus appears to be to the complete detriment of the table top gaming aspect of D&D.

Right now I am planning on trying to do two posts a month on these topics for each month of 2023 and then post daily in January of 2024 and then monthly the rest of 2024.

I am bringing this up now, so that anyone else who wants to join me in doing this can. It would be great if we could collectively generate enough posts to shame WotC into honoring the original game and honoring Arneson, Gygax and the other people that brought D&D to life, instead of their (IMO) obsessive focus of trying to get every possible penny from the fan base.

Monday, December 5, 2022

The Three Base Classes (Part III)

First Draft continued

SBM TSH Bonus/Penalty for SBM and TSH full chart.
     For SBM bonus is to Damage, for DAQ bonus
     is to Hit, for TSH bonus is to Hit Points.
     Unless otherwise noted the below notes apply mainly to SBM.
3-4 3-4  -10 These
5-6 5-6  - 5 Penalties
7-8 7-8  - 3 Are As Observed
  9   9  - 1 Out In The Real World
10-11 10-11    0 Normal/Average
12-13 12-13  + 1
14-15 14-15  + 2 Normal Hobbit Maximum, along with Goblins and                                    
Kobolds
16-17 16-17  + 3 Normal Elf Maximum
 18  18  + 5 Normal Human, Orc, Hobgoblin, Bugbear, and Gnoll
Maximum, Extraordinary Hobbit Maximum along with
Goblins and Kobolds

Extraordinary Ability Below For Humans, Elves, and Dwarves (note exception)
 19  19  + 6 Normal Dwarven Maximum
 20  20  + 7
 21  21  + 8
 22  22  + 9 Extraordinary Maximum for Elves
 23  23  +10
 24  24  +12 *Trolls, *Ogres
 25  25  +13 *Minimum Hill Giants, Extraordinary Maximum for                                
Humans, and Dwarves along with #Orcs, #Hobgoblins,
#Bugbears, and #Gnolls
 26  26  +14 *Minimum Stone Giants, Max *Hill Giants
 27  27  +15 *Minimum Frost Giants, Max *Stone Giants
 28  28  +16 *Minimum Fire Giants, *Cloud Giants, Max *Frost
                                Giants
 29  29  +17 *Minimum Storm Giants, Max *Fire Giants, *Cloud
                                Giants
 30  30  +19 *Minimum Titans, Max *Storm Giants
 31  31  +20
 32  32  +22 *Maximum Titans
Note only the SBM and TSH Columns apply for those creatures with the * or # indicated.
For all other things those creatures with a * or # follow 3-18 with two exceptions:
Titans may have CWI, AWE, CLE and PBA up to 25. All Trolls have a TSH of 32, due to
their aggressive regenerative power.

This table is generally only for humanoid creatures, although you can treat Centaurs
as Hill Giants and Minotaur's as Stone Giants for SBM and TSH only.

The Three Base Classes (Part II)

Warriors                Mages                           Holy Warriors
Level  1    0 Level  1    0 Level  1    0
Level  2 2,000 Level  2        2,500 Level  2        1,500
Level  3 4,000 Level  3        5,000   Level  3        3,500
Level  4 8,000 Level  4       10,000 Level  4        7,000
Level  5       16,000 Level  5       20,000 Level  5       15,000
Level  6       32,000 Level  6       40,000 Level  6       30,000
Level  7       64,000 Level  7       80,000 Level  7       60,000
Level  8      120,000 Level  8      150,000 Level  8      120,000
Level  9      240,000 Level  9      300,000 Level  9      240,000
Level 10      360,000 Level 10      450,000 Level 10      360,000

We can come back and add new Level Titles Later. No Level Limits by Race/Species.

First Draft: This table has notes that will not fit on this screen width; however, this table is setup to cover humans, elves, dwarves, hobbits, all the humanoid monsters and all giants and titans all in one table.
SBM CWI AWE TSH DAQ CLE PBA Bonus/Penalty
3-4 3-4 3-4 3-4 3-4 3-4 3-4   -10
5-6 5-6 5-6 5-6 5-6 5-6 5-6   - 5
7-8 7-8 7-8 7-8 7-8 7-8 7-8   - 3
  9   9   9   9   9       9       9   - 1
10-11 10-11 10-11 10-11 10-11 10-11 10-11     0
12-13 12-13 12-13 12-13 12-13 12-13 12-13   + 1
14-15 14-15 14-15 14-15 14-15 14-15 14-15      + 2
16-17 16-17 16-17 16-17 16-17 16-17 16-17      + 3
 18  18  18  18  18  18  18   + 5
 19  19  19  19  19  19  19   + 6
 20  20  20  20  20  20  20   + 7
 21  21  21  21  21  21  21   + 8
 22  22  22  22  22  22  22   + 9
 23  23  23  23  23  23  23   +10
 24  24  24  24  24  24  24   +12
 25  25  25  25  25  25  25   +13
 26  --  --  26  --  --  --   +14
 27  --  --  27  --  --  --   +15
 28  --  --  28  --  --  --   +16
 29  --  --  29  --  --  --   +17
 30  --  --  30  --  --  --   +19
 31  --  --  31  --  --  --   +20
 32  --  --  32  --  --  --   +22


The Three Base Classes (re: my thoughts about abilities)

These are some thoughts about the three base classes riffing off my thoughts about abilities found here.

How about this for the three base classes:

Warriors instead of Fighting-Men
Holy Warriors instead of Clerics and replacing Paladins BTW
Mages instead of Magic-Users

How about a maximum of 10 levels?

Warriors are hands down the best pure fighters?

Holy Warriors are good fighters, but really powerful against undead and unholy things? And keep the Paladin limitations of behavior? If Holy Warriors are not Holy, they become just Warriors.

Holy Warriors have their own spell list and can cast 1st Level Spells at 1st Level, 2nd Level Spells at 2nd Level, ... and 10th Level Spells at 10th Level?  Their Spell list has fewer spells and is specialized.

How about 1st Level Mages can cast 1st Level Spells, 2nd Level Mages can cast 2nd Level Spells, .... and 10th Level Mages can cast 10th Level Spells?

In those cases where there is a Spell overlap between Holy Warriors and Mages, there is a distinct difference between the spells for the two classes, they are similar, but different. Minimize the existence of overlapping spells as much as makes sense.

Only one type of Mage, not split into a lot of different types; however, the player can focus his Mage on a particular type of spell. The limitations come from the chosen focus and the limitations of the time commitment of what one person can do. You can still learn everything (not really) if you can live long enough.

Holy Warriors are the good guys that Clerics were supposed to be, but rarely ever were. 

Warriors gain some features of Rangers and can enhance different variations by choosing a focus. Only one class of Warrior, but you can customize through play and in collaboration with the referee.

Saturday, December 3, 2022

Iron Falcon '75: The Lakeside Adventures

Iron Falcon is a game by Chris Gonnerman that quite accurately emulates OD&D plus the Greyhawk Supplement. It has been out since 2015 and you can get it here in pdf for free or you can purchase a hard copy if you wish.

Chris Gonnerman now brings you an adventure called  Iron Falcon '75: The Lakeside Adventures. The premise is this:

What if magic was real? What if, long ago, monsters walked the Earth... ogres, giants, dragons, and vampires, and the smaller, scarier things that haunt the darkness? What if heroes and wizards did battle against them, in defense of humankind? What if the magic went away? What if it all just faded into the shadows? What if all the monsters and magic became nothing more than myths or superstitions, remembered by few and believed by even fewer. What if it all came back? What if monsters once again stalked the night, slipping out of the shadows to slay the unsuspecting and the skeptical? And what if a few people knew, and went out to fight against them? This is Iron Falcon '75.  In this game, players will take on the roles of modern-day people of the year 1975. No one but a crackpot would believe in magic, or giants or dragons or any of that nonsense. Yet your player characters will enter this world of magic and mayhem, willingly or otherwise, and do battle with monsters they once thought were just myths! This book includes background materials, supplementary and optional rules, and three adventures to get your campaign started. You will also need a copy of the Iron Falcon Rules for Classic Fantasy Role-Playing in order to use this book. The time has come to face what lurks in the shadows...

I don't use adventure modules directly, but when something good comes along, I do read them for inspiration. This looks to me to be one of the best, well worth reading and borrowing from and if playing through modules is your thing, this as I said looks to be one of the best of the genre. 

Saturday, November 26, 2022

The Abilities (preliminary thoughts)

If you were going to change from the standard OD&D 6 ability stats (of STR, INT, WIS, CON, DEX and CHA), what would you do and how would you define them? I posted this on my forum three years ago and am still thinking about it. I suppose I should do something with it.

The Abilities (preliminary thoughts)

Name Items Normal/Extraordinary Range Notes
SBM Strength, Brawn, Muscle 3-18 / 19 - 25
CWI Cleverness, Wit, Intuition 3-18 / 19 - 25
AWE Awareness, Will, Empathy 3-18 / 19 - 25
TSH Toughness, Stamina, Health 3-18 / 19 - 25
DAQ Deftness, Agility, Quickness 3-18 / 19 - 25
CLE Character, Leadership, Eloquence 3-18 / 19 - 25
PBA Presence, Beauty, Attraction 3-18 / 19 - 25

If you roll an 18 (3d6 in order, then you get to roll d10,000 to see what level of Extraordinary Ability you might have.

Roll on d10,000 Result
00001 - 05000 Normal no change
05001 - 07500 19
07501 - 08500 20
08501 - 09200 21
09201 - 09700 22
09701 - 09900 23
09901 - 09999 24
10000 25