GYGAX OD&D ADDITIONS
This is a compilation of excerpts of articles and rules by Gary Gygax about OD&D. Most of this stuff can be found right here on these boards or on related blogs, and all references are given in the Contents section. I wanted to put it all together in one file to print out and include with my box set of LBBs. The file is Markdown-formatted plain text. You can get it from my pastebin here. Below it is rendered into BBCode using my program Markdown2BBCode.pl, described in this post. There are many tools around the web to convert Markdown to HTML, PDF and other formats. PM me if you need help.
Enjoy!
CONTENTS
- Swords & Sorcery in Wargaming
- This article by Gary Gygax originally appeared in the Wargamer's Digest Vol.1 #7 May 1974.
- Grendelwulf's Axe & Hammer blog reprinted an article. That link is dead but preserved on the Wayback Machine
- The user kent typeset this article in PDF as described in the thread called Gygax 1975 - How To Set Up Your Dungeons & Dragons Campaign on the Original D&D Discussion.
- Mentioned on RetroRoleplaying: The Blog in July 2010, along with the following quote:
Grendelwulf's Axe & Hammer blog reprinted an article by Gary Gygax from the May 1974 issue of Wargamer's Digest recounting a D&D adventure with Mordenkainen at 13th level and Bigby at 11th level. They are later joined (after things go wrong) by two fighters (Lords Yrag and Felnorith) and a cleric (Bishop Raunalf). In this adventure, Mordenkainen is turned to stone, Yrag dies, and Bigby is also turned to stone. Old school adventuring is dangerous. The article is a great read, you can find it here.- How To Set Up Your Dungeons & Dragons Campaign
- This article by Gary Gygax Originally appeared in Europa 6-8 April 1975, a 138 page zine about Conflict-Simulation-games.
- The user kent typeset this article in PDF as described in the thread called Gygax 1975 - How To Set Up Your Dungeons & Dragons Campaign on the Original D&D Discussion.
- 1974 Thief rules
- These rules were published in "The Great Plains Game Players Newsletter" #9 (June 1974; pages 8 -- 9), edited by Jim Lurvey.
- Jon Peterson discusses them in a blog post entitled Gygax's "The Thief Addition" (1974)
- There is thread devoted to them called 1974 Thief rules (Gygax) at the Original D&D Discussion
- Solo Dungeon Adventures
- An article by Gray Gygax originally published in The Strategic Review Vol.1 No. 1 Spring 1975
- Questions Most Frequently Asked about Dungeons & Dragons Rules
- An article by Gray Gygax originally published in The Strategic Review Vol.1 No. 2 Summer 1975
- The user kent typeset this article in PDF as described in the thread called Gygax 1975 - How To Set Up Your Dungeons & Dragons Campaign on the Original D&D Discussion.
- Gygax House Rules 2005
- There is a thread devoted to these rules called Gygax House Rules 2005 at the Original D&D Discussion.
- Gygax House Rules 2007
- These rules come from a forum posting that Gygax himself made in 2007. Unfortunately, that link is dead and the Wayback Machine doesn't have it archived. Lucky for us, they are recorded for posterity at the Cyclopeatron blog.
SWORDS & SORCERY IN WARGAMING
Ever since Tolkien's fantasy books attained popularity, there has been a continuing growth of interest in the subject of Swords & Sorcery games. Of course, we are all exposed to fantasy as children through the medium of fairy tales, and now as adults we are treated to many of the more mature stories of the genre, such as those being presented by Ballantine Books in their Adult Fantasy series edited by Lin Carter. Somewhere in between the children's works and the (often dry and slow) so-called adult works there lies the world of Swords & Sorcery---fast-paced, heroic yarns which are filled with brawny swordsmen, magic swords, wicked magicians, monstrous beasts, and beautiful women who must be rescued from them (pick any of the above for them). The champions of Swords & Sorcery are Robert E. Howard, Fritz Leiber, L. Sprague de Camp, Fletcher Pratt, and Poul Anderson to name but a few. All of the activity in the field of fantastic fiction has stimulated considerable interest in fantasy wargaming. For example, consider CHAINMAIL.
Early in 1969 the evolution of a set of Medieval rules began, and when they were published in 1971 a fantasy supplement was included. Despite the fact that the Medieval is a reasonably popular period, and the rules contained in CHAINMAIL are both playable and realistic, about nine out of ten purchasers were attracted by the fantasy element.
During three successive wargaming conventions there was a great demand for fantastic games---about equal to that for World War II or Napoleonics---while the Medieval was generally ignored. Now the most popular periods for miniatures are, in descending order of popularity, WWII armor, Napoleonics, American Civil War, and Ancients, with the Medieval following about fifth or sixth. While there is no absolute confirmation at this time, it appears that fantasy wargaming might move into a high place in the popularity ratings. This is indicated by something more than the evidence stated above.
There are several large and active groups of wargame enthusiasts in the Twin Cities area. Dave Arneson, a true fantasy buff, worked up a campaign from the CHAINMAIL fantasy rules, with considerable expansions in many areas. The battle reports were so interesting and humorous that there was no stopping a handful of Lake Geneva players from horning into things. In a few weeks the rules Dave had done were subjected to even more expansion and change. The result was an entirely new body of rules, now entitled DUNGEONS & DRAGONS and being marketed by Tactical Studies Rules. The most noteworthy thing, however, is the attraction evidenced by the fantasy campaign thus generated. The Twin Cities affair has been running continuously for three years, while the game handled by this writer (with Rob Kuntz as co-referee) is entering its second year. Longevity indeed for wargame campaigns! Equally as important, the number of participants has steadily grown. The semi-weekly meetings for the campaign in LakeGeneva have seen an increase from an original half-dozen to as many as 16 eager players, crowded close to hear the moderation by the referees, and loving (almost) every second of it! Those who can be only occasional visitors have all expressed a desire to begin their own local campaigns. What makes Swords & Sorcery wargame campaigns so enthralling? Nothing if you're not of such a bent, but nearly everything if you are at all interested in Swords & Sorcery!
Players select a 'character' type to begin the campaign---either a fighter, magicuser, or cleric (whether human, elf, dwarf, or what have you; and naturally, they can also opt to play as monsters instead). Each class has disadvantages to balance its advantages. Thereafter each 'adventure' which the player survives adds to his 'experience', increasing his abilities proportionately. Adventures are of two kinds: underworld expeditions to the labyrinthine dungeons, or perilous treks in the wilderness. The former kind of game is typically the most varied, for it is played on a series of maze maps designed by the campaign referee, each map representing a successively lower level of passages and rooms deep beneath some weird castle. Fearsome beasts lurk within these dungeons, and the players seek to find them and best them in mortal combat, for most guard some item of treasure or magic. However, the way is strewn with pits, traps, and blind corridors; while secret doors, shifting walls, and other tricks serve to confuse and confound the intrepid explorers. Rather than try to even briefly describe the large numbers of monsters, tricks, and traps used (or even a fair sampling of them), a brief dramatic account of one of the more memorable dungeon expeditions is in order:
A Memorable Dungeon Expedition Undertaken by the Wizards Mordenkainen & Bigby
The pair of darkly cloaked wizards had already descended to the fourth level of the dungeons. They were Mordenkainen, a 13th-level magic-user, and his one-time apprentice, Bigby, himself now a wizard of the 11th level. Together they made a near undefeatable combination---or so they thought. In an earlier expedition some dozen levels down they had come upon a key and a few lines of verse. Returning to their chambers, the pair had huddled over tomes bound in dragonhide, consulted ancient parchment scrolls and even older clay tablets, and drawn liquors from bubbling alembics in order to complete some arcane divination as to the key's use. Eventually they achieved some degree of success, for they managed to translate the verse and identify the general area in which lay the gate which the key would open.
Proceeding by a twisty route north and east, they now approached a widening of the passage. The crash of massive iron bars behind surprised neither, for this place was familiar territory. Likewise, the sepulchral voice which now spoke was expected: "Choose from the four chests before you!" it commanded. The wizards opened the first coffer, and as its lid was raised a five-headed hydra appeared. But before it could strike one of the pair made a swift pass with his staff, and the creature wavered and became a tiny snail.
Without pause, the other slipped the newly-made slug into his wallet, and the opening of the remaining receptacles continued. Finally the voice which had originally spo-ken once again sounded, for they had lifted the lid of the charmed case: "You are granted one wish of limited power," intoned the bodyless speaker.
"We wish to find the door which this key will unlock!"
"Pass through the iron portals and go north. You will find beyond the gates of the Great Hall."
The room in which they stood extended far to the east, and both knew that its far boundary was broken by two tall doors of iron. Hurrying thence, they forced open these doors. The way was cunningly barred by numerous hidden entrances and false passages, but perseverance eventually brought them before the huge portals of the Great Hall. Mordenkainen duly inserted the oddly-shaped key, and the gates creaked open. Proceeding yet eastward, the pair soon came to a vast open space, and they knew that the first part of the adventure was over, for they stood on the threshold of the Great Hall.
With cautious steps the wizards paced ahead, hundreds of feet past a splashing fountain of alabaster, until a thick tapestry curtain barred the path. Parting the hanging, Mordenkainen and Bigby peered into yet another cavernous space, with massive pillars of ivory ranked right and left. These wondrous items they examined immediately, and by levitating to the top it was learned that each column was a titanic pedestal, some ten feet in diameter, fifty feet high, and each hewn from a single piece of ivory! Pressing yet further into the hall they encountered a dais, and upon ascending its steps still another marvel greeted them. There, seated upon granite thrones, were three iron statues. Those to either hand appeared to be likenesses of kings, one holding forth a broadsword, while the other presented a dagger. It was the central figure which was most commanding, however, for it was gigantic.
The features of its face were vaguely human, expressionless, with a gaping circle of a mouth. As the startled wizards watched it stirred to life, arising from its seat with a hollow grinding, and advanced toward them. The pair retired slowly at first, but as the iron golem began to move swiftly toward them, both Mordenkainen and his fellow took to their heels. The metal monster gained, so in desperation they sought refuge atop one of the ivory pillars. The golem hurled its bulk against the base of their retreat and the column shook. Mordenkainen leaned perilously over the edge and began the incantation that would turn the stone beneath the monster's feet into viscid mud---sufficient to entrap, and possibly even to totally destroy, the ghastly thing, he supposed. The incantation reached its climax, and the paves beneath the iron monster's feet shimmered and turned glutenous, but the golem floated above the mud, and in another moment struck the pillar another blow. It cracked. In desperation the wizards brought forth the brass urn which contained an enslaved efreet, commanding it to do battle. When the ebon servant sallied forth, however, the golem belched out a sheet of flame from its maw, and the efreet withered under the blast. There was but one gamble to try.
The two wizards descended to fight the creature themselves. At their approach it hesitated and then shot forth fire once more, but this did but small damage due to their prowess and talismans. While his companion recovered the wounded efreet, Mordenkainen attacked the golem. The blow from his staff seemed to cause the thing no harm, and its return slash with an evilly discolored sword was barely avoided. Several similar exchanges took place; but then, as Bigby completed his task and turned to jointhe fray, he saw the monster's metal whip lash out and strike Mordenkainen full in the body. Instantly the wizard was turned to stone! There was nothing more to be done now, the astonished magic-user realized instantly, and fled. When sufficient space was gained, for the golem gave up pursuit when the tapestry was passed, Bigby teleported to the stronghold of his associates and related what had happened.
Within a few hours he was back once more before the gates of the Great Hall, and with him were two fighters of exceptional ability, the doughty Lords Yrag and Felnorith, as well as a cleric, the Bishop Raunalf. The party approached the mighty curtain with caution, but when it was parted the scene was quiet, and they continued to advance. Nearby was the calcified Mordenkainen, and all paused while his fellow performed the ritual which would restore his flesh. The spell did its work, but the wizard was far too shaken to be of any help in the ordeal that lay ahead, so he awaited the confrontation well to the rear. Bigby, guiding the four, crept up the steps and beheld the three thrones. As their feet touched the last step the iron golem stirred as before. Yrag and Felnorith leapt into action. In a few quick bounds they reached the other two statues, and as one wrenched for the sword, the other tore out the dagger from the iron hands which presented it. Here, likely, were the very weapons with which to defeat the golem.
They turned to see their foe already in action, and as its whip flailed the stricken Bigby met the fate of his fellow, and became stone. The two fighters smote the golem simultaneously, both with telling strokes. It faltered, and the arm that held the lash fell from it with a resounding clangor. Yet it managed to retaliate, and its sword fell full upon Yrag. The Lord gasped, his visage mottled green, and died. Felnorith, now fighting alone, struck again and again at the iron monster, somehow managing to fend off the golem's strokes, and with a desperate blow finally brought the huge thing crashing to the floor in pieces. The battle was over, but what had been its purpose? The survivors began to investigate.
A thorough examination of the area revealed the two remaining statues to be hollow repositories of a fortune in precious stones. Better still, there were tiny coral miniatures of the Great Hall, and from these relief maps it was easy to plan for another expedition at a future date. Now, however, it was time to gather the treasure and bring the body of Yrag back into the clean air and daylight of the surface in order to entreat the Patriarch of Greyhawk to restore his life (regardless of the cost!), and also there was Bigby, whose stony members had to be returned to flesh once again. The three adventurers turned to these tasks.
Final Note:
Fantastic? Most assuredly, and perhaps a bit on the corny side also. Nonetheless, it is one whale of a lot of fun. I can vouch for it, for in the adventure related above I was playing rather than judging. To my knowledge the only fantasy campaign rules currently available are the Dungeons & Dragons set. During their development and final testing they brought hundreds of hours of enjoyment to all concerned, and we look forward to much more of the same. As a final word, it is necessary to point out that the referee or referees must put in a lot of work preparing for a campaign, but again I can tell you that it is well worth the trouble. Give it a go.
HOW TO SET UP YOUR DUNGEONS & DRAGONS CAMPAIGN
Let us assume that you have shelled out the requisite number of dollars to purchase all of the materials necessary for a D&D campaign---rules, dice, reams of various kinds of paper, pencils, and so forth. Several persons have expressed a desire to play the game, so all you really need now is the game! That's right, folks. The referee of the campaign must structure the game so as to have something to play. He must decide upon these things:
- The overall setting of the campaign;
- The countryside of the immediate area;
- The location of the dungeon where most adventures will take place;
- The layout and composition of the nearest large town;
- Eventually the entire world - and possibly other worlds, times, dimensions, and so forth must be structured, mapped and added.
This might seem to be too large a task, but it isn't really if you and your players are enjoying the game (and it is odds-on you will!). Furthermore, not all five things need not to be done before play commences, In fact, most of the fine referees I know of work continually on their campaign, adding, changing, and expanding various parts continually. A thorough discussion of each of the five areas of campaign play is necessary before considering how to go about involving players in the affair.
Step 1 is something you do in your head. Now fantasy/swords & sorcery games need not have any fixed basis for the assumptions made by its referee (my own doesn't) except those which embrace the whole of fantasy. This sort of campaign can mix any and all of the various bases which will be mentioned below - and then some. Regardless for what setting you opt, keep it secret from your players, or else they can study your sources and become immediately too knowledgeable, thus removing the charm of uncertainty. Settings based upon the limits (if one can speak of fantasy limits) can be very interesting in themselves providing the scope of the setting will allow the players relative free-reign to their imaginations. Typical settings are: Teutonic/Norse Mythology; Medieval European Folklore (including King Arthur, Holger the Dane, and so on); The "Hyborean Age" created by R E Howard; Fritz Leiber's "Nehwon" with Fafhrd and The Grey Mouser; Indian Mythology; and Lost Continents such as Atlantis or Mu. Regardless of the setting you can have it all taking place on an 'alternative earth' or a parallel world. In this way minor variations can easily be explained/justified. When the setting is decided upon some good books dealing with it should always be kept handy. The time has come to begin working on the campaign.
Step 2 requires sitting down with a large piece of hex ruled paper and drawing a large scale map. A map with a scale of 1 hex = 1 mile (or 2 kilometers for those of you who go in for recent faddish modes of measure) (yes, I often use rods, chains, furlongs, and leagues too!) will allow you to use your imagination to devise some interesting terrain and places, and it will be about right for player operations such as exploring, camping, adventuring, and eventually building their strongholds, Even such small things as a witch's hut and side entrances to the dungeon can be shown on the map. The central features of the map must be the major town and the dungeon entrance.
Step 3 involves the decision aspect already mentioned and the actual work of sitting down and drawing dungeon levels. This is very difficult and time consuming. Each level should have a central theme and some distinguishing feature, i.e. a level with large open areas swarming with goblins, one where the basic pattern of corridors seems to repeat endlessly, one inhabited by nothing but fire-dwelling or fire-using monsters, etc.
As each level is finished the various means of getting to lower levels must be keyed and noted on the appropriate lower levels, so that if a room sinks four levels it will then be necessary to immediately show it on 4 sheets of graph paper numbered so as to indicate successively lower levels. A careful plan Of what monsters and treasures will be found where on each level is also most necessary, and it can take as long to prepare as the level itself, for you may wish to include something unusual (a treasure, monster, and/or trick or trap not shown in D&D) on each level.
Before the rules for D&D were published Old Greyhawk Castle was 13 levels deep. The first level was a simple maze of rooms and corridors, for none of the participants had ever played such a game before. The second level had two unusual items, a Nixie pool and a fountain of snakes. The third featured a torture chamber and many small cells and prison rooms. The forth was a level of crypts and undead. The fifth was centered around a strange font of black fire and gargoyles. The sixth was a repeating maze with dozens of wild hogs (3 dice) in inconvenient spots, naturally backed up by appropriate numbers of Wereboars. The seventh was centered around a circular labyrinth and a street of masses of ogres. The eighth through tenth levels were Caves and caverns featuring Trolls, giant insects, and a transporternexus with an evil Wizard (with a number of tough associates) guarding it. The eleventh level was the home of the most powerful wizard in the castle. He had Balrogs as servants. The remainder of the level was populated by Martian White Apes, except the sub-passage system underneath the corridors which was full of poisonous critters with no treasure. Level twelve was filled with Dragons. The bottom level, number thirteen, contained an inescapable slide which took the players 'clear through to China', from whence they had to return via 'Outdoor Adventure', It was quite possible to journey downward to the bottom level by an insidious series of slanting passages which began on the second level, but the likelihood of following such a route unknowingly didn't become too great until the seventh or eighth level. Of the dozen or so who played on a fairly regular basis, four made the lowest level and took the trip: Rob Kuntz, now a co-referee in the campaign went alone and three of his friends managed to trace part of his route and blunder along the rest, so they followed him quickly to the Land of China. Side levels included a barracks with Orcs, Hob-goblins, and Gnolls continually warring with each other, a museum, a huge arena, an underground lake, a Giant's home, and a garden of fungi.
Step 4 should be handled concurrently with designing the first three or four dungeon levels. Here your players will find lodgings, buy equipment, hire mercenaries, seek magical and clerical aid, drink, gamble and wench. The town would do well to resemble some of those, in Howard's "Conan" series or Leiber's city of "Lankhmar". Strange towers, a thieves quarter, and temples of horrible deities add greater flavor to play. The 'Thieves Guild', a society of evil clerics, a brotherhood of lawful men, and so on bring a bit more interest also. If a few warring nobles from the surrounding territory also send large parties of men into the place occasionally some interesting brawls can occur. Honest and dishonest merchants should be indicated. Taverns which drug patrons should likewise be indicated, and so on. In any event be sure and leave room for additional things and expansion.
Step 5 is as noted something that you won't immediately have to worry about; but it is a good idea to have a general plan in mind immediately. The general geography of the 'world' should be sketch-ed out. If you plan to make it possible to visit other worlds, times or places the general outline of all such areas should also be sketched out. For example, you might wish to have the Moon an inhabitable (and inhabited) place which can he traveled to by means of a Flying Carpet. A description of this lunar world should be located somewhere as well as a means of getting there, but only after you have something solid in the way of maps and the like.
Having accomplished those parts of the five steps which are immediately necessary (probably taking a week or so), you are ready to begin to play.Let us further assume that there are four prospects. These players should begin together and for a time at least operate as a team if possible. Each in turn rolls three dice to record the various scores for the makeup of the character they are to play and how large an initial bankroll the character begin with. This accomplished, players decide what class of character they wish to play, the type (human, elf, etc), and the alignment of the character (the latter can be secretly told the referee, with an announced alignment being false). At this stage each player locates his base in some inn or the like, and then they can set forth to explore the town and purchase their adventuring equipment. Those that are careful and/or lucky might also be able to hire a few men-at-arms to accompany them. The latter is particularly true if players pool their funds. In a short time the first dungeon expedition can be made, but that is the subject of Part III of this series, so we will return to it again later.
There is one further subject to be dealt with here, and that is selection of character type. It is pretty obvious that high base scores in the areas of strength, Intelligence, Wisdom, or Dexterity indicate that becoming a Fighter, Magic-User, Cleric or Thief (see the upcoming D&D Supplement "Grayhawk" to be released sometime before the summer of this year). But what about those players who roll just average (or worse) totals? They are the ones who should take advantage of the non-human types, for these have built-in abilities despite the general handicap of being unable to work up as high as humans. If the character is poor anyway, will he ever be worked up very high? Possibly, but the odds are against it as a human, but as an Elf, Dwarf, Hobbit, Half-Elf or even some other creature some interesting possibilities exist. It is up to the referee to help his players in this area by pointing out the advantages and disadvantages of each type. What do you do if a player opts to become a Golden Dragon? Agree, of course. Allow the player to adventure only with strictly Lawful players, and normal men-at-arms would never go near even a good dragon. He would be Very Young, size being determined by the die roll. Advancement in ability would be a function of game time (the dragon would normally take about four years to grow to its next level) and accumulated treasure---let us say that for every 100,000 pieces of gold (or its equivalent) the dragon in effect gains an extra year of growth, counting magical items which go into the horde as fairly high in gold value. While the player will be quite advanced at first, those who are playing more usual roles will surpass him rather quickly, and in this way you'll not find a G.D. dominating.
1974 THIEF RULES
A NEW CHARACTER TYPE FOR DUNGEONS & DRAGONS: THE THIEF!
by Gary Gygax
Recently I received a telephone call from Gary Schweitzer who hales from sunny California. It isn't all that sunny out there, however, for are many dungeon expeditions regularly being led beneath the grim pile of the castles which are scattered throughout that land. Anyway, during the course of our conversation he mentioned that his group was developing a new class of character---thieves. Gary gave me a few details of how they were considering this character type, and from these I have constructed tentative rules for the class. These rules have not be tested and should be treated accordingly.
CHARACTERS:
There are now four (4) main classes of characters.
- Fighting Man
- Magic-Users
- Clerics
- Thieves
Thieves: This class is different from any of the others. Thieves are generally not meant to fight, although they are able to employ magic swords and daggers (but none of the other magical weaponry), and the only armor they can wear is leathern. They have no spells such as magic-users and clerics are able to employ, but they do have certain unique abilities:
- Open locks (by picking or even foiling magical closures)
- Removal of small trap devices (such as poisoned needles)
- Climb almost sheer surfaces rapidly, up or down
- Steal items by stealth and/or sleight-of-hand
- Strike silently from behind
- Listen for noise behind a closed door
- Move with stealth
- Hide in shadows
Thieves are always neutral. Their prime requisite is dexterity. Men, Dwarves, Elves, or Hobbits may become thieves.
Thieves XP HD Open Locks/Rm Traps Hear Noise Mv Silent/Hd Shadows Apprentice 0 1 15%/10% 1-2 20%/10% Footpad 1200 1 +1 20%/15% 1-2 25%/15% Robber 2400 2 25%/20% 1-3 30%/20% Burglar 4800 2 +1 35%/30% 1-3 35%/25% Cutpurse 9600 3 40%/35% 1-3 45%/35% Sharper 20000 3 +1 45%/40% 1-3 55%/45% Pilferer 40000 4 55%/50% 1-4 60%/50% Master P'r. 60000 4 +1 65%/60% 1-4 65%/55% Thief 85000 5 75%/70% 1-4 75%/65% Master Thief 115000 5 +1 85%/80% 1-4 85%/75% M.T., 2nd 230000 6 95%/90% 1-5 95%/85% M.T., 3rd 345000 6 +1 100%/95% 1-5 100%/90%
A "Master Thief 4th level" would have seven dice for accumulated hits, a 100% chance to remove traps, and a 95% chance to remain undetected when hiding or moving through shadows, gaining these advantages when 460,000 experience points had been accumulated. At the 5th level a Master-Thief would have 7 +1 hit dice, always hear noise, and always be able to hide without being seen provided he wasn't observed prior to hiding, and there were shadows, of course. Another 115,000 experience points would be required to go from 4th to 5th level Master Thief.
Other Possible Considerations:
- Third level thieves (Robber and above) are able to read languages, so treasure maps can be understood by them without recourse to a spell.
- Ninth level thieves (Thief and above) are able to understand magical writings, so if they discover a scroll they are able to employ any spells thereon, excluding clerical spells.
Example of a Thief in Action: Assume that a fifth level thief (Cutpurse) is a member of an expedition aimed at looting a known treasure on a dungeon level. After the guardian of the treasure has been dealt with, the thief goes into the area and examines several chests in the room. He notes that two have traps – which he has a 35% chance of successfully removing. He succeeds on the first, and a vial of poisonous gas is removed; however he cannot open the lock (the referee rolled above 40%) so it must be forced open---a very time-consuming process. Failure to remove a trap, incidentally, activates it with regard to the thief and any others within its range. After lucking out on his second chest all around, the party is heading back when a slight detour takes them past a monster which immediately goes into persuit of the adventurers. As the party dasher around a corner to throw off the persuit, the thief remains in hiding. If the monster fails to notice him (35% chance) he can then slip into its lair and snatch the loot while it is elsewhere. This same Cutpurse later sees a man with some item he desires. His chance of removing the object, be it from the person of the owner or from his immediate vicinity, is 45%, the same likelihood as he has of moving with absolute silence. If the thief strikes silently from behind he will do two dice of damage for every four levels he as attained, minimum damage of two dice, and hit probabilities from behind should be increased by 20% (+4 on numbers shown to hit).
Attack Ability, Alternative Combat System: For purposes of attack probability only treat Thieves (class) as Clerics, advancing probabilities in four levels/group.
SOLO DUNGEON ADVENTURES
by Gary Gygax, with special thanks to George A. Lord
Preliminary testing: Robert Kuntz and Ernest Gygax
Although it has been possible for enthusiasts to play solo games of DUNGEONS & DRAGONS by means of "Wilderness Adventures", there has been no uniform method of dungeon exploring, for the campaign referee has heretofor been required to design dungeon levels. Through the following series of tables (and considerable dice rolling) it is now possible to adventure alone through endless series of dungeon mazes! After a time I am certain that there will be some sameness to this however, and for this reason a system of exchange of sealed envelopes for special rooms and tricks/traps is urged. These envelopes can come from any other player and contain monsters and treasure, a whole complex of rooms (unfolded a bit at a time), ancient artifacts, and so forth. All the envelope should say is for what level the contents are for and for what location, i.e. a chamber, room, 20' wide corridor, etc. Now break out your copy of D&D, your dice, and plenty of graph paper and have fun!
The upper level above the dungeon in which your solo adventures are to take place should be completely planned out, and it is a good idea to use the outdoor encounter matrix to see what lives where (a staircase discovered later just might lead right into the midst of whatever it is). The stairway down to the first level of the dungeon should be situated in the approximate middle of the upper ruins (or whatever you have as upper works).
The first level of the dungeon is always begun with a room; that is, the stairway down leads to a room; so you go immediately to TABLE V. and follow the procedure indicated. Always begin a level in the middle of the sheet of graph paper.
Save what you develop, for if you decide not to continue each solo game as part of a campaign, the levels developed in this manner can often be used in multi-player games. Likewise, keep a side record of all monsters, treasures, tricks/traps, and whatever. If the opportunity ever comes (as it most probably will) you will have an ample supply of dungeon levels and matrices to entertain other players.
Descretion must prevail at all times. For example: if you have decided that a level is to be but one sheet of paper in size, and the die result calls for something which goes beyond an edge, amend the result by rolling until you obtain something which will fit with your predetermined limits. Common sense will serve. If a room won't fit, a smaller one must serve, and any room or chamber which is called for can be otherwise drawn to suit what you believe to be its best positioning. At all times you are serving in two roles, referee and player, so be sure to keep a fair balance.
Now proceed to the tables which explain all play.
TABLE I. PERIODIC CHECKS:
Die Result 1-3 Continue straight, check again in 60' 4-7 Door (see TABLE II.) 8-10 Side/Passage (see TABLE III.), check again in 30' 14-16 Chamber (see TABLE V.) 17 Stairs (see TABLE VI.) 18 Dead End (walls l., r. and ahead can be checked for Secret Doors, see TABLE V., footnote) 19 Trick/Trap (see TABLE VII.), passage continues, check again in 60' 20 Wandering Monster (see Vol. III, D&D), check again immediately to see what lies ahead so direction of monster's approach may be determined.
TABLE II. DOORS*:
Location of Door:
Die Result 1, 4 Left 5, 8 Right 9, 12 Ahead
Space Beyond Door is:
Die Result 1,2 Parallel passage or 10'x10' room if door straight ahead 3 Passage straight ahead 4 Passage 45 deg. ahead/behind 5 Passage 45 deg. behind/ahead 6-12 Room (go to TABLE V.)
*If no room is beyond a door check again on TABLE I. 30' after passing by or through a door.
TABLE III. SIDE PASSAGES:
Die Result 1 left 90 degrees 2 right 90 degrees 3 left 45 degrees ahead 4 right 45 degrees ahead 5 left 45 degrees behind 6 right 45 degrees behind 7 left curve 45 degrees ahead 8 right curve 45 degrees ahead 9 passage "T's" 10 passage "Y's" 11 four-way intersection 12 passage "X's" (if present passage is horizontal or vertical it forms a fifth passage into the "x")
Passage Width:
Die Result 1-7 10' 8-10 20' 11 30' 12 5'
TABLE IV. TURNS:
Die Result (check on width of passage on TABLE III.) 1-4 left 90 degrees 5 left 45 degrees ahead 6 left 45 degrees behind 7-10 right 90 degrees 11 right 45 degrees ahead 12 right 45 degrees behind
TABLE V. CHAMBERS AND ROOMS: (Roll for Shape and Size, then Exits, then Contents)
Shape and Size:
Die Chamber Shape and Area Room Shape and Area 1 Square, 20' x 20' Square, 10' x 10' 2-4 Square, 20' x 20' Square, 20' x 20' 5 Square, 30' x 30' Square, 30' x 30' 6 Square, 40' x 40' Square, 40' x 40' 7 Rectangular, 20' x 30' Rectangular, 10' x 20' 8, 9 Rectangular, 20' x 30' Rectangular, 20' x 30' 10 Rectangular, 30' x 50' Rectangular, 20' x 40' 11 Rectangular, 40' x 60' Rectangular, 30' x 40' 12 Unusual Shape and Area, see sub-table below --
Unusual Shape and Size (Roll Separately for Shape and Size):
Die Shape Size 1-3 Circular About 500 sq. ft. 4,5 Triangular About 900 sq. ft. 6,7 Trapezoidal About 1,300 sq. ft. 8,9 Odd-shaped* About 2,000 sq. ft. 10 Oval About 2,700 sq. ft. 11 Hexagonal About 3,400 sq. ft. 12 Octagonal roll again and add result to 11 above (if another 12 repeat the process, doubling 11 above, and so on)
*draw what shape you desire or what will fit the map
Exits: Number, Location, and Direction (Passages in Chambers, Doors in Rooms)
Die Room Area Number of Exits 1 Up to 600' 1 1 Over 600' 2 2 Up to 600' 2 2 Over 600' 3 3 Up to 600' 3 3 Over 600' 4 4 Up to 1200' 0* 4 Over 1200' 1 5 Up to 1600' 0* 5 Over 1600' 1 6 Any size 1-4, roll to determine
Die** Location Direction (If a Dorr use TABLE II instead) 1-5 opposite wall straight ahead 6-8 left wall straight ahead 9-11 right wall straight ahead, 20' wide 12 same wall 45 deg. left/right
* A secret door might exist, and a search may be made if desired. For
every 10' of wall space checked roll a 12-sided die -- a 1 indicates
a secret door has been found, a 12 indicates a wandering monster has
come in.
** If a passage or door is indicated in a wall where the space immedi-
ately beyond the wall has already been mapped then the exit is either
a secret door (1,2) or a one-way door (3-6).
Chamber or Room Contents
Die Contents 1-12 empty 13-14 monster only (determine from D&D, Vol. III) 15-17 monster and treasure (see table below) 18 special* or empty 19 Trick/Trap (see Table VII.) 20 Treasure (see table below)
* insert a sealed envelope indicating room contents which can be
prepared for you by any willing person, and open the envelope when
indicated above.
Treasure Without Monster
Die Amount Treasure 01-25 1,000 copper pieces/level 26-50 1,000 silver pieces'level 51-65 750 electrum pieces/level 66-80 250 gold pieces/level 81-90 100 platinum pieces/level 91-94 1-4 gems/level 95-97 1 piece jewelry/level 98-00 - Magic (roll on D&D table)
Treasure With Monster
According to the type indicated in D&D, Vol. III for "Outdoor Adventures" with pro rata adjustment for relative numbers.
TABLE VI. STAIRS:
Die Result 1-5 Down 1 level* 6 Down 2 levels** 7 Down 3 levels*** 8 Up dead end (1 in six is collapsing chute down 1 level) 9 Down dead end (1 in six to chute down 2 level) 10 Chimney up 1 level, passage continues, check again in 30' 11 Chimney up 2 levels, passage continues, check again in 30' 13 Chimney down 2 levels, passage continues, check again in 30' 14-18 Trap door down 1 level, passage continues, check again in 30' 19,20 Trap door down 2 levels, passage continues, check again in 30'
* 1 in 12 has a door which closes egress for the day
** 1 in 10 has a door which closes egress for the day
*** 1 in 8 has a door which closes egress for the day
N.B. Check for such doors only after descending steps!
TABLE VII. TRICK/TRAP:
Die Result 1-5 Secret Door unless unlocated: Non-elf locates 1 in 6, elf locates 2 in 6, magical device locates 5 in 6 (then see TABLE II.) Unlocated secret doors go to die 6,7 below. 6,7 Pit, 10' deep, 3 in 6 fall in. 8 Pit, 10' deep with spikes. 9 20' x 20' elevator room (party has entered door directly ahead and is in room), descends 1 level and will not ascend for 30 turns. 10 As 9 above, but room descends 2 levels. 11 As 9 above, but room descends 2-5 levels, 1 upon entering and 1 additional level each time an unsuccessful attempt at door opening is made, or until it descends as far as it can. This will not ascend for 60 turns. 12-14 Wall 10' behind slides across passage blocking it for from 10-60 turns. 15 Arrow trap, 1-6 arrows, roll for each to see if and score hits, 1 in 6 is poison. 16 Spear trap, 1-3 spears, 1 in 12 is poisoned 17,18 Gas, party has detected it, but must breath it to continue along corridor as it covers 60' ahead. Mark map accordingly regardless of turning back or not. (See Gas Sub-Table below.) 20 Use a trick/trap from a sealed envelope, make up one of your own, or roll again until a 1-19 turns up.
Gas Sub-Table:
Die Result 1-5 Only effect is to obscure vision when passing thru. 6 Blinds for 1-6 turns after passing through. 7 Fear: run back 120' unless save vs. Magic is made. 8 Sleep: party sound asleep for 2-12 turns. 9,10 Strength: adds 1-6 points of strength to all fighters in party for 10-40 turns. 11 Sickness: return to surface immediately. 12 Poison: save vs. Poison or dead.
CAVES AND CAVERNS FOR LOWEST LEVEL: You may wish to have "rough-hewn" and natural tunnels in lower levels, and where chambers and rooms are indicated substitute Caves and Caverns. Exits are as above, and there is a 1 in 6 chance for monsters, 5 in 6 that the monster has treasure.
TABLE VIII. CAVES & CAVERNS
Die Result 1-3 Cave about 40' x 60' 4 Cave about 50' x 75' 5 Double Cave: 20' x 30', 60' x 60' 6 Double Cave: 35' x 50', 80' x 90'* 7-9 Cavern about 95' x 125'* 10 Cavern about 120' x 150' 11 Cavern about 150' x 200'* 12 Mammoth cavern about 250'-300' x 350'-400'**
*Roll to see if pool therein
**Roll to see if lake therein
Pools:
Die Result 1-5 No pool 6,7 Pool, no monster 8,9 Pool, monster 10,11 Pool, monster & treasure 12 Magical pool
Lakes:
Die Result 1-5 No lake 6-8 Lake, no monsters 9-11 Lake, monsters* 12 Enchanted lake**
* 1-4 monsters, 4 in 5 chance of treasure
**enchanted lake leads any who manage to cross it to another dimension (if special map is available, otherwise treat as lake with monsters) -- lake will have from 2-5 monsters
Magic Pools: (In order to find out what they are characters must enter)
Die Result 1-3 Turns gold to platinum (1-3) or lead (4-6), one time only. 4-6 Will on a one-time-only basis add (1-3) or subtract (4-6) from one characteristic of all who stand within it: 1 = strength, 2 = intelligence, 3 = wisdom, 4 = dexterity, 5 = consitution, 6 = charisma (add or subtract from 1-3 points, checking for each character as to addition or subtraction, characteristic, and amount). 7-9 Talking pool which will grant 1 wish to characters of its alighnment, damage others from 2-12 points; 1-2 lawful, 3-4 neutral, 5-6 chaotic. Wish can be withheld for up to 1 day. 10-12 Transporter pool: 1-2 back to surface, 3-4 one level down, 5-6 100 miles away for outdoor adventure.
QUESTIONS MOST FREQUENTLY ASKED ABOUT DUNGEONS & DRAGONS RULES
The space limitations of D&D (and it was difficult to get all we managed to in three booklets!) forced us to gloss over certain areas, hoping that this would not cause undue problems for readers. While the number of letters with questions regarding D&D indicates that our assumption was correct, even one or two percent of the readers represents too large a portion of unsatisfied buyers, so we herewith offer a few more details in those areas where questions most frequently occur. In addition, there are a few errors which have been corrected by means of additional sheet in the latest printing of D&D. Those of you with sets of the rules which do not contain these corrections can acquire one simply by sending a stamped return envelope to TSR requesting D&D Corrections.
Combat: CHAINMAIL is primarily a system for 1:20 combat, although it provides a basic understanding for man-to-man fighting also. The Man-To-Man and Fantasy Supplement sections of Chainmail provide systems for table-top actions of small size. The regular CHAINMAIL system is for larger actions where man-like types are mainly involved, i.e. kobolds, goblins, dwarves, orcs, elves, men, hobgoblins, etc. It is suggested that the alternate system in D&D be used to resolve the important melees where principal figures are concerned, as well as those involving the stronger monsters.
When fantastic combat is taking place there is normally only one exchange of attacks per round, and unless the rules state otherwise, a six-sided die is used to determine how many hit points damage is sustained when an attack succeeds. Weapon type is not considered, save where magical weapons are concerned. A super hero, for example, would attack eight times only if he were fighting normal men (or creatures basically that strength, i.e., kobolds, goblins, gnomes, dwarves, and so on). Considerations such as weapon-type, damage by weapon-type, and damage by monster attack tables appear in the first booklet to be added to the D&D series---SUPPLEMENT I, GREYHAWK, which should be available about the time this publication is, or shortly thereafter. Initiative is always checked. Surprise naturally allows first attack in many cases. Initiative thereafter is simply a matter of rolling two dice (assuming that is the number of combatants) with the higher score gaining first attack that round. Dice scores are adjusted for dexterity and so on.
Combat Example: 10 Orcs surprise a lone Hero wandering lost in the dungeons, but the die check reveals they are 30' distant at the time of surprise, so they use their initiative to close to melee distance. Initiative is now checked. The Hero scores a 3, plus 1 for his high dexterity, so it is counted 4. The Orcs score 6, and even a minus 1 for their lack of dexterity (optional) still allows them first attack. As they outnumber their opponent so heavily it is likely that they will try to over-power him rather than kill, so each hit they score will be counted as attempts to grapple the Hero:
- Assumed armor of the Hero: Chainmail & Shield-- AC 4.
- Score required to hit AC 4 -- 15 (by monsters with 1 hit die).
- Only 5 Orcs can attack, as they haven't had time to surround.
- Assume the following dice scores for the Orcs attacks: Orc #1 - 06; #2 - 10; #3 - 18; #4 - 20; #5 - 03.
- Two of the Orcs have grappled the Hero, and if his score with 4 dice is less than their score with 2 dice he has been pinned helplessly. If it is a tie they are struggling, with the Hero still on his feet, but he will be unable to defend himself with his weapon. If the Hero scores higher than the Orcs use the positive difference to throw off his attackers, i.e. the Hero scores 15 and the Orcs scored but 8, so the Hero has tossed both aside, stunning them for 7 turns between them.
- Round 2: Initiative goes to the Hero.
- Score required to hit Orcs -- 11 (4th level fighter vs. AC 6).
- Assume the following dice score by the Hero: 19; 01; 16; 09. Two out of four blows struck...
- Note that he is allowed one attack for each of his combat levels as the ratio of one Orc vs. the Hero is 1:4, so this is treated as normal (non-fantastic) melee, as is any combat where the score of one side is a base 1 hit die or less. There are 8 orcs which can possibly be hit. An 8-sided die is rolled to determine which have been struck. Assume a 3 and an 8 are rolled. Orcs #3 and #8 are diced for to determine their hit points, and they have 3 and 4 points respectively. Orc #3 takes 6 damage points and is killed. Orc #8 takes 1 damage point and is able to fight.
- All 7 surviving/non-stunned Orcs are now able to attack.
- Continued attempts to over-power the Hero are assumed, and no less than 4 Orcs are able to attack the Hero from positions where his shield cannot be brought into play, so his AC is there considered 5, and those Orcs which attack from behind add +2 to their hit dice. In the case it is quite likely that the Orcs will capture the Hero.
Saving throws for monsters are the same as for the appropriate type and level of man, i.e. a balrog would gain the saving throw of either a 10th level fighter or a 12th level magic-user (the latter based upon the balrog's magic resistance), whichever score is the more favorable for the balrog. A troll would be equal to a 7th level fighter as it has 6 dice +3, virtually seven dice.
Morale: This is a factor which is seldom considered. The players, basically representing only their own character and a few others, have their own personal morale in reality. Unintelligent monsters fight until death. Occasionally, however, it is necessary to check either troops serving with a party (in whatever respect) or the morale of intelligent monsters. This is strictly a decision for the referee. The system used is likewise up to the referee, although there is one in CHAINMAIL which can be employed, or he can simply throw two dice -- a 2 being very bad morale, a 12 being very good morale. With situational adjustments this score will serve as a guideline for what action will be taken by the party checked.
Experience: Low value should be placed upon magical items as far as experience is concerned, as such items will be highly useful in gaining still more treasure. Thus, in the Greyhawk campaign a magic arrow (+1) is worth a maximum of 100 points experience, a +1 magic sword with no special abilities is valued at a maximum of 1,000 points, a scroll of spells at either 500 or at 100 points per level per spell (so a 6th level spell is worth a maximum of 600 experience points), a potion is worth between 250 and 500 points, and even a genie ring is worth no more than about 5,000 points maximum. Valuable metals and stones, however, are awarded experience points on a 1 gold piece to 1 experience point ratio, adjusted for circumstances -- as explained in D&D, a 10th level fighter cannot roust a bunch of kobolds and expect to gain anything but about 1/10th experience unless the number of the kobolds and the circumstances of the combat were such as to seriously challenge the fighter and actually jeopardize his life. For purposes of experience determination the level, of the monster is equivalent to its hit dice, and additional abilities add to the level in this case. A gorgon is certainly worth about 10 level factors, a balrog not less than 12, the largest red dragon not less than 16 or 17, and so on. The referee's judgement must be used to determine such matters, but with the foregoing examples it should prove to be no difficulty.
Spells: A magic-user can use a given spell but once during any given day, even if he is carrying his books with him. This is not to say that he cannot equip himself with a multiplicity of the same spell so as to have its use more than a single time. Therefore, a magic-user could, for example, equip himself with three sleep spells, each of which would be usable but once. He could also have a scroll of let us say two spells, both of which are also sleep spells. As the spells were read from the scrolls they would disappear, so in total that magic-user would have a maximum of five sleep spells to use that day. If he had no books with him there would be no renewal of spells on the next day, as the game assumes that the magic-use gains spells by preparations such as memorizing incantations, and once the spell is spoken that particular memory pattern is gone completely. In a similar manner spells are inscribed on a scroll, and as the words are uttered they vanish from the scroll.
GYGAX HOUSE RULES 2005
Introduction
In 2005, Gary ran an OD&D campaign for his group. This is a compilation of notes about the rules for that campaign. The info was gleaned from Q&As in Gary's Q&A threads on ENWorld & DF as well as some tales of the campaign posted by Deogolf.
Rules
- Only use the three little books---none of the supplements.
Character Generation and Advancement
- Ability scores rolled as best 3 out of 4d6. Arrange scores to taste.
- PCs start at 3rd level.
- Fighters get +1 HP/die. All PCs get +1 HP/die if Con > 14.
- No training necessary to gain a level.
Initiative
- 1d6 for surprise. 1=1 round. 2=2 rounds. 3 or more=no surprise.
- PCs must declare actions before initiative. Casters must declare the specific spell being cast.
- 1d6 for initiative. A tie means simultaneous combat.
- A casting caster who loses initiative will lose his spell if hit.
Combat
- All PCs get 1d6 hp/level. HP rolls are rerolled on a 1.
- Fighters do +1 damage if Str > 14.
- Dex doesn't affect AC.
- Dex does affect missile attack "to hit" rolls.
- PCs are unconscious at 0 hp. They can go as low as level +1 before death. (e.g. a 4th level fighter can be brought as low as -5 hp and just be unconscious.) A healing potion or cure spell restores them immediately.
Spells & Magical Items
- To acquire new spells casters must find scrolls, spellbooks, or a friendly higher-level caster.
- Clerics don't need spellbooks. (The original books can be read to imply that they do.)
- Gary IDs most magic items immediately (charging large sums of money when they return to town to rest & recuperate for this service). (This is because the players are anxious to get back into the dungeon & don't want to bother with in-town adventures.)
- Potions must still be tasted to ID, though.
- Unusual items require a trip to the striped mage.
GYGAX HOUSE RULES 2007
- STR > 14: +1 to hit and +1 to damage if a Fighter
- INT > 14: +1 1st level m-u spell
- WIS > 14: +1 1st level cleric spell
- DEX > 14: +1 to AC, and +1 to move silently
- CON > 14: +1 HP per HD (same as a Fighter class gets, +2 if a Fighter)
- CHA > 14: +1 (positive) on reaction checks
- HPs: Characters are only unconscious at 0 HPs. For each level a character may have a minus HP total equal to the level, so a 1st level PC is dead at -2, a 2nd level at -3, etc.
- When taking damage allow -1 HP per character level
Hail Fellow and Well Met! This is my Original Dungeons & Dragons blog named for my main campaign The Ruins of Murkhill™. I have been playing and refereeing OD&D since September 13th (Friday) of 1975. I am apt to talk about almost anything game related here. Open Ended Original Edition Old School Fantasy Adventure Sandbox Role Playing Games™ (OEOEFASRPG™) The Open-Ended Sandbox Exploration of Dungeons, Wilderness and Cities. World Building is one of the great pleasures of life.
Saturday, February 6, 2016
Gygax House Rules, Comments & Additions for OD&D
I have copied this information from the odd74 forum with permission and
placed it here for your perusal. It was complied and organized by
poster krusader74.
Monday, February 1, 2016
(RIP) George Steven Willet - December 29, 1952 - November 3, 2015 - member of Dragonsfoot since 2002
Steve Willett was a longtime member of the Dragonsfoot Forums since August of 2002 known by his screenname bloodymage. He served there for many years as a moderator - one of the better ones. Bloodymage was also a Military Veteran and in his last few years had numerous
health problems, including unfortunately a brain tumor. Due to the brain
tumor he was not the same person the last several years that he was
before. He really loved our hobby and published quite a bit of stuff on
RPGNOW, including a lot about his campaign world, I would suggest that you check it out while it is still available. He will be missed by
many, especially those who knew him when he was fully himself. He was a passionate creative person and he will be missed.
We believe the following to be his obituary:
George Steven Willett, 62, of Waynesville, MO, passed away November 3, 2015 in the University of Missouri Hospital of Columbia, MO. Graveside service with military honors will be held at 3:00 p.m. Monday, December 14, 2015 in the Missouri Veterans Cemetery of Waynesville. Arrangements are under the direction of Memorial Chapels and Crematory of Waynesville / St. Robert.
We believe the following to be his obituary:
George Steven Willett, 62, of Waynesville, MO, passed away November 3, 2015 in the University of Missouri Hospital of Columbia, MO. Graveside service with military honors will be held at 3:00 p.m. Monday, December 14, 2015 in the Missouri Veterans Cemetery of Waynesville. Arrangements are under the direction of Memorial Chapels and Crematory of Waynesville / St. Robert.
Sunday, January 10, 2016
Malignant Melanoma Part IV
The pathology report came back and the surgeon says it all looks good, we did catch it early and we had good margins all the way around the cancer and he is confident that we got it all. So a follow up visit with the dermatologist in three months, then every six months and a follow up visit with the surgeon every six months.
So I guess I should update my profile to show that I am a cancer survivor twice over now.
With serious things like cancer and I am assume other similar serious things you have all of these emotions and feelings that can be all over the place. All of them are hard to express and to share with anyone who has not been through it. You go through lows and highs, from incredibly sad to joyful and most of the time things are what they are. You still (at least in the places I have been so far) have to work and carry on your life as normal as you can, like nothing is really happening. But something is really happening and yet you still have to show up for your 40+ hours every week, still have to do your job and as long as things have not gotten really bad you still have to keep on keeping on, when what you really want to do is stop the merrygoround and get off for a while, take a break from work and other activities; but our society does not work that way.
It is a shame that when you have had something serious in your life that there is not a few weeks of mental health leave available. It is also a shame that most of us do not make enough to be able to take a few weeks of unpaid leave for that needed break. No, we keep working and try to deal with everything without any kind of break. Some days that is ok and other days it can really be tough.
If you have a friend or family member who has been through something rough, something traumatic, do those little things day to day that remind them that you are there for them, that you love them and that you are not going anyplace. I have that kind of support and I really hope that you do too.
So I guess I should update my profile to show that I am a cancer survivor twice over now.
With serious things like cancer and I am assume other similar serious things you have all of these emotions and feelings that can be all over the place. All of them are hard to express and to share with anyone who has not been through it. You go through lows and highs, from incredibly sad to joyful and most of the time things are what they are. You still (at least in the places I have been so far) have to work and carry on your life as normal as you can, like nothing is really happening. But something is really happening and yet you still have to show up for your 40+ hours every week, still have to do your job and as long as things have not gotten really bad you still have to keep on keeping on, when what you really want to do is stop the merrygoround and get off for a while, take a break from work and other activities; but our society does not work that way.
It is a shame that when you have had something serious in your life that there is not a few weeks of mental health leave available. It is also a shame that most of us do not make enough to be able to take a few weeks of unpaid leave for that needed break. No, we keep working and try to deal with everything without any kind of break. Some days that is ok and other days it can really be tough.
If you have a friend or family member who has been through something rough, something traumatic, do those little things day to day that remind them that you are there for them, that you love them and that you are not going anyplace. I have that kind of support and I really hope that you do too.
Friday, January 8, 2016
Links to Usuable Art - found at Dragonsfoot
Here are a collection of links to art that is both public domain and art that is not in the public domain; however, permission for certain uses has been granted. Important: Read each source carefully so that you can make sure that you are complying with any restrictions that may apply to any specific piece of art.
*African Themed [BnW Line Art and Shaded]
*Bowmen and Archers [B&W Line and Shaded Art]
Appendix N Art
*Personalities [B&W Line and Shaded Art]
*Battle Images and Commanders [BnW Line and Shaded Art]
*Books, Scrolls, Objects [B&W Line and Shaded Art]
*Ships/Nautical Themed [B&W Line and Shaded Art]
*Buildings/Construction Related [B&W Line & Shaded Art]
*Barrows, Tunnels and Dungeons [B&W Line and Shaded Art]
*Monsters and Creatures [B&W Line and Shaded Art]
*Castles/Fortifications/Siege Weap [B&W Line & Shaded Art]
*Corpses, Dead Bodies and Undead [B&W Line and Shaded Art]
*Asian Themed [B&W Line and Shaded Art]
*Magic and Witchcraft [B&W Line and Shaded Art]
*Assassinations/Nefarious Deeds [B&W Line and Shaded Art]
*Gonzo and Sci Fi [B&W Line and Shaded Art]
OS rpg art links
Collection of Public Domain Art and some Elmore clip art
Weird Tales Public Domain Images [Line Art]
*Arms and Armor [B&W Line and Shaded Art]
*Fighters/Fighting/Duels [B&W Line and Shaded Art]
*Kings and Courts [B&W Line and Shaded Art]
*Egyptian Themed [B&W Line and Shaded Art]
*Animals [B&W Line Art and Shading]
Adventurers and other personages
Setting Specific
Animals
Suggestions for Choosing Images
Sample Images
*African Themed [BnW Line Art and Shaded]
*Bowmen and Archers [B&W Line and Shaded Art]
Appendix N Art
*Personalities [B&W Line and Shaded Art]
*Battle Images and Commanders [BnW Line and Shaded Art]
*Books, Scrolls, Objects [B&W Line and Shaded Art]
*Ships/Nautical Themed [B&W Line and Shaded Art]
*Buildings/Construction Related [B&W Line & Shaded Art]
*Barrows, Tunnels and Dungeons [B&W Line and Shaded Art]
*Monsters and Creatures [B&W Line and Shaded Art]
*Castles/Fortifications/Siege Weap [B&W Line & Shaded Art]
*Corpses, Dead Bodies and Undead [B&W Line and Shaded Art]
*Asian Themed [B&W Line and Shaded Art]
*Magic and Witchcraft [B&W Line and Shaded Art]
*Assassinations/Nefarious Deeds [B&W Line and Shaded Art]
*Gonzo and Sci Fi [B&W Line and Shaded Art]
OS rpg art links
Collection of Public Domain Art and some Elmore clip art
Weird Tales Public Domain Images [Line Art]
*Arms and Armor [B&W Line and Shaded Art]
*Fighters/Fighting/Duels [B&W Line and Shaded Art]
*Kings and Courts [B&W Line and Shaded Art]
*Egyptian Themed [B&W Line and Shaded Art]
*Animals [B&W Line Art and Shading]
Adventurers and other personages
Setting Specific
Animals
Suggestions for Choosing Images
Sample Images
Wednesday, December 23, 2015
English Pronunciation
Does anyone know the origin of this essay? I have heard that it was started during WWII in the 1940's in a hospital for wounded British and American soldiers, but I don't know the truth of that.
English Pronunciation
If you can pronounce correctly every word in this poem, you will be speaking English better than 90% of the native English speakers in the world. Reportedly after trying the verses, a Frenchman said he'd prefer six months of hard labour to reading six lines aloud. Try them yourself.
Dearest creature in creation,
Study English pronunciation.
I will teach you in my verse
Sounds like corpse, corps, horse, and worse.
I will keep you, Suzy, busy,
Make your head with heat grow dizzy.
Tear in eye, your dress will tear.
So shall I! Oh hear my prayer.
Just compare heart, beard, and heard,
Dies and diet, lord and word,
Sword and sward, retain and Britain.
(Mind the latter, how it's written.)
Now I surely will not plague you
With such words as plaque and ague.
But be careful how you speak:
Say break and steak, but bleak and streak;
Cloven, oven, how and low,
Script, receipt, show, poem, and toe.
Hear me say, devoid of trickery,
Daughter, laughter, and Terpsichore,
Typhoid, measles, topsails, aisles,
Exiles, similes, and reviles;
Scholar, vicar, and cigar,
Solar, mica, war and far;
One, anemone, Balmoral,
Kitchen, lichen, laundry, laurel;
Gertrude, German, wind and mind,
Scene, Melpomene, mankind.
Billet does not rhyme with ballet,
Bouquet, wallet, mallet, chalet.
Blood and flood are not like food,
Nor is mould like should and would.
Viscous, viscount, load and broad,
Toward, to forward, to reward.
And your pronunciation's OK
When you correctly say croquet,
Rounded, wounded, grieve and sieve,
Friend and fiend, alive and live.
Ivy, privy, famous; clamour
And enamour rhyme with hammer.
River, rival, tomb, bomb, comb,
Doll and roll and some and home.
Stranger does not rhyme with anger,
Neither does devour with clangour.
Souls but foul, haunt but aunt,
Font, front, wont, want, grand, and grant,
Shoes, goes, does. Now first say finger,
And then singer, ginger, linger,
Real, zeal, mauve, gauze, gouge and gauge,
Marriage, foliage, mirage, and age.
Query does not rhyme with very,
Nor does fury sound like bury.
Dost, lost, post and doth, cloth, loth.
Job, nob, bosom, transom, oath.
Though the differences seem little,
We say actual but victual.
Refer does not rhyme with deafer.
Foeffer does, and zephyr, heifer.
Mint, pint, senate and sedate;
Dull, bull, and George ate late.
Scenic, Arabic, Pacific,
Science, conscience, scientific.
Liberty, library, heave and heaven,
Rachel, ache, moustache, eleven.
We say hallowed, but allowed,
People, leopard, towed, but vowed.
Mark the differences, moreover,
Between mover, cover, clover;
Leeches, breeches, wise, precise,
Chalice, but police and lice;
Camel, constable, unstable,
Principle, disciple, label.
Petal, panel, and canal,
Wait, surprise, plait, promise, pal.
Worm and storm, chaise, chaos, chair,
Senator, spectator, mayor.
Tour, but our and succour, four.
Gas, alas, and Arkansas.
Sea, idea, Korea, area,
Psalm, Maria, but malaria.
Youth, south, southern, cleanse and clean.
Doctrine, turpentine, marine.
Compare alien with Italian,
Dandelion and battalion.
Sally with ally, yea, ye,
Eye, I, ay, aye, whey, and key.
Say aver, but ever, fever,
Neither, leisure, skein, deceiver.
Heron, granary, canary.
Crevice and device and aerie.
Face, but preface, not efface.
Phlegm, phlegmatic, ass, glass, bass.
Large, but target, gin, give, verging,
Ought, out, joust and scour, scourging.
Ear, but earn and wear and tear
Do not rhyme with here but ere.
Seven is right, but so is even,
Hyphen, roughen, nephew Stephen,
Monkey, donkey, Turk and jerk,
Ask, grasp, wasp, and cork and work.
Pronunciation (think of Psyche!)
Is a paling stout and spikey?
Won't it make you lose your wits,
Writing groats and saying grits?
It's a dark abyss or tunnel:
Strewn with stones, stowed, solace, gunwale,
Islington and Isle of Wight,
Housewife, verdict and indict.
Finally, which rhymes with enough,
Though, through, plough, or dough, or cough?
Hiccough has the sound of cup.
My advice is to give up!!!
Tuesday, December 22, 2015
Malignant Melanoma Part III
I went back to my surgeon this afternoon for the first follow up. The pathology report is not back from the lab yet and because of the holidays will likely be sometime the first week of January. So I am still waiting on that report, but my surgeon sounds confident so I am not going to worry about it. He says my incision is healing well and I can leave it open to the air now.
I was amazed how little pain I have had from the whole thing, which has been great.
Well that is all I know for now. I have another check up with the surgeon in 30 days.
I was amazed how little pain I have had from the whole thing, which has been great.
Well that is all I know for now. I have another check up with the surgeon in 30 days.
Saturday, December 19, 2015
Wishing you all a Very Merry Christmas & A Very Happy New Year!
To all of my friends and readers who support this blog, I want to wish each of you a very Merry Christmas and a very Happy New Year! With all the trouble and turmoil that life brings our way throughout the year it is great to have a time that we can reflect on our lives and those loved ones in our lives and be grateful for our lives and for those loved ones in our lives.
I know the holidays can be a rough time for many for lots of different reasons. If you are one of those people, I send out a special prayer and personal wish that this holiday season and year would be the one where that begins to change for the better. As I get older (almost 60) and health challenges come my way, I have (and am) learning to value my friends and loved ones in a much deeper way than I ever did when I was a young man in my 20's. With all of the things that happen in my life I am learning to trust God more each and every day. You who are reading this may or may not believe in God, be that as it may, I myself am more convinced every day that there is a God, and that he loves me and that he loves you.
As Job said, "Shall we indeed accept good from God and not accept adversity?" and "The Lord gave and the Lord has taken away. Blessed be the name of the Lord." How many of us who believe are possessed of enough faith to consistently think this way when we are going through troubled times? And yet through two bouts of cancer, this is the lesson that I am learning, accepting the will of God in my life and with that acceptance being blessed with "And the peace of God, which surpasses all comprehension, will guard your hearts and your minds in Christ Jesus." It is not about understanding why, it is about simple trust that there is a reason and that whether or not I know that reason is not important.
Each day brings challenges of it's own and how we respond to them is what matters. Some challenges are big and some are small, some are painful and some are sweet, some go by us unnoticed and others consume our every waking moment. Our responses over time define who we are and what we are.
There is a parable about "Carrots, Eggs, And Coffee" that is posted in many different versions, here is one of them:
OD&D - Campaigns and House Rules Discussion If you are interested in OD&D and discussing your campaign and the campaigns of other and sharing each others house rules please visit my forum which is now just over 11 months old. We are a friendly group and seek those who like a friendly discussion.
I know the holidays can be a rough time for many for lots of different reasons. If you are one of those people, I send out a special prayer and personal wish that this holiday season and year would be the one where that begins to change for the better. As I get older (almost 60) and health challenges come my way, I have (and am) learning to value my friends and loved ones in a much deeper way than I ever did when I was a young man in my 20's. With all of the things that happen in my life I am learning to trust God more each and every day. You who are reading this may or may not believe in God, be that as it may, I myself am more convinced every day that there is a God, and that he loves me and that he loves you.
As Job said, "Shall we indeed accept good from God and not accept adversity?" and "The Lord gave and the Lord has taken away. Blessed be the name of the Lord." How many of us who believe are possessed of enough faith to consistently think this way when we are going through troubled times? And yet through two bouts of cancer, this is the lesson that I am learning, accepting the will of God in my life and with that acceptance being blessed with "And the peace of God, which surpasses all comprehension, will guard your hearts and your minds in Christ Jesus." It is not about understanding why, it is about simple trust that there is a reason and that whether or not I know that reason is not important.
Each day brings challenges of it's own and how we respond to them is what matters. Some challenges are big and some are small, some are painful and some are sweet, some go by us unnoticed and others consume our every waking moment. Our responses over time define who we are and what we are.
There is a parable about "Carrots, Eggs, And Coffee" that is posted in many different versions, here is one of them:
Carrots, Eggs, And Coffee
A young woman went to her mother and told her about her life and how things were so hard for her. She did not know how she was going to make it and wanted to give up. She was tired of fighting and struggling.
Her mother took her to the kitchen. She filled three pots with water. In the first she placed carrots, in the second she placed eggs, and in the last she placed ground coffee beans.
She let them sit and boil without saying a word. In about twenty minutes she turned off the burners. She fished the carrots out and placed them in a bowl. She pulled the eggs out and placed them in a bowl. Then she ladled the coffee out and placed it in a bowl.
Turning to her daughter, she asked, "Tell me, what do you see?" "Carrots, eggs, and coffee," she replied.
She brought her closer and asked her to feel the carrots. She did and noted that they were soft and mushy. She then asked her to take an egg and break it. After pulling off the shell, she observed the hardened egg. Finally, she asked her to sip the coffee.
The daughter smiled as she tasted its deep flavour and inhaled its rich aroma. The daughter then asked, "What's the point, mother?"
Her mother explained that each of these objects had faced the same adversity - boiling water - but each reacted differently. The carrot went in strong, hard and unrelenting. However, after being subjected to the boiling water, it became weak. The egg had been fragile. Its thin, outer shell had protected its liquid interior, but after sitting through the boiling water, its inside became hardened.
The ground coffee beans were unique, however. After they were in the boiling water they had changed the water.
"Which are you?" she asked her daughter. "When adversity knocks on your door, how do you respond? Are you a carrot, an egg, or a coffee bean?"
Think of this: Which am I? Am I the carrot that seems strong? But with pain and adversity, do I wilt and lose my strength? Am I the egg that starts with a malleable heart, but changes with the heat? Did I have a fluid spirit but, after a death, a breakup, a financial hardship or some other trial, have I become hardened and stiff? Does my shell look the same, but on the inside am I bitter and tough with a stiff spirit and a hardened heart? Or am I like the coffee bean? The bean actually changes the hot water - the very circumstance that brings the adversity, the pain, the hardship – into something quite wonderful. When the water gets hot, it releases its fragrance and flavor. If you are like the bean, when things are at their worst, you get better, and change the situation around you for the better.
When the hours are the darkest and trials are their greatest do you elevate to another level? How do you handle adversity?
ARE YOU A CARROT, AN EGG, OR A COFFEE BEAN?(Somehow, wake up and smell the coffee takes on a whole new meaning)
-Author Unknown
OD&D - Campaigns and House Rules Discussion If you are interested in OD&D and discussing your campaign and the campaigns of other and sharing each others house rules please visit my forum which is now just over 11 months old. We are a friendly group and seek those who like a friendly discussion.
Wednesday, December 16, 2015
Malignant Melanoma Part II
The doctor thought the surgery went well and about 14 hours later
most of the nerve block had worn off. They are sending all of the
removed tissue to be tested to make sure they had an adequate margin all the way around the
cancer. They cut around it and then below it they went all the way down
to muscle. I go back on the 22nd for follow up and to get the results of
the tissue study.
The nerve block was an incredible feeling, my entire right arm was completely numb and hung completely limp on Monday. Even though I had my arm in a sling, I had no idea that my arm was that heavy or what it would be like to have a limb paralyzed. About 11pm Monday night I was able to wiggle a finger and thumb a little and then it gradually wore off from there by 2:30 AM.
Wednesday morning I was able to go back to work..
The nerve block was an incredible feeling, my entire right arm was completely numb and hung completely limp on Monday. Even though I had my arm in a sling, I had no idea that my arm was that heavy or what it would be like to have a limb paralyzed. About 11pm Monday night I was able to wiggle a finger and thumb a little and then it gradually wore off from there by 2:30 AM.
Wednesday morning I was able to go back to work..
Friday, December 11, 2015
Malignant Melanoma
I was diagnosed two weeks ago with malignant melanoma and will be having surgery on Monday morning the 14th of November. As with my prostate cancer, they think they have caught it early and that the chances of successful treatment look very good.
It was in a mole that I have had all my life on my right forearm. I have been thinking for a while - a few months - that it was looking a bit different and getting bigger. I decided that it was changing shape a bit and the surface texture to my fingertip had changed. So I obtained a referral to a dermatologist from my family physician and he (the dermatologist) did a biopsy and it came back positive for malignant melanoma and he referred me to a surgeon who is getting me in as quickly as possible. They advised me that the best treatment is to be fast and aggressive with removal.
I am nearly 60 but it can occur at much younger ages. Know the symptoms and get yourself checked.
Melanoma - Symptoms
It was in a mole that I have had all my life on my right forearm. I have been thinking for a while - a few months - that it was looking a bit different and getting bigger. I decided that it was changing shape a bit and the surface texture to my fingertip had changed. So I obtained a referral to a dermatologist from my family physician and he (the dermatologist) did a biopsy and it came back positive for malignant melanoma and he referred me to a surgeon who is getting me in as quickly as possible. They advised me that the best treatment is to be fast and aggressive with removal.
I am nearly 60 but it can occur at much younger ages. Know the symptoms and get yourself checked.
Melanoma - Symptoms
Monday, October 12, 2015
"A Living and Breathing World..." A blog and a master thesis! (not mine)
Corey Ryan Walden aka Rastus_Burne (New Zealand) is a young chap exploring old school gaming. The first link with his name is also his blog. He submitted a paper for his Masters Thesis back in July and reports that he received an "A". The title is
"A Living and Breathing World...": examining participatory practices within Dungeons & Dragons
and he provides a link on his blog to the paper if you would like to read it. Part of the paper involved a survey that he posted on several forums and as I participated in the survey I thought I was link to his post for you. His site also has some other interesting downloads and I encourage you to check it out.
Thursday, October 8, 2015
Footprints #23 (DragonsFoot's free e-zine) is available for download:
Footprints #23 (DragonsFoot's free e-zine) is available for download:

Likewise, issue #22 (February) can be found here:
www.dragonsfoot.org/ft/index.shtml#392
The first 21 issues are also available over at DF.
Footprints #1
April 2004
Keeper of the Old Faith: An AD&D module for characters levels 9-14, by Bill Silvey 2
The Weight of Coins in AD&D, by Jeremy Goehring 7
Critical Hits & Fumbles, by Steve “bloodymage” Willett 9
Short Fiction: The Ravager, by Alphonso Warden 12
A Second Look: The Mask--a covert class, by Robert Doyel 13
Wandering Monsters: Two critters to bedevil your PCs 17
Product Review: Dungeon Module N1: Against the Cult of the Reptile God, by Lorne Marshall 19
Create Food & Drink 21
Pseudo Dragon: Gaming Humor 25
Footprints #2
August 2004
What Have I Got in My Pocket?, by John A. Turcotte 2
The Nasty NPC Competition--Jocasta the Black, by Mike Stewart 11
Multiclasses as Classes, by Mike Stewart 15
The Spell-Weaver, by Jared Hallett 30
The 5% Principle for Classic D&D, by Chris Gonnerman 31
Wandering Monsters
-Gaunt, by Mike Stewart 35
-Protolich, by Mike Stewart 36
Pseudo Dragon: Our Humor Section 37
Siblings of the Stake, by Elizabeth "Indigo Rose" Stewart 38
Footprints #3
December 2004
Stop the Goblin Raid: An AD&D Adventure for 5-8 characters of levels 1-3, by Trenton Howard 2
The Nasty NPC Competition-–Second Place Winners 12
The Thing, by Christopher Tichenor 12
Delorn, by Quinn Davis “Dave” Munnerlyn III 13
Wandering Monsters
-Gigger, by Quinn Davis “Dave” Munnerlyn III 15
-Allaru, by John A. Turcotte 16
-Uttuku, by John A. Turcotte 17
-Retherians, by Jared Hallet 19
Online Gaming: Play by E-mail, by Quinn Davis “Dave” Munnerlyn III 23
Product Review: Module UK4 When a Star Falls, by Lorne Marshall 26
Pseudo Dragon: Our Humor Section 29
Siblings of the Stake, by Elizabeth "Indigo Rose" Stewart 30
Footprints #4
April 2005
Watchers on the Whyestil: An AD&D Adventure for characters levels 4-6, by John A Turcotte 2
Nasty NPC's-–Zoron, Thief of Lives, by Chris Gonnerman 14
Magic Items in their Proper Place, by Mike Stewart 16
Nightflyers, by Steve Marsh 26
"CURSES, foiled again!", by Rizak the Really Horrible 31
Felis Race (Cat Folk), by Marc A. Staff (aka Dragon Fire) 37
Wandering Monsters
-Gravehound, by Michael Haskell with Rich Armstrong 42
-Tree Squid, by Michael Haskell 43
-Gloom, by John A. Turcotte 45
-Corpse Candle, by John A. Turcotte 46
Pseudo Dragon: Our Humor Section 48
Footprints #5
August 2005
The Lost Chalice of Father Tomas: An AD&D Adventure for 1st level, by John A. Turcotte 2
The Nystul and Lendore Isle Campaign, by Lenard Lakofka 11
Suel Gods, by Lenard Lakofka 20
The Standard Bearer, by Jim Ward 21
New Spell: Vingotsky's Vile Vessel, by Stuart Marshall 29
The Sharp and Pointy Contest 30
Wandering Monsters
-Ghouloid and Ghastoid, by Lenard Lakofka 34
Ogham, by George L. Ullom and Dr. J. Curtis Clark 36
Create Food and Drink, by Johnathan Fletcher 45
Pseudo Dragon: Our Humor Section 49
Footprints #6
December 2005
The Ebony Tower: An RPGA AD&D Adventure, by James M. Ward 2
The Clergy of Phaulkon, by Len Lakofka 7
Recipe for a Devil, by Len Lakofka 9
Wandering Monsters-–two new undead nasties, by John A. Turcotte 18
Training to Improve Ability Scores in AD&D, by Joe Maccarrone 20
Dead of Winter, by C. Wesley Clough 24
Create Food and Drink, by Jonathon Fletcher 27
Pseudo Dragon: Our Humor Section 29
Footprints #7
April 2006
Artisans, by Len Lakofka 2
New Spells, by Len Lakofka 4
Little Prayers, by Len Lakofka 8
Cat of Nine Lives, by Len Lakofka 11
Boggarts! Fairies from the Slavic Pantheon, by John A. Turcotte 14
Scion of Cthulhu, by Jeff Childers and K.lm.n Farag 18
Spells for the Sophisticated Traveling Wizard, by Dennis Hes 22
Clerics Turning Undead, by Bryan Fazekas 23
Random Encounters, by Stuart Marshall 31
Master Encumbrance Guide, by John A. Turcotte 33
Footprints #8
August 2006
Variable Hit Dice for Monsters, by Lenard Lakofka 2
Secondary Skills, by Mike Stewart 4
The Chamber of Mull, by Stephen Sofinski 7
Humanoid Strength Ratings and Expanded Hit Dice Potential, by Joe Maccarone 13
A Second Look: Crafting Items in 2nd Edition Advanced Dungeons & Dragons, by Cyrus Ayers 16
Wandering Monsters
-Dragonsnake, by Len Lakofka 22
-Gnarly Tree, by Len Lakofka 23
-Jack Jumper Ant, Giant, by Barry W. Smith 26
-Siafu, Giant, by Barry W. Smith 27
-Tatzelworm, by John A. Turcotte 28
-Valusian, by John A. Turcotte 29
-The Ballad of the Phantasmal Vorpal Sword, by John A. Turcotte 31
New Spells
-Bend Metal, by Jason Cone 35
-Curse of Xen, by Stuart Marshal 35
-Curse of Yarthos, by Stuart Marshall 35
-Ice Shards, by Stuart Marshall 36
-Rexok’s Punishing Blade, by Stuart Marshall 36
-Valdemar’s Voltaic Digits, by Joel K. Bishop 36
-Warp Metal, by Jason Cone 37
Prism of the Shades, by Michael Haskell 38
Footprints #9
December 2006
Beyond Strength: Exceptional Abilities for AD&D, by Joe Maccarone 2
The Church of Osprem, by Lenard Lakofka 5
Girdle of Elvenkind, by Stephen Sofinski 8
The Emperor’s Lost Army: An AD&D Adventure for Character Levels 5-7, by John A. Turcotte 9
Wandering Monsters
-Feng-Huang, by John A. Turcotte 21
-Raiju, by John A. Turcotte 22
-Linnorm, by John A. Turcotte 23
-Rusalka, by John A. Turcotte 24
-Resonant Pass, by Stephen Sofinski 25
Leomund’s Wondrous Rings, by Lenard Lakofka 33
Taking the Mystery Out of the Orient, by Gary G. Stevens 35
Locks Come to Life--an Addition to any D&D System, by David Havard 44
Footprints #10
April 2007
The Arcane Knight, by Mike Riley 2
Complete Attack and Saving Throw Table, by Antonio Eleuteri 9
Death From Above! An AD&D Mini-Module for 4-6 Characters, Levels 6-9, by Michael Haskell 12
Tordell’s Wonderful Road of Transfiguration, by Alphonso Warden 18
Beginning Magic-User Spell Table, by Joel Bishop 19
Gaining Non-Weapon Proficiency Slots, by Cyrus Ayers 20
Stat This Monster Contest! 21
Dark Huntsmen, by John A. Turcotte 23
Caravans: Cost and Guarding, by David Havard 25
The Nightstalkers, by David Ednie 26
Wall of Bones/Wave of Fatigue, by Stuart Marshall 28
Create Food & Drink 29
Footprints #11
August 2007
Four new “Gygaxian” classes for your AD&D® game! Part One, by David Prata 2
New Vermin, by Stuart Marshall 20
AD&D Ability Score Training and Improvement, by Joe Maccarone 22
Lost Shrine of Tharizdun, by Alphonzo Warden 25
Choices, by Stephen Sofinski 28
The Ki-Mancer Class, by Ryan Coombes .34
New Illusionist Spells, by Brian Dougherty 52
Waiting for My Check, by Tim Kask 54
Footprints #12
March 2008
Leomund’s Silken Sqaures, by Lenard Lakofka 2
New “Gygaxian” classes for your AD&D® game! Part Two, by David Prata 7
Feudal Social Hierarchy in AD&D, by Brian Wells 22
Alternative Tables for Ability Adjustments, by Emiliano Marchetti 34
Dinner is Served: A 2nd Edition AD&D Ravenloft Encounter for 2-6 Characters, Levels 4-6, by Jason Duke 37
Damned One, by John A. Turcotte 39
Relics of the Veil: The Whipcord, by Ryan Coombes 40
Footprints #13
August 2008
The Houngan: A New NPC Class, by Jason Blair 2
The Enchantment, by Richard Miller 13
Tower of the Elephant: An AD&D Adventure for Character Levels 4-6, by Thulsa 14
Alien Versus ... Druid?, by Thomas Worthington 24
New Mosters: Kzaddich and Tsalakian, by John Turcotte 29
Vampire Lords, by Brian Wells 32
Footprints #14
January 2009
The Necromancer, by David Mohr 4
100 Names for Taverns, by C. Wesley Clough 26
The Dead Down Below, by Rex Baker 28
Wandering Monsters
-The Boggle, by Rachel Drummon 31
-The Vulkodlak, by John Turcotte 32
Seasons in the Abyss: The Carrion Fields, by Marco Cavagna 34
Nolzur of Lendor, by Len Lakofka 40
Vampire Lords: Part II, by Brian Wells 44
My Kingdom for a..., by Jason Peppers 52
Footprints #15
June 2009
Historically Resonant Coinage for AD&D, by Joe Maccarone 2
Haunted Inn of the Little Bear: Revenant's Revenge, an Adventure for 3-6 Characters of 1st to 3rd Level, by Brian Wells 6
The Shaman NPC, by David Mohr 19
Wandering Monsters
-Bat, Vampire, by John Turcotte 44
-Powrie, by Rachel Drummond 46
Gifts in Early and Late AD&D, by Len Lakofka 48
Ruminations of an Aging DM; or, Over Half a Lifetime with My Friend AD&D, by Brian Wells 51
Random Phantom Generator, by Michael Martin 57
Give Your Cities Some Character, by Mike Hensley 59
Footprints #16
November 2009
The Transmuter, by David Mohr 2
Bandit Stronghold: An AD&D Adventure for 2-4 Player Characters, Levels 2-4, by Brian Wells 21
Wandering Monsters:
-Elemental Stalkers, by John Paquette 31
-Frost Naga, by C. Wesley Clough 34
-Iceblight, by C. Wesley Clough 35
-Primordimental, by John Turcotte 36
Relics of the Veil: The Urban, by Ryan Coombes 37
Cantor’s Pocket Demesne, by Don Dickerson 43
Footprints #17
March 2011
Alternative Spell Casting Rules for Classic D&D and 1E, by Christopher Lewis 4
Death Dice, by Lenard Lakofka 13
The (False) Tomb Of Horrors: An AD&D Adventure for Character Levels 12-14, by Joseph Pallai 16
Teleport Trap, by Scott W. Roberts 28
The Werelord, by David Mohr 30
Sword of Taunting +1, Cursed, by Gordon Wheaton 43
The Reconciled Ranger, by R. N. Bailey 44
Footprints #18
April 2013
The Cult of the Devourer, by Andrew Hamilton 3
A Riddle, by Ryan Coombes 9
The Mired Cathedral: An AD&D Scenario for 4-8 Characters of 4th to 6th Level, by C. Wesley Clough 10
Magic Items, by Stuart Marshall 16
The Holy Sword, by Atiq Shafi 17
Tribal Spellcasters Revisited, by Andrew Hamilton 20
Creatures of the Tulgey Wood, by Stuart Marshall 28
The Sorcerer, by R. N. Bailey 30
An Unhealthy Obsession with Equipment, by Stuart Marshall 35
Footprints #19
July 2013
Field Notes from Davendowns, by Andrew Hamilton 4
Kung Fu Monk, by Stuart Marshall 10
Magic Items for Assassins and Other Dirty Fighters, by C. Wesley Clough 13
King Rat, by Michael Davis 15
Create Food and Drink, by Nicole Massey 17
Troubadour, by Stuart Marshall 19
Into the Shrieking Hollow: A Small AD&D Dungeon Adventure for 4-6 Characters, Levels 1-3, by C. Wesley Clough 22
Ecology of the Cave Blinder, by Bryan Fazekas 30
Thorks, by C. Wesley Clough 34
Footprints #20
November 2013
The Witch, by Stuart Marshall 4
Create Food & Drink, by Nicole Massey 24
The Secret of the Wood of Dark Boughs: A 1st Edition AD&D Adventure for Characters Level 3-5, by R. N. Bailey 26
The Thieves' Guild of Ravenar, by John B. Keane 58
The Printing Press of Glarck, by Bryan Fazekas 70
The Goliath, by T. J. Shealy 72
The Rat's Meow: An AD&D 2nd Edition Adventure for 2-5 Characters of 3rd and 4th Level, by Darren Dare 73
Weapon Type vs Armor Class, by Ian Slater 78
Footprints #21
May 2014
New Character Races, by Stuart Marshall 4
Combined Combat Chart, by Steve Wachs 17
How Much Experience Did We Get For That Dragon?, by Ardano Silverbow 18
Magical Miscellanea, by C. Wesley Clough 21
Glarck's Remote Spell Books, by Bryan Fazekas 22
Ride the Lightning, by Ian Slater 24
Monsters of All Sizes, by R. N. Bailey 28
The Wizard's Laboratory, by Marco 33
The Conjurer, by Ian Slater 59
Lake of Sorrows: An OSRIC Adventure for Characters of Levels 1-3, by Steve McFadden 66
Footprints #22
February 2015
Charge It!, by Ian Slater 2
Feelin’ Trapped?, by Tony Chaplin 6
Pulling Strings: A 2E Adventure for Characters of Levels 3-4, by Darren Dare 9
Treasures & Tables, by Stuart Marshall 12
Systems & Swordplay, by Stuart Marshall 16
Many a Quaint and Curious Volume of Forgotten Lore, by Michael Haskell 19
Prelude to an Adventure, by Steve McFadden 21
Blacktop Vale: An OSRIC Adventure for Characters of Level 1-2, by Steve McFadden 24
Footprints #23
September 2015
% in Lair, by Steve McFadden 2
Lycanthropes with Class, by Andrew Hamilton 3
The Slayer, by Ian Slater 4
Centaurs! More Than Just Horsing Around, by Alan Powers 7
No Bones About It: A Short 2E Adventure for Characters of Levels 3-5, by Darren Dare 12
Basic Equipage and Supplies: Costs and Encumbrances, by David Prata 18
A Digest Alchemical, by Ryan Coombes 21
Human and Halfling Character Background Tables, by Alan Powers 31
B11a: Priest's Errand: A 1E Adventure for Level 1 Characters, by Leon Baradat 39
The Eye of Ishur, by C. Wesley Clough 44
Shards from the Workshop, by Various Authors 49
Undead Immunities, by Marco Cavagna 55
Citadel of the Carrion-Eaters: A1E Adventure for Characters of Levels 10+, by Andrew Hamilton 60
Likewise, issue #22 (February) can be found here:
www.dragonsfoot.org/ft/index.shtml#392
The first 21 issues are also available over at DF.
Footprints #1
April 2004
Keeper of the Old Faith: An AD&D module for characters levels 9-14, by Bill Silvey 2
The Weight of Coins in AD&D, by Jeremy Goehring 7
Critical Hits & Fumbles, by Steve “bloodymage” Willett 9
Short Fiction: The Ravager, by Alphonso Warden 12
A Second Look: The Mask--a covert class, by Robert Doyel 13
Wandering Monsters: Two critters to bedevil your PCs 17
Product Review: Dungeon Module N1: Against the Cult of the Reptile God, by Lorne Marshall 19
Create Food & Drink 21
Pseudo Dragon: Gaming Humor 25
Footprints #2
August 2004
What Have I Got in My Pocket?, by John A. Turcotte 2
The Nasty NPC Competition--Jocasta the Black, by Mike Stewart 11
Multiclasses as Classes, by Mike Stewart 15
The Spell-Weaver, by Jared Hallett 30
The 5% Principle for Classic D&D, by Chris Gonnerman 31
Wandering Monsters
-Gaunt, by Mike Stewart 35
-Protolich, by Mike Stewart 36
Pseudo Dragon: Our Humor Section 37
Siblings of the Stake, by Elizabeth "Indigo Rose" Stewart 38
Footprints #3
December 2004
Stop the Goblin Raid: An AD&D Adventure for 5-8 characters of levels 1-3, by Trenton Howard 2
The Nasty NPC Competition-–Second Place Winners 12
The Thing, by Christopher Tichenor 12
Delorn, by Quinn Davis “Dave” Munnerlyn III 13
Wandering Monsters
-Gigger, by Quinn Davis “Dave” Munnerlyn III 15
-Allaru, by John A. Turcotte 16
-Uttuku, by John A. Turcotte 17
-Retherians, by Jared Hallet 19
Online Gaming: Play by E-mail, by Quinn Davis “Dave” Munnerlyn III 23
Product Review: Module UK4 When a Star Falls, by Lorne Marshall 26
Pseudo Dragon: Our Humor Section 29
Siblings of the Stake, by Elizabeth "Indigo Rose" Stewart 30
Footprints #4
April 2005
Watchers on the Whyestil: An AD&D Adventure for characters levels 4-6, by John A Turcotte 2
Nasty NPC's-–Zoron, Thief of Lives, by Chris Gonnerman 14
Magic Items in their Proper Place, by Mike Stewart 16
Nightflyers, by Steve Marsh 26
"CURSES, foiled again!", by Rizak the Really Horrible 31
Felis Race (Cat Folk), by Marc A. Staff (aka Dragon Fire) 37
Wandering Monsters
-Gravehound, by Michael Haskell with Rich Armstrong 42
-Tree Squid, by Michael Haskell 43
-Gloom, by John A. Turcotte 45
-Corpse Candle, by John A. Turcotte 46
Pseudo Dragon: Our Humor Section 48
Footprints #5
August 2005
The Lost Chalice of Father Tomas: An AD&D Adventure for 1st level, by John A. Turcotte 2
The Nystul and Lendore Isle Campaign, by Lenard Lakofka 11
Suel Gods, by Lenard Lakofka 20
The Standard Bearer, by Jim Ward 21
New Spell: Vingotsky's Vile Vessel, by Stuart Marshall 29
The Sharp and Pointy Contest 30
Wandering Monsters
-Ghouloid and Ghastoid, by Lenard Lakofka 34
Ogham, by George L. Ullom and Dr. J. Curtis Clark 36
Create Food and Drink, by Johnathan Fletcher 45
Pseudo Dragon: Our Humor Section 49
Footprints #6
December 2005
The Ebony Tower: An RPGA AD&D Adventure, by James M. Ward 2
The Clergy of Phaulkon, by Len Lakofka 7
Recipe for a Devil, by Len Lakofka 9
Wandering Monsters-–two new undead nasties, by John A. Turcotte 18
Training to Improve Ability Scores in AD&D, by Joe Maccarrone 20
Dead of Winter, by C. Wesley Clough 24
Create Food and Drink, by Jonathon Fletcher 27
Pseudo Dragon: Our Humor Section 29
Footprints #7
April 2006
Artisans, by Len Lakofka 2
New Spells, by Len Lakofka 4
Little Prayers, by Len Lakofka 8
Cat of Nine Lives, by Len Lakofka 11
Boggarts! Fairies from the Slavic Pantheon, by John A. Turcotte 14
Scion of Cthulhu, by Jeff Childers and K.lm.n Farag 18
Spells for the Sophisticated Traveling Wizard, by Dennis Hes 22
Clerics Turning Undead, by Bryan Fazekas 23
Random Encounters, by Stuart Marshall 31
Master Encumbrance Guide, by John A. Turcotte 33
Footprints #8
August 2006
Variable Hit Dice for Monsters, by Lenard Lakofka 2
Secondary Skills, by Mike Stewart 4
The Chamber of Mull, by Stephen Sofinski 7
Humanoid Strength Ratings and Expanded Hit Dice Potential, by Joe Maccarone 13
A Second Look: Crafting Items in 2nd Edition Advanced Dungeons & Dragons, by Cyrus Ayers 16
Wandering Monsters
-Dragonsnake, by Len Lakofka 22
-Gnarly Tree, by Len Lakofka 23
-Jack Jumper Ant, Giant, by Barry W. Smith 26
-Siafu, Giant, by Barry W. Smith 27
-Tatzelworm, by John A. Turcotte 28
-Valusian, by John A. Turcotte 29
-The Ballad of the Phantasmal Vorpal Sword, by John A. Turcotte 31
New Spells
-Bend Metal, by Jason Cone 35
-Curse of Xen, by Stuart Marshal 35
-Curse of Yarthos, by Stuart Marshall 35
-Ice Shards, by Stuart Marshall 36
-Rexok’s Punishing Blade, by Stuart Marshall 36
-Valdemar’s Voltaic Digits, by Joel K. Bishop 36
-Warp Metal, by Jason Cone 37
Prism of the Shades, by Michael Haskell 38
Footprints #9
December 2006
Beyond Strength: Exceptional Abilities for AD&D, by Joe Maccarone 2
The Church of Osprem, by Lenard Lakofka 5
Girdle of Elvenkind, by Stephen Sofinski 8
The Emperor’s Lost Army: An AD&D Adventure for Character Levels 5-7, by John A. Turcotte 9
Wandering Monsters
-Feng-Huang, by John A. Turcotte 21
-Raiju, by John A. Turcotte 22
-Linnorm, by John A. Turcotte 23
-Rusalka, by John A. Turcotte 24
-Resonant Pass, by Stephen Sofinski 25
Leomund’s Wondrous Rings, by Lenard Lakofka 33
Taking the Mystery Out of the Orient, by Gary G. Stevens 35
Locks Come to Life--an Addition to any D&D System, by David Havard 44
Footprints #10
April 2007
The Arcane Knight, by Mike Riley 2
Complete Attack and Saving Throw Table, by Antonio Eleuteri 9
Death From Above! An AD&D Mini-Module for 4-6 Characters, Levels 6-9, by Michael Haskell 12
Tordell’s Wonderful Road of Transfiguration, by Alphonso Warden 18
Beginning Magic-User Spell Table, by Joel Bishop 19
Gaining Non-Weapon Proficiency Slots, by Cyrus Ayers 20
Stat This Monster Contest! 21
Dark Huntsmen, by John A. Turcotte 23
Caravans: Cost and Guarding, by David Havard 25
The Nightstalkers, by David Ednie 26
Wall of Bones/Wave of Fatigue, by Stuart Marshall 28
Create Food & Drink 29
Footprints #11
August 2007
Four new “Gygaxian” classes for your AD&D® game! Part One, by David Prata 2
New Vermin, by Stuart Marshall 20
AD&D Ability Score Training and Improvement, by Joe Maccarone 22
Lost Shrine of Tharizdun, by Alphonzo Warden 25
Choices, by Stephen Sofinski 28
The Ki-Mancer Class, by Ryan Coombes .34
New Illusionist Spells, by Brian Dougherty 52
Waiting for My Check, by Tim Kask 54
Footprints #12
March 2008
Leomund’s Silken Sqaures, by Lenard Lakofka 2
New “Gygaxian” classes for your AD&D® game! Part Two, by David Prata 7
Feudal Social Hierarchy in AD&D, by Brian Wells 22
Alternative Tables for Ability Adjustments, by Emiliano Marchetti 34
Dinner is Served: A 2nd Edition AD&D Ravenloft Encounter for 2-6 Characters, Levels 4-6, by Jason Duke 37
Damned One, by John A. Turcotte 39
Relics of the Veil: The Whipcord, by Ryan Coombes 40
Footprints #13
August 2008
The Houngan: A New NPC Class, by Jason Blair 2
The Enchantment, by Richard Miller 13
Tower of the Elephant: An AD&D Adventure for Character Levels 4-6, by Thulsa 14
Alien Versus ... Druid?, by Thomas Worthington 24
New Mosters: Kzaddich and Tsalakian, by John Turcotte 29
Vampire Lords, by Brian Wells 32
Footprints #14
January 2009
The Necromancer, by David Mohr 4
100 Names for Taverns, by C. Wesley Clough 26
The Dead Down Below, by Rex Baker 28
Wandering Monsters
-The Boggle, by Rachel Drummon 31
-The Vulkodlak, by John Turcotte 32
Seasons in the Abyss: The Carrion Fields, by Marco Cavagna 34
Nolzur of Lendor, by Len Lakofka 40
Vampire Lords: Part II, by Brian Wells 44
My Kingdom for a..., by Jason Peppers 52
Footprints #15
June 2009
Historically Resonant Coinage for AD&D, by Joe Maccarone 2
Haunted Inn of the Little Bear: Revenant's Revenge, an Adventure for 3-6 Characters of 1st to 3rd Level, by Brian Wells 6
The Shaman NPC, by David Mohr 19
Wandering Monsters
-Bat, Vampire, by John Turcotte 44
-Powrie, by Rachel Drummond 46
Gifts in Early and Late AD&D, by Len Lakofka 48
Ruminations of an Aging DM; or, Over Half a Lifetime with My Friend AD&D, by Brian Wells 51
Random Phantom Generator, by Michael Martin 57
Give Your Cities Some Character, by Mike Hensley 59
Footprints #16
November 2009
The Transmuter, by David Mohr 2
Bandit Stronghold: An AD&D Adventure for 2-4 Player Characters, Levels 2-4, by Brian Wells 21
Wandering Monsters:
-Elemental Stalkers, by John Paquette 31
-Frost Naga, by C. Wesley Clough 34
-Iceblight, by C. Wesley Clough 35
-Primordimental, by John Turcotte 36
Relics of the Veil: The Urban, by Ryan Coombes 37
Cantor’s Pocket Demesne, by Don Dickerson 43
Footprints #17
March 2011
Alternative Spell Casting Rules for Classic D&D and 1E, by Christopher Lewis 4
Death Dice, by Lenard Lakofka 13
The (False) Tomb Of Horrors: An AD&D Adventure for Character Levels 12-14, by Joseph Pallai 16
Teleport Trap, by Scott W. Roberts 28
The Werelord, by David Mohr 30
Sword of Taunting +1, Cursed, by Gordon Wheaton 43
The Reconciled Ranger, by R. N. Bailey 44
Footprints #18
April 2013
The Cult of the Devourer, by Andrew Hamilton 3
A Riddle, by Ryan Coombes 9
The Mired Cathedral: An AD&D Scenario for 4-8 Characters of 4th to 6th Level, by C. Wesley Clough 10
Magic Items, by Stuart Marshall 16
The Holy Sword, by Atiq Shafi 17
Tribal Spellcasters Revisited, by Andrew Hamilton 20
Creatures of the Tulgey Wood, by Stuart Marshall 28
The Sorcerer, by R. N. Bailey 30
An Unhealthy Obsession with Equipment, by Stuart Marshall 35
Footprints #19
July 2013
Field Notes from Davendowns, by Andrew Hamilton 4
Kung Fu Monk, by Stuart Marshall 10
Magic Items for Assassins and Other Dirty Fighters, by C. Wesley Clough 13
King Rat, by Michael Davis 15
Create Food and Drink, by Nicole Massey 17
Troubadour, by Stuart Marshall 19
Into the Shrieking Hollow: A Small AD&D Dungeon Adventure for 4-6 Characters, Levels 1-3, by C. Wesley Clough 22
Ecology of the Cave Blinder, by Bryan Fazekas 30
Thorks, by C. Wesley Clough 34
Footprints #20
November 2013
The Witch, by Stuart Marshall 4
Create Food & Drink, by Nicole Massey 24
The Secret of the Wood of Dark Boughs: A 1st Edition AD&D Adventure for Characters Level 3-5, by R. N. Bailey 26
The Thieves' Guild of Ravenar, by John B. Keane 58
The Printing Press of Glarck, by Bryan Fazekas 70
The Goliath, by T. J. Shealy 72
The Rat's Meow: An AD&D 2nd Edition Adventure for 2-5 Characters of 3rd and 4th Level, by Darren Dare 73
Weapon Type vs Armor Class, by Ian Slater 78
Footprints #21
May 2014
New Character Races, by Stuart Marshall 4
Combined Combat Chart, by Steve Wachs 17
How Much Experience Did We Get For That Dragon?, by Ardano Silverbow 18
Magical Miscellanea, by C. Wesley Clough 21
Glarck's Remote Spell Books, by Bryan Fazekas 22
Ride the Lightning, by Ian Slater 24
Monsters of All Sizes, by R. N. Bailey 28
The Wizard's Laboratory, by Marco 33
The Conjurer, by Ian Slater 59
Lake of Sorrows: An OSRIC Adventure for Characters of Levels 1-3, by Steve McFadden 66
Footprints #22
February 2015
Charge It!, by Ian Slater 2
Feelin’ Trapped?, by Tony Chaplin 6
Pulling Strings: A 2E Adventure for Characters of Levels 3-4, by Darren Dare 9
Treasures & Tables, by Stuart Marshall 12
Systems & Swordplay, by Stuart Marshall 16
Many a Quaint and Curious Volume of Forgotten Lore, by Michael Haskell 19
Prelude to an Adventure, by Steve McFadden 21
Blacktop Vale: An OSRIC Adventure for Characters of Level 1-2, by Steve McFadden 24
Footprints #23
September 2015
% in Lair, by Steve McFadden 2
Lycanthropes with Class, by Andrew Hamilton 3
The Slayer, by Ian Slater 4
Centaurs! More Than Just Horsing Around, by Alan Powers 7
No Bones About It: A Short 2E Adventure for Characters of Levels 3-5, by Darren Dare 12
Basic Equipage and Supplies: Costs and Encumbrances, by David Prata 18
A Digest Alchemical, by Ryan Coombes 21
Human and Halfling Character Background Tables, by Alan Powers 31
B11a: Priest's Errand: A 1E Adventure for Level 1 Characters, by Leon Baradat 39
The Eye of Ishur, by C. Wesley Clough 44
Shards from the Workshop, by Various Authors 49
Undead Immunities, by Marco Cavagna 55
Citadel of the Carrion-Eaters: A1E Adventure for Characters of Levels 10+, by Andrew Hamilton 60
Monday, October 5, 2015
The Long Detailed History of English Metaphor
If you are like me and into words and their use, their history and their sometimes very odd origins then you might be interested in these links.
News Articles:
Explore This Map of 13 Centuries' Worth of English Metaphors
Metaphor map charts the images that structure our thinking
Online Resource:
Mapping Metaphor - English and Old English
The Historical Thesaurus of English
Related blog:
Mapping Metaphor with the Historical Thesaurus
News Articles:
Explore This Map of 13 Centuries' Worth of English Metaphors
Metaphor map charts the images that structure our thinking
Online Resource:
Mapping Metaphor - English and Old English
The Historical Thesaurus of English
Related blog:
Mapping Metaphor with the Historical Thesaurus
Sunday, October 4, 2015
Dave Arneson (More About)
Here are a few links for more information about Dave Arneson. I particularly liked the insights in the library link where they talk about his literary insprirations.
Arneson's legacy in BECMI
Dave Arneson's library
Judge's Guild Thoughts & Dave Arneson Appreciation Day Homage
Arneson's legacy in BECMI
Dave Arneson's library
Judge's Guild Thoughts & Dave Arneson Appreciation Day Homage
Saturday, October 3, 2015
Dave Arneson Links to Information and to downloads
Here are more links to information about Dave Arneson and to the "Ultimate Fansite" which has some great downloads.
The Greatest Dungeon Masters in the World: Dave Arneson
Q&A with Greg Svenson -A Dave Arnerson player
The Blackmoor Archives - The Ultimate Blackmoor Fansite
Go to "The Blackmoor Archives" to access this menu Index
INDEX
Home - This Page
Forum Visit our Discussion Forum, the Comeback Inn!
The Blog - Get the Latest News on Blackmoor at Havard's Blackmoor Blog.
Articles - Articles about the Blackmoor Setting.
History of the creation and publication of Blackmoor, from Dave Arneson's Original Gaming group to the D20 line from Zeitgeist Games.
The Bestiary details the Monsters of Blackmoor under various editions of Dungeons & Dragons.
Rules for running Blackmoor under various RPG systems.
Gallery - The art of Blackmoor
Maps. Your guide to the geography of Blackmoor.
Downloads - Downloads for Blackmoor.
Dave Arneson's Blackmoor - the MMRPG. All about the Living Blackmoor Campaign. Get the Free Downloads while you can.
Blackmoor Campaigns
Downloads connected to Blackmoor, such as Mystara, Greyhawk, the Wilderlands and Others.
Get an overview of the Blackmoor fan community across the World Wide Web.
Links - Other websites with information about the Blackmoor Setting.
About About this site and the people behind it.
The Greatest Dungeon Masters in the World: Dave Arneson
Q&A with Greg Svenson -A Dave Arnerson player
The Blackmoor Archives - The Ultimate Blackmoor Fansite
Go to "The Blackmoor Archives" to access this menu Index
INDEX
Home - This Page
Forum Visit our Discussion Forum, the Comeback Inn!
The Blog - Get the Latest News on Blackmoor at Havard's Blackmoor Blog.
Articles - Articles about the Blackmoor Setting.
History of the creation and publication of Blackmoor, from Dave Arneson's Original Gaming group to the D20 line from Zeitgeist Games.
The Bestiary details the Monsters of Blackmoor under various editions of Dungeons & Dragons.
Rules for running Blackmoor under various RPG systems.
Gallery - The art of Blackmoor
Maps. Your guide to the geography of Blackmoor.
Downloads - Downloads for Blackmoor.
Dave Arneson's Blackmoor - the MMRPG. All about the Living Blackmoor Campaign. Get the Free Downloads while you can.
Blackmoor Campaigns
Downloads connected to Blackmoor, such as Mystara, Greyhawk, the Wilderlands and Others.
Get an overview of the Blackmoor fan community across the World Wide Web.
Links - Other websites with information about the Blackmoor Setting.
About About this site and the people behind it.
Friday, October 2, 2015
Dave Arneson - Quotes and Interview Links
Brilliant Arneson Quote of the Day
The Hobby and the Industry
RPG Founding Father Quotes (E. Gary Gygax, Dave Arneson, & M. A. R. Barker)
Interview with David Arneson by Ciro Allessandro Sacco
Dungeons & Dragons' Arneson: The Lost Interview
Dave Arneson Interview - GameSpy sits down with the co-creator of Dungeons & Dragons and talks with him about the game.
Thursday, October 1, 2015
The remarkble Dave Arneson - Creator of Blackmoor and Co-Creator of the original Dungeons & Dragons.
Just a few places to read about the remarkble Dave Arneson - Creator of Blackmoor and Co-Creator of the original Dungeons & Dragons. Here are a few links to explore - the next to the last is his official website and the last is his own website which is being maintained. Please check them out.
Remembering Dave Arneson
Dave Arneson
Blackmoor Castle - Official Website for Dave Arneson
Castle Blackmoor - The worlds of Dave Arneson
Blackmoor
Remembering Dave Arneson
Dave Arneson
Blackmoor Castle - Official Website for Dave Arneson
Castle Blackmoor - The worlds of Dave Arneson
Blackmoor
Wednesday, September 30, 2015
Happy Birthday - David Lance "Dave" Arneson (October 1, 1947 – April 7, 2009)
Today October 1st would be the 68th birthday of Dave Arneson if he were still with us and in a very real way he is still with us through Blackmoor, The First Fantasy Campaign and through the Original Dungeons and Dragons. His creations and creativity live on and bring joy to the hearts of all those who refuse to let someone else set limits on their imagination and creativity and who strive to expand their childlike sense of fun and wonder without limit into something new each day.
Based on all that I have read and heard of him I am confident that he would want all those who knew him, to celebrate his life and have some great fun today. He would want to be remembered with smiles and laughter. For those of us who were never fortunate enough to meet him and to play a game with him, we can be sure that sure that he would welcome us the same way he welcomed so many others as he shared the sheer joy of living and imagining with all those that he met.
Have some fun today - do something fun today with those you love in honor of Dave Arneson!
The Noblest RPGer of Them All
Happy Dave Arneson Day!
Dave Arneson Game Day 2015
Reflections on Dave Arneson
[News] Dave Arneson Game Day October 1st 2015
[News] Dave Arneson Game Day October 1st 2015 - Preparation
Dave Arneson Game Day 2015 and Blackmoor Week
Blackmoor Fans
The Last Fantasy Campaign
Happy Birthday Dave Arneson
Arneson Day
Dave Arneson Day 2015 Across the Web
Based on all that I have read and heard of him I am confident that he would want all those who knew him, to celebrate his life and have some great fun today. He would want to be remembered with smiles and laughter. For those of us who were never fortunate enough to meet him and to play a game with him, we can be sure that sure that he would welcome us the same way he welcomed so many others as he shared the sheer joy of living and imagining with all those that he met.
Have some fun today - do something fun today with those you love in honor of Dave Arneson!
The Noblest RPGer of Them All
Happy Dave Arneson Day!
Dave Arneson Game Day 2015
Reflections on Dave Arneson
[News] Dave Arneson Game Day October 1st 2015
[News] Dave Arneson Game Day October 1st 2015 - Preparation
Dave Arneson Game Day 2015 and Blackmoor Week
Blackmoor Fans
The Last Fantasy Campaign
Happy Birthday Dave Arneson
Arneson Day
Dave Arneson Day 2015 Across the Web
Monday, September 28, 2015
AFS Magazine Available at the Halls of Tizun Thane
AFS Magazine Issues 1-6 are available in print only(it looks like a few copies from the most recent printing may still be available) at $10.00 each which includes postage over on the Halls of Tizun Thane blog by Scott Moberly (aka Scalydemon) a longtime member of Dragonsfoot. This is one sweet magazine and IMO is worth the $10.00 price.
The Table of Contents for each issue is posted on the Halls of Tizun Thane blog for your perusal before you buy.
The Table of Contents for each issue is posted on the Halls of Tizun Thane blog for your perusal before you buy.
Monday, September 21, 2015
Defining Old School Gaming - an Edition/Game Independent Definition (Before the Reviews)
Disclaimer: I am not saying this is the only definition or the
definitive definition. Everyone is welcome to their own definition. What
I am saying is that this definition goes back to the early days while
OD&D was being written and play tested and looks at two very
different games: Blackmoor and Greyhawk and based on the information
available to this writer defines what old school gaming is based on the things
that two very different games by two very different referees have in
common. It also looks at the things that to the best of my knowledge
Arneson and Gygax had in common over 30 years later. I also want to
point out that this definition of old school gaming would allow you to play an
old school game using any D&D Edition and any other rpg whose rules
do not directly conflict with this definition. This means that this
definition tells you specifically how you can play games that are
greatly different from OD&D in an old school gaming style/manner.
So take a look and tell me what you think. I have seen a lot of different definitions, but I think this one is unique in being truly both Edition Independent and Game independent. I have tried other definitions over the years, but they were tied to the game being played, this one starts with OD&D but then is extended to apply to any rpg game. I also believe that since under this definition you can use all kinds of game features that I do not like (such as skills and ascending armor class) and still have an old school game - because of this I think it is IMO the most unbiased definition to date since you can play your game in a way I don't like and I would still have to agree that you meet my definition of old school.
So here is the definition, part of it I derived myself and part of it I found in various places including on a non-old school focused forum.
Old school gaming is the way that Gary & Dave played in their own campaigns both before and after the initial publication of OD&D and throughout their lives. Some will point out that their games changed a lot over the years and that is true; however, that things I point to as defining old school gaming did not to the best of my knowledge change in their games.
In the beginning Old School Gaming was Original Dungeons & Dragons as played by Gary Gygax and Dave Arneson and it was played in a sandbox, involved both prep work and improvisation (i.e. winging it) and each campaign was each refs own creation. House ruling/adjudication was done on the fly as needed and slavish By the Book adherence to the rules did not exist (was never a consideration). The style of play was test the player not the character which means that metagaming (using all player knowledge) was part of the game and an expected part of play.
A pure sandbox is anything from just a village and the surroundings up to a fully top down designed world that is fully fleshed out.
So here we go for the definition:
So what is an Old School Game, any game that readily and easily lends itself to the Old School Gaming style as defined above. What is a non-old school game? Any game that does not readily and easily lend itself to the Old School Gaming style as defined above.
So take a look and tell me what you think. I have seen a lot of different definitions, but I think this one is unique in being truly both Edition Independent and Game independent. I have tried other definitions over the years, but they were tied to the game being played, this one starts with OD&D but then is extended to apply to any rpg game. I also believe that since under this definition you can use all kinds of game features that I do not like (such as skills and ascending armor class) and still have an old school game - because of this I think it is IMO the most unbiased definition to date since you can play your game in a way I don't like and I would still have to agree that you meet my definition of old school.
So here is the definition, part of it I derived myself and part of it I found in various places including on a non-old school focused forum.
Old school gaming is the way that Gary & Dave played in their own campaigns both before and after the initial publication of OD&D and throughout their lives. Some will point out that their games changed a lot over the years and that is true; however, that things I point to as defining old school gaming did not to the best of my knowledge change in their games.
In the beginning Old School Gaming was Original Dungeons & Dragons as played by Gary Gygax and Dave Arneson and it was played in a sandbox, involved both prep work and improvisation (i.e. winging it) and each campaign was each refs own creation. House ruling/adjudication was done on the fly as needed and slavish By the Book adherence to the rules did not exist (was never a consideration). The style of play was test the player not the character which means that metagaming (using all player knowledge) was part of the game and an expected part of play.
A pure sandbox is anything from just a village and the surroundings up to a fully top down designed world that is fully fleshed out.
So here we go for the definition:
Old School Gaming is a sandbox game that involves the full range of the extremes between referee pre-designed and referee improvised (winged) materials where everything in the game is the referees own creation created from any number of inspirations. The referee does house ruling/adjudication on the fly as needed throughout the game. There is no BtB adherence to a rule-set and the game is house ruled and rule changes take place over time. The game tests the player not the character. So called "metagaming" is an expected part of the game on the part of the players.This tells you how to play OD&D, any OSR game, 3.5E, Runequest, Gurps or any other game in an old school gaming style/manner. It does not tell you that you have to dump this or that rule(s). It is an open-ended definition that clearly defines a specific original play style and yet it is not about imitation since there is nothing in the definition that would require conformity between Blackmoor and Greyhawk or any other campaign to any greater degree than what actually existed. Gary Gygax reportedly like to play in Dave Arnesons game because of how differently Dave did things from the way Gary did things. And yet they both had the same things in common that defined them then and defines old school gaming now.
So what is an Old School Game, any game that readily and easily lends itself to the Old School Gaming style as defined above. What is a non-old school game? Any game that does not readily and easily lend itself to the Old School Gaming style as defined above.
Wednesday, September 16, 2015
Things to Remember About Retro-Clones
There are a number of things to remember about Retro-Clones. One is that they are based on the Open Game License (OGL) which refers to the System Reference Document (SRD) published by Wizards of the Coast in 2000, of which there are two versions - one based on 3rd Ed Dungeons & Dragons and one based on 3.5 Ed Dungeons & Dragons. This means for instance that when a writer wants to recreate the Original Dungeons and Dragons game as closely as legally possible there are a number of steps they have to take.
One of course is getting legal advice from an experienced copyright attorney to help them stay within the letter of the law.
A second is to go through the SRD and delete everything that is not present at all in OD&D.
A third step is take all the remaining material that is in OD&D in some form and simplify that information into your own words, but as close to OD&D as you can legally go. This is a time consuming and difficult step and is fraught with some peril in more than one way. OD&D is intentionally vague in some areas and has things that can be interpreted in more than one way. Unfortunately when writing your clone those passages are some of the most difficult to work with since you cannot just quote them. So do you use your preferred interpretation or list more than one interpretation or do you attempt to recreate the original indeterminacy with a different wording.
Another consequence of this step is that extreme care must be taken to avoid editing out the things that made OD&D a special game to begin with and these are the same things that by and large are missing from all later versions of D&D.
Another pitfall is that there are iconic monsters and other things that were present in OD&D that are not present in the SRD. This means that you cannot put in a Beholder since it is not in the SRD. That means if you want a Beholder you have to call it something else and have a description that is somewhat different. In addition, you have another decision to make - are you using some or all of the material from one or more supplements?
Then there are Balrogs, Hobbits and Ents. All were present in the first few printings of OD&D, but were pulled from later printings due to legal threats. In addition, there are tables that use Banths, Tharks and other creatures from the John Carter of Mars (Barsoom) books. How do you handle these?
Once you have done all that you can do and have written the best possible Retro-Clone that you could write, you will be criticized for every deviation from the original rules even though you had to create your own presentation of the rules to be completely legal and to comply with the OGL.
One of course is getting legal advice from an experienced copyright attorney to help them stay within the letter of the law.
A second is to go through the SRD and delete everything that is not present at all in OD&D.
A third step is take all the remaining material that is in OD&D in some form and simplify that information into your own words, but as close to OD&D as you can legally go. This is a time consuming and difficult step and is fraught with some peril in more than one way. OD&D is intentionally vague in some areas and has things that can be interpreted in more than one way. Unfortunately when writing your clone those passages are some of the most difficult to work with since you cannot just quote them. So do you use your preferred interpretation or list more than one interpretation or do you attempt to recreate the original indeterminacy with a different wording.
Another consequence of this step is that extreme care must be taken to avoid editing out the things that made OD&D a special game to begin with and these are the same things that by and large are missing from all later versions of D&D.
Another pitfall is that there are iconic monsters and other things that were present in OD&D that are not present in the SRD. This means that you cannot put in a Beholder since it is not in the SRD. That means if you want a Beholder you have to call it something else and have a description that is somewhat different. In addition, you have another decision to make - are you using some or all of the material from one or more supplements?
Then there are Balrogs, Hobbits and Ents. All were present in the first few printings of OD&D, but were pulled from later printings due to legal threats. In addition, there are tables that use Banths, Tharks and other creatures from the John Carter of Mars (Barsoom) books. How do you handle these?
Once you have done all that you can do and have written the best possible Retro-Clone that you could write, you will be criticized for every deviation from the original rules even though you had to create your own presentation of the rules to be completely legal and to comply with the OGL.
Reviews of Retro-Clones of OD&D Coming Soon!
Just to give my readers a heads up of what to expect in the near future!
I am going to be posting reviews of clones of OD&D. I know most of them have been out for quite some time; however, I am going to do a review of several and then give you my take on which ones I like the best and why.
The ones that I am going to review are:
Swords & Wizardy - Whitebox edition
Swords & Wizardy - Core
Delving Deeper
Grey Matter
Iron Falcon
Seven Voyages of Zylarthen
Full Metal Plate Mail
There are others of course; however, I believe that these are a good place to start.
I am going to be posting reviews of clones of OD&D. I know most of them have been out for quite some time; however, I am going to do a review of several and then give you my take on which ones I like the best and why.
The ones that I am going to review are:
Swords & Wizardy - Whitebox edition
Swords & Wizardy - Core
Delving Deeper
Grey Matter
Iron Falcon
Seven Voyages of Zylarthen
Full Metal Plate Mail
There are others of course; however, I believe that these are a good place to start.
Wednesday, August 12, 2015
James M. Ward, creator of Metamorphosis Alpha
James M. Ward, creator of Metamorphosis Alpha, TSR Alumni, and a great
guy has been in the hospital for about a month now due to complications
from diabetes. They've already removed part of his foot and going to
have more procedures done and he is hoping to avoid amputation. My wife
has diabetes and has already had issues with her feet and eyes, so I
really feel for Jim.
Jim is a freelancer and the medical bills are mounting, since a lot is not covered by insurance. Please visit his GoFundMe and help him out.
Go Fund Me for Jim Wards Medical Bills
Some of you may be interested in a 40th anniversary expansion for the world's first sci-fi RPG!
Metamorphosis Alpha: Epsilon City - Kickstarter Goodman Games
Jim is a freelancer and the medical bills are mounting, since a lot is not covered by insurance. Please visit his GoFundMe and help him out.
Go Fund Me for Jim Wards Medical Bills
Some of you may be interested in a 40th anniversary expansion for the world's first sci-fi RPG!
Metamorphosis Alpha: Epsilon City - Kickstarter Goodman Games
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