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Monday, October 1, 2018

October First 2018 "Dave Arneson Game Day"!










Happy Birthday to Dave Arneson!! You gave so much to so many! I hope you knew how much we enjoyed your games and that a lot of us knew you were the creative force behind what we enjoyed so much!

Sunday, September 30, 2018

Blackmoor Week Day Seven

Back a few years ago Dave Arneson was interviewed for Issue #2 of Fight On! magazine. In it he was asked this:
FO! Did you ever try early role-playing experiments in other kinds of settings, or was it pretty much all Blackmoor?
DA We tried many settings for roleplaying, including Modern, Horse and Musket, Wild West, and some Sci-fi. Some of the material from the latter game slipped into City Of The Gods.
Wouldn't we all of loved to have been there for that, even if only as a fly on the wall watching it.

In that interview which unfortunately was extremely brief we also learn this about Dave Arneson:
My favorite computer games are the world strategy games, like Age of Empires and Civilization. 
As a huge Civilization fan, that rather tickles me that in so many things Dave and I have the same taste. I've never tired Age of Empires, but I am sure I would like it.

As I think about it, I think of the three Davids of gaming:

David Wesely
David Arneson
David Hargrave

It is sad that they did not all hook up in a game company together with a silent partner to fund and hire support staff and a good editor. That would have been DIY gaming material for the next century.

Saturday, September 29, 2018

Blackmoor Week Day Six

David "Dave" Lance Arneson, creator of table top role-playing, and Blackmoor, creator and co-author of Dungeons & Dragons, has a birthday anniversary in a few days. Born October 1st, 1947 he revolutionized the gaming work with the creation of the table top role-playing game.

Rob Kuntz wrote the first of several books to come exploring this topic. Here is a review that covers the book titled  by  in a review located at Cedgewick's Reviews > Dave Arneson's True Genius. I will post here a quote from the lengthy detailed review that constitutes by far the best review of the book to date.
The first essay deals with the unique system qualities of Arneson’s creation, Blackmoor, which Arneson conceived of and developed more than a year prior to revealing it to Gygax. Here Kuntz’s genuine excitement and respect for what Arneson achieved is readily apparent, as he reveals 26 distinct leaps in game design that he has identified from Arneson’s work. Most notably is Arneson’s genius in merging two seemingly disparate concepts: the open system of play as exemplified by children imagining together, and the closed system of play as exemplified by a typical board game. Kuntz then moves on to demonstrate, through analysis of Gygax’s own shifting statements as well as through recounting several key events, how TSR abandoned a basic tenet of Arneson’s philosophy: that of the gamemaster as the absolute creator of his own highly individualized game. In its place, Gygax instituted a new and far less creative role for the gamemaster as simply the administrator of standardized and structured rules (AD&D and the boxed sets of increasing complexity), premade game worlds (Greyhawk and Mystara) and even premade adventures (modules). Kuntz points out that Gygax instituted this shift at TSR to further monetize Arneson’s concept while privately adhering to Arneson’s original philosophy at his own gaming table.
I highly recommend that you read the entire review and that you buy the book in order to gain a more complete picture of the genius of Dave Arneson.

Or just go play some Dungeons & Dragons, but take off the training wheels and run your own adventure and make the game your own. Arneson won't mind, he'll be happy for you! 

Yes, I know I talked about the same review twice and that is because it is that good, go read the whole thing and then buy the book. :)

Friday, September 28, 2018

Blackmoor Week Day Five

If one is really interested in learning more about the creative side of Dave Arneson, one should get the book "Dave Arneson's True Genius, by Robert J Kuntz. While I am not allowed to quote from the book itself, I will refer you to this review Cedgewick's Reviews > Dave Arneson's True Genius on Goodreads by Cedgewick, the researcher Michael Wittig who is known for being honest and forthright.

Quoting portions of Mr. Wittig's excellent review
More subtly on display, however, is Mr. Kuntz’s unarguable bravery in tackling the firmly-entrenched Gygaxian narrative of Dungeons & Dragon’s creation. In fact, to my knowledge this is the first time anyone in the 43 year history of the game has dared to challenge that narrative in a published work, despite the persistent whispers in various corners of the industry of its fallacy. But what better man to do it than Kuntz, who was at the table with Gary Gygax when Arneson first unveiled his revolutionary new game system?
Then he says 
The first essay deals with the unique system qualities of Arneson’s creation, Blackmoor, which Arneson conceived of and developed more than a year prior to revealing it to Gygax. Here Kuntz’s genuine excitement and respect for what Arneson achieved is readily apparent, as he reveals 26 distinct leaps in game design that he has identified from Arneson’s work. Most notably is Arneson’s genius in merging two seemingly disparate concepts: the open system of play as exemplified by children imagining together, and the closed system of play as exemplified by a typical board game. 
You'll want to follow the link to see what he says next all the way to the end of the review as it goes from solid point to solid point.

He closes with this 
If, by now, the reader of this review gets the sense that I have summarized all of the thoughts and topics contained in this 69 page book, I can assure you that I have not. But given the superficial nature of the other reviews that I’ve seen for this book, I thought it necessary to provide you a taste of the thought-provoking richness Kuntz offers should you dare to read his book—if you are brave enough to do so, good luck and enjoy the adventure!

Thursday, September 27, 2018

Blackmoor Week Day Four

Over at The Comeback Inn - The Dave Arneson's Blackmoor Discussion Forum there is a wealth of Dave Arneson and Blackmoor information. Some of it is available to the public and other treasures are reserved for forum members only.

Some of the things available are:
General Blackmoor Discussions
Blackmoor Rules Discussion
The Original Blackmoor Campaign (Members Only)
Other Twin Cities Campaigns (Members Only)
The Blackmoor MMRPG Campaign

Discussion about Dave Arneson's Blackmoor the MMRPG ("Living Blackmoor"). 
The MMRPG episodes are available as FREE DOWNLOADS here! (Members Only)
Greyhawk & Blackmoor
Mystara & Blackmoor
Other Worlds & Blackmoor

Wednesday, September 26, 2018

Blackmoor Week Day Three

As you celebrate the birth of Dave Arneson and the unique place he occupies as the founder of our hobby, you may wonder what some of the Blackmoorian monsters are? They can be found at The Blackmoor Archives:
The Blackmoor Bestiary ( it is in d20 format but converting back to the proper OD&D format is a trivial exercise and easily completed)
Monster: Sandfolk, converted by Traianus Decius Aureus
Monster: Frogfolk, converted by Traianus Decius Aureus
Monster: Killer Frog, converted by Traianus Decius Aureus
Monster: Gakarak, converted by Traianus Decius Aureus
Monster: Grazer, converted by Traianus Decius Aureus
Monster: Man, Hidehunter, converted by Traianus Decius Aureus
Monster: Robot, Dbot, converted by Traianus Decius Aureus
Monster: Robot, Ebot, converted by Traianus Decius Aureus
Monster: Robot, Sbot, converted by Traianus Decius Aureus
Monster: Robot, Ubot, converted by Traianus Decius Aureus
Monster: Cyborg type III, converted by Traianus Decius Aureus
Monster: Cyborg type IV, converted by Traianus Decius Aureus

Tuesday, September 25, 2018

Blackmoor Week Day Two

As you celebrate Dave Arneson and Blackmoor week you may want to know more about him and about it. At The Blackmoor Archives there is a download page and a few of the items available for download are:
The Silent Guard
The Sightless Sisters
The Gen'Ri
The Eldrich Underground
The Brothers of the Greenwood
The Wizards Cabal
The Topaz Eye
Castle Blackmoor Preview, preview to the Dungeons of Castle Blackmoor
Three Blackmoor NPCs, an except from the D20 Campaign Sourcebook
Blackmoor Dungeon Level 1, revised Dungeon Level 1 from Dungeons of Castle Blackmoor
Paladins of Blackmoor Blackmoor Softcover Book.
Blackmoor Hex Map, sample from the D20 Blackmoor Softcover Book.
The Maiden's Blackmoor, first draft of the companion for the Last Fantasy Campaign (pdf). 
Character creation rules for the Blackmoor MMRPG 4E. Includes a sneak preview of the new Inventor Class!
City of the Gods Web Enhancement (pdf) from CMP. Includes stats for two monsters; the Sandfolk and the Camarilla.
Return to the Temple of the Frog, A D&D 3.5 adventure by Ted Albert available from Wizards of the Coast. (Preserved at the Internet Archive)
Supplement II: Blackmoor (pdf) by Dave Arneson 
First Fantasy Campaign Map of Blackmoor by Dave Arneson 
And that is just a small sample of what is there, go check it out. 

Monday, September 24, 2018

Blackmoor Week Day One

Today is the kickoff of Blackmoor Week celebrating Dave Arneson and Blackmoor. If you would like to know more about Blackmoor and about Dave Arneson then you should check out this site:

The Blackmoor Archives

There is no better resource for all things Blackmoor. The site contains links to a forum (you have to be a member to access the good stuff), Havard's Blackmoor blog (a cool chap from Norway), articles, history, a bestiary, rules, gallery, maps, campaigns, worlds, community, MMRPG (a lot of those links do not work as the MMRPG is no longer running).

Community is a partial list of websites that have Blackmoor and/or Dave Arneson information.

Wednesday, September 5, 2018

Secrets of Blackmoor Documentary

Secrets of Blackmoor is a Feature-Length Documentary about the birth of the “Mother of all Games”: Dungeons & Dragons.
Blackmoor is the name of a fictional world created by David Arneson. It is also the prototype of Dungeons & Dragons, the first published role playing game. Unlike other fantasy worlds, such as J.R.R. Tolkien's Middle Earth, Blackmoor is a living world that is being explored to this day. Secrets of Blackmoor investigates the origins of the role playing game, through candid interviews, archival footage, and newly discovered artifacts.

This Secrets of Blackmoor T-shirt is for those who want to show their alliance with the old ways of gaming.
With artwork by none other than Bob Bledsaw Jr. who illustrated some of the first game modules ever published, including Dave Arneson's First Fantasy Campaign.
This T-shirt features a minimalist design of Castle Blackmoor backlit by a rising full moon and the movie title right up top. 
Oh oh,  Gerti the Dragon has decided to take flight tonight!
Bob Meyer says "You could never be sure if Gerti was a good dragon, or a bad dragon…"
Be one of the few who celebrate the oldest role playing campaign ever, with your "The Legend Begins" movie shirt! 

With artwork by none other than Bob Bledsaw Jr. who illustrated some of the first game modules ever published, including Dave Arneson's First Fantasy Campaign.
This updated unisex essential fits like a well-loved favorite. Super-soft cotton and excellent quality print will make this your favorite shirt.
 Special! Buy a shirt, and get a code to see the Gary Con 2018 35 Minute Demo Screener Free! See the trailer here.

Friday, July 27, 2018

Happy Birthday - Gary Gygax - Co-Author and Midwife of Dungeons & Dragons


Gary Gygax - Co-Author and Midwife of Dungeons & Dragons

The truth is that the most important part that Gary Gygax played is the role midwife of Dungeons & Dragons.

Bear with me while I explain that. Without his tireless efforts and drive it would not have made it to print.

Gary Gygax and Dave Arneson although they lived in different states moved in the same circles and played many of the same games. They belonged to many of the same organizations and had previously collaborated on games.

Arneson is the Father of Role-playing Games, he had spent almost two years creating the Blackmoor Campaign, and his players referred to it as playing Blackmoor. Arneson travelled from Minneapolis MN to Lake Geneva WI in 1972 and ran his Blackmoor game for Gary Gygax, Ernie Gygax, Rob Kuntz, and Terry Kuntz. Publication had not been a consideration for Arneson, but Gygax the entrepreneur immediately saw the potential and was very excited about the game.

Therefore, Arneson sent Gygax his notes variously reported as 16, 20, or something loose pages of notes. These turned out to be just short notes as any of us might write that work great for us, but are mostly unintelligible to anyone else. Gygax with considerable help from Kuntz  and their joint memory of the game and with both telephone calls and correspondence with Arneson set out to get it down on paper. He wrote a document that contained the ideas and the system that Arneson created but wrote it down in his own words. Some of the mechanics were Arnesons', some were Gygax versions of those mechanics, and this is where parts of Chainmail were grafted back into the document. After all, you or I would have done the same. He played in this extraordinary game that Arneson ran, but the notes where just that, notes with different versions and no clear order. They meant something to Arneson and he used them in running the game, but not to Gary or to you or to me. Moreover, all the references to Chainmail in the text are not surprising, again Gygax is just like us, he wanted to sell more copies of Chainmail. Even though it has been widely reported by those who were there that Gygax did not use Chainmail to play D&D.

Play testing took place in Lake Geneva and in Minneapolis. An unknown number of drafts and play test versions were written and tweaked until it was published. It was not what Arneson envisioned, but Gygax did the heavy lifting on writing it down, he and others put up the money and his version dominated. 

But the history is clear, Arneson created it, but not in a vacuum.  He had influences from many sources, and many ideas where present in different place and he combined them into one game.  Gygax wrote it down and while keeping the system and ideas substantially revised the mechanics to fit his preferences in the writing and that was tweaked through interaction with all of the players in both the Blackmoor and the Greyhawk campaigns as they were the play testers.

So Arneson created the role-playing game, what came to be called Dungeons & Dragons, he is the father of role-playing.

Gygax took Arnesons' work, wrote it down in mostly his own words, and worked tirelessly to promote it. He is not the creator, but he is the co-author, midwife, and promoter of Dungeons & Dragons. In the writing, he added his own ideas to those of Arneson and he interpreted Arnesons' ideas. Gygax is deserving of many accolades, just not sole creator.

Neither Gygax (nor Arneson) deserve to be worshipped as saints or gods and like all men, they have feet of clay. There are books out about the history of D&D and about Gygax. Some of those books focus on Gygax as it relates to D&D, some are pretty even handed about things, some are biased, and some are hatchet jobs that are mostly TMI. Some are excellent and some read like articles reprinted from the gossip tabloids.

Let us hope that the books that focus on factual history as recounted by both documents and first person interviews will flourish and the books that focus on personal flaws will be relegated to the trash bin of history where they belong.

Happy Birthday to Gary Gygax, without whose tireless efforts you and I would not be playing the Original Dungeons & Dragons.

Saturday, June 9, 2018

Chicagowiz's Games Blog and the Three Hexes Series

I made this post in regard to Chicagowiz's Games Blog back on January 14th, 2018 and I wanted to update my post. I am a big proponent of the DIY ethic which is the way that Dave Arneson and Gary Gygax always played and the way which Dave Arneson promoted for others his whole life. Since this Three Hexes series is an example of how you DIY and succinctly points out how anyone can DIY and that it does not have to be something overwhelming, but instead is something that anyone can do. Although many maintain that DIY is impossible, here Chicagowiz demonstrates that not only is it possible, it can even be a modest amount of work.

Chicagowiz says:
Every week, I will be posting "Three Hexes" - simple campaign starters to show that you don't need to do a lot to have interesting settings for people to play in. Feel free to use these in your game, campaign or as ways to spur on your own creativity and imagination!
I've purposefully left a lot of detail out because these are supposed to spur on your imagination! The scale is what I would use in my own world, but if something else suits you better, then go for it. I measure my hexes by a day's foot travel. I may have the features moved about on the hexes for clarity, if they don't suit you, move them!
JUST THREE HEXES - CAMPAIGN STARTERS
[THREE HEXES] DRAGON'S REACH
[THREE HEXES] MEGASPRAWL EIGHT
[THREE HEXES] THE SHIFTING SANDS OF TANTALLA
[THREE HEXES] THE ENDLESS SEAS
[THREE HEXES] THE RIP - AN INTERSTELLAR CAMPAIGN
[THREE HEXES] FALL GELB SELTSAM - CASE YELLOW STRANGE
[THREE HEXES] THE SHATTERED ISLANDS OF RONARK'A
[THREE HEXES] LANDS OF THE LOST
THREE HEXES] THE KINGOM OF SMAZAH
[THREE HEXES] THE EDGE OF THE WORLD
[THREE HEXES] GATEWORLD
[THREE HEXES] THE REBELLION
[THREE HEXES] THE WORLD OF THE CHOSEN
[THREE HEXES] A TALE OF THREE CITIES
[THREE HEXES] THE TITAN'S SWORD
[THREE HEXES] THE GREAT STORM
[THREE HEXES] HAIL THE MONSTER KING
[THREE HEXES] THE KINGDOM OF INTRIGUE - GUEST POST!(check copyright statement)
[THREE HEXES] THE PLAGUE LANDS
[THREE HEXES] GROUND AND SKY - WAR!
[THREE HEXES] THE WORLD OF BELOW
THREE HEXES] THE IRON CHILD
[THREE HEXES] AN UNEASY TRUCE
[THREE HEXES] THE SPACE CORPS VISIT FANTASY WORLD!
TELL ME WHAT YOU THINK - THE THREE HEXES SERIES
[THREE HEXES] THE WORLD VS EDDIE!
[THREE HEXES] GUEST CAMPAIGN - GREEN HARBOR[THREE HEXES] ALL THIS HAS HAPPENED BEFORE
[THREE HEXES] WHEN GOOD PCS GO BAD

If you like and appreciate these, please be sure to let Chicagowiz know!

Friday, May 25, 2018

Links to Dave Hargrave Day Posts and a Bonus Link

These are links to posts by various bloggers for Dave Hargrave Day and a Bonus link that Arduin Fans should enjoy!

Celebrating Dave "The Dream Weaver" Hargrave Day May 25th (This blog)


Time to Celebrate Dave Hargrave Day May 25th


Join me in Celebrating Dave Hargrave Day May 25th


David A Hargrave Day - May 25th


Musing on Arduin – Hargrave Day 2018


Bonus Link


Fear and Loathing in the Arduinian Wilderness


Also links to the passing of Dave Hargrave's friend Paul Mosher


Paul Mosher RIP (This blog)


Paul Mosher friend of Dave Hargrave has Passed On


Paul Mosher Friend and Champion of Dave Hargrave and Arduin has passed


If anyone has links to other Dave Hargrave Day Posts, please let me know so that I can add them to this list.

Erik Guttman's homebrew rules for magic and undead link provided by +Face of Iron

Paul Mosher RIP

Dave Hargrave's good friend Paul Mosher recently passed away. Now much information is available other than this:

Here are Aprel’s words (Paul’s wife):
On Sunday April 15, 2018:
“I wanted to let you all know, that this morning with no fuss Paul quietly slipped from this world into ARDUIN forever. He had not been sick, and it was a real shock…Please let anyone else you think of know.”
On April 25, 2018:
“They have finally signed off on Paul's death certificate and he was cremated last night. I will be picking up his ashes Thur. Hopefully today or tomorrow I will be meeting with the Vet guy and will be getting the arrangements made for the memorial. “
Sadly, I have not been able to locate an obituary for Paul and can only offer my condolences to his wife and family.

Celebrating Dave "The Dream Weaver" Hargrave Day May 25th

Image result for Arduin tome of treasures

Today is May 25th the birthday of the great and fantastic David (Dave) Allen Hargrave who was known as The Dream Weaver and is the Author of Arduin his homebrewed fantasy world that started out as an OD&D campaign world. He passed away prematurely in 1988 at the tender age of 42.

He published the first book called The Arduin Grimoire which was an unofficial supplement to OD&D. Once TSR reacted negatively (and failed to do the wise thing and hire him) he filed the serial numbers off and labeled it a new FRPG - the actual process in making it a standalone FRPG took several years.

The Arduin Grimoire though is the kind of supplement we OD&D players from the early 70's always wanted and TSR always failed to deliver. It is a grab bag full of all manner of strange ideas and uncensored brainstorming of ideas. It has a little bit of everything and there is something for everyone. (TSR almost had its own Arduin Grimoire but failed to deliver it more about that on Dave Arneson Day)

Dave Hargrave had an imagination like no other and he was one of the first of those who were outside the circle of Arneson and Gygax who took the game and really ran with it and did exactly what Dave Arneson would have wanted and that was make the game entirely his own and so Arduin the OD&D campaign became Arduin the FRPG

But that is not what I set out to talk about today. Back in early 1978 when my gaming group got its hands on a copy of the Arduin Grimoire (my friends copy) we used a number of things from it. That first copy of my friends had the D&D reference right in the text. When I finally got a copy they had been removed. The thing that I loved the most about Arduin were the monsters.

DEODANTHS
Deodanths are surrounded in mystery and legend, so much so, that even they themselves no longer know the whole truth!
...evolutionary hybrid of “undead” Elven kind and some other dark and unknown thing.
...a vampire like ability to mesmerize, or charm, opponents. 
...sole Warriors in sword to sword melees, and as Star Corsairs par excellence in spaceship to spaceship battles.
...seldom take prisoners, and those they do capture, they have a tendency to eat...
...some beings will commit suicide before allowing themselves to fail into Deodanth hands!
Deodanths have the natural ability to “time slip” forward in time d3 melee rounds (their space ships...
...only beings able to consistently match Phraints in combat...
That is a limited part of the description of Deodanths when we used them back in 1978-1979 in college.

What is not to love and it opened ours eyes to extending OD&D to space and being able to use anything past, present or future in our D&D worlds and games. Now had we had a copy of  First Fantasy Campaign by Dave Arneson we would have been privy to that, but it did not find its way to us even though it was published the same year. We knew OD&D was an open game, but Arduin and Dave Hargrave opened our eyes to just how open it really was.

PHRAINTS
These insectoid peoples are the decivilized remnants of an interstellar combat unit of the dread Hurakkuu Empire, a race of star Warriors unbeaten in 3,000 years of warfare between the myriad suns of space.
Phraints, having no emotional capacity of their own, cannot understand races that do, so they feel that, logically, they are superior, and should be the dominant species of the cosmos.
The Phraints are best known in combat for their leaping charges which have them throwing their light javelins at the apogee of their leaps, flipping over in midflight, drawing (and swinging) their twohanded swords, and landing behind their startled opponents ready for further action
They are perhaps best countered in combat by Deodanths who can also leap great distances,...
The full description of the totally logical totally emotionless Phraints along with the Deodanths taught us how to play something alien, sometimes completely non-human. We had played different monsters as characters, in addition to the demi-humans. But those where just strange humans. It is when Arduin came along that we took our game to a new level.

SAURIGS
The reptilian race called Saurigs trace their long history back some 600,000 years and more, back to the dread elder race (the reptilian giants called “Kthoi”) that first ruled the world in the dim beginning of time.
They were the servants and drone soldiers of the Kthoi, and were bred for ferocity, tenacity, endurance, and fighting ability. Thus, they were never known for their intelligence or ability to think logically. They just fought, and fought, and fought. 
There were Desert Saurigs and Swamp Saurigs and they hated Phraints, but would team up with Deodanths and Orcs, especially Urukk Hai.

These are the creatures of Dave Hargrave that thought us how to create our own monsters and how to make them unique and special. Having the Arduin Grimoire was the next best thing to being connected to Arneson or Gygax. Since we did not have a chance to play in their campaigns and learn directly from them or their cohorts, having the Arduin Grimoire written by someone that served in Vietnam and who really got the real OD&D and who put it all into words that fully conveyed the excitement was like being there. Even though we had been playing since 1975 and had a pretty wide open campaign, Arduin opened our eyes to widening our vision of what could be.

Thank you Dave Hargrave! Happy Birthday!

Saturday, May 12, 2018

Coming May 25th Dave Hargrave Day, the Creator of Arduin

Coming on May 25th, 2018 several of us will be publishing posts concerning the Dave Hargrave. Dave Hargrave the creator of Arduin is the gonzo descendant of Dave Arneson. He took the spirit of Dave Arneson and Blackmoor and created his own unique thing Arduin. He did what Dave Arneson intended for all referees to do. Take what he (Arneson) did and do your own unique thing. Dave Hargrave is one of those that understood and took things his own unique direction. We should all emulate Dave Hargrave in our own unique way. Look for the whole post on May 25th, 2018.

Saturday, May 5, 2018

The (Unnecessary) Moral Dilemma Question (An OERAD Offering ) (Original Edition RPG Appreciation Day)


Celebrating Original Edition RPG Appreciation Day on May 5th, 2018. The below is in reference to OD&D specifically and to related games generically.

A recurring question on forums and other places is when Referees DM's and GM's throw in the proverbial humanoid females (mothers) and humanoid children and the question of what players do when they are encountered, especially after a battle and all the male humanoid's have been killed. It is usually stated that the mothers and children were noncombatants, but these children will grow up to be evil and kill innocent people. This is for the purpose of making the players look like bad guys if they kill, but stupid if they do not.

I contend that this is a false moral dilemma that is forced on players by DM's and GM's that do not understand OD&D, how alignment works and whom have failed to define good and evil in their campaigns and how it works in their campaigns. Because players are provided both incomplete and inaccurate information, they are left with trying to make decisions with no good solution.

Now I would like to say upfront that as a Referee and as a Player I have no interest in presenting my players with these types of choices, nor would I want to play in such a game. IRL people sometimes face (are forced into) these no win choices and I can do without such things in a game I am playing to have fun and forget the real world for a while.

As I said, I think these situations arise in games do to some fundamental misunderstandings and ignorance and to be fair because some "DM's" and "GM's" are just jerks who want to play the "Gotcha" game with their players.

1. Some presume that there is an adversarial relationship between the DM and the players. In an old school game nothing could be farther from the truth. The Referee is not an adversary, he is neither for nor against the players. The role of the Referee is to create the campaign world where the game will take place and to present a lot of interesting stuff in that world. The Referee gives voice to all the NPC's. The nature of the NPC's will vary across the entire spectrum of possibilities from close friends of the PC's to bitter enemies of the PC's and the Referee gives life to this whole range of possibilities. So we see that some NPC's are adversaries, but the Referee is not the adversary.

This mistaken and erroneous belief that the Referee is the adversary has wasted more opportunities for fun and caused more players to give up on D&D than any one other thing. It has also lead to the longtime fad of devising games where the DM lacks the authority needed to fulfill his role.

2. This leads into the second misunderstanding that the DM should present the players with difficult moral choices and other emotionally distressing non-fun things because the role of the DM is to be a sadistic dirtbag. Again this is the farthest thing from old school that it can be.

The old school role of the Referee is to provide an environment that can range from a light-hearted romp to dark, deadly, tough, and gritty as each group desires, but will be mutual fun for both the players and the referee. There is nothing in the whole range noted that implies that heartbreaking moral dilemma's are part of the package.

3. The third misunderstanding is how alignment works. Alignment in OD&D is Lawful, Neutral and Chaotic. These are not to be misunderstood as Lawful is Good and Chaotic is Evil, because that is not the case.

There are multiple sides to alignment. First as it pertains to the PC's. Alignment does not dictate player actions - I repeat, alignment does not dictate player actions. How it works is this, you have explained to your players how alignment works in your campaign and what is Lawful and Neutral and Chaotic. So, for example, a PC starts as Lawful and along the way he picks up a Lawful aligned Sword. At some point his behavior starts to become Neutral or even Chaotic. The Referee immediately lets the player know that if this change continues, then his alignment will change. The Magic Sword may balk at certain things or not provide a bonus or even twists out of the players hand as the alignment change proceeds until the player cannot handle the sword. This is a gradual fully informed decision that the player makes for the PC they are running with full feedback. It is not and never should be a DM fiat "Gotcha" situation.

Now as for NPC's alignment is a strong, but not absolute, guideline to the behavior of all monsters. Monsters are able to make decisions and may make odd decisions for their own purposes, this gives them more depth and complexity. Nevertheless, NPC's will generally act in accordance with their alignment.

Now how does Good and Evil come into the picture since it is not part of alignment in OD&D? That is up to the referee. If the referee establishes that all goblins are all evil all the time. Then there is no moral dilemma, when killing goblin children. Because if they are all evil all the time, there will be no non-combatants. Now the goblin child might wait until you are close enough to sink their teeth into your throat, but they will try to kill you. You do not have to set up goblin orphanages.

The PC's regardless of alignment will be Good or Evil as they choose. The NPC's will be Good or Evil or variable along the spectrum of Good and Evil as the Referee chooses. If the monsters are all evil all the time, the players can act accordingly. It still does not mean that fighting is the only option, evil will negotiate and trade at times to suit their purposes.

The players just need to have accurate information about how you are running your campaign, because the PCs growing up in such a world would already know this pretty accurately.

If a humanoid race is all evil all the time and is an implacable foe of civilization, then the PC's know that and there are no moral quandaries. If a particular humanoid race is not all evil, then the PC's should know that and would deal with the humanoids the same as with other humans.

I have run it both ways. If all humanoid monsters are all evil all the time, then do not be a jerk, there is no reason to throw in orc babies and make the players kill them. If the monsters are not all evil all the time, but are much as humans, then throw in a ogre bar tenders and a few other humanoids in your town just to drive home that some of them are good guys the same as some humans are good guys. Bottom line, just give your players the information they need to play the game without unnecessary angst and drama.

Sunday, April 1, 2018

A Three Part Interview of Rob Kuntz by The RPGPundit

Good interview in three parts of Rob Kuntz by The RPGPundit.
Robert J. Kuntz is one of the founding fathers of the hobby. He began playing D&D in the second ever game of the Greyhawk campaign, DMed by Gary Gygax, in 1972. His character was the fighter Robilar. Within a year he was one of the first people on Earth other than Gary Gygax to be running a Greyhawk campaign, with Gary Gygax as one of his players.  His material in that campaign had an influence on Castle Greyhawk and many other elements of the Greyhawk campaign. He was one of TSR's first six employees. He co-authored the Gods, Demigods & Heroes sourcebook (and later Deities & Demigods), and contributed to the module Expedition to the Barrier Peaks.
He was also the first player ever to successfully beat the Tomb of Horrors.
His current publishing company is Three Line Studio.

Rob Kuntz Interview Part 1 
Rob Kuntz Interview Part 2
Rob Kuntz Interview Part 3

Saturday, March 3, 2018

Scot Hoover aka Kellri - Scot's Stroke Xray Bill Go Fund Me Update Second Stroke!!!

Update on 3/15/2018 from Allan Grohe with Black Blade Publishing:
In case folks hadn't heard, Scot suffered a second stroke on Wednesday or Thursday last week (this was breaking news over the course of GaryCon). 

If you haven't donated to the GoFundMe campaign yet, there is still time to do so, and the need is as great now as it was previously, if not more so! 


Black Blade will be donating $500 to support Scot.

My wife and I are going through major health challenges and the bills are mounting so Scot we feel your pain. My wife has end stage renal disease and inoperable ovarian cancer and has been in the hospital with complications. She is now out to a rehab center for physical therapy and I have to stay away for a few days with a high fever.  I jumped on-line and I saw this and I had to give a little and I ask you to give a little too (or a lot if you can).

To quote Allan Grohe:

Scot Hoover has a GoFundMe page up for helping to recover from a stroke he had last week. In old-school gaming circles, Scot goes by Kellri and has contributed substantially to the old-school gaming community through his writings and blog at kellri.blogspot.com/ His GoFundMe is @ Scot's Stroke Xray Bill and could use whatever support you're willing to throw his way.

Scot's Stroke Xray Bill


I'm 49  years old, I will be 50 in two weeks. I have been an American blogger writer and a English teacher living and  writing in Vietnam for the past 19 years.I  have been a single father supporting my  two teenage children Sam,  and Siobhan for the past 6 years in Vietnam  Last week I suffered  life threatening and debilitating stroke which has left me unable to write. According to my doctor I need to get an MRI as soon as possible.  I have no health or medical insurance this campaign will mean I will be ale to pay my rent an medical expenses and continue supporting my children until I am on the road to recovery . Those of you who know me know that I have always refused to crowdfund my writing projects all of which have always been provided as free downloads for the past 10 years. I currently have two completed books which I also intend to provide a to the old school RPG community as free downloads.  I will be extremely grateful for any help my friends and family are willing to contribute.

For more information see:

Kellri - OSR/OSRIC writer needs medical support help


GoFundMe for Kellri


OSR Commentary On Kellri aka Scot Hoover's Go Fund Me Campaign & Free OSR Resources


Scot Hoover aka Kellri needs your help