Archive for the ‘legacy D&D’ Category

literary source of the brooch of shielding?

Friday, April 27th, 2012

The Brooch of Shielding (which absorbs 101 HP of Magic Missile attacks) was useful in early D&D editions, when evil wizards filled so many slots in the wandering monster tables and when there were so few low-level attack spells. By third edition, with the proliferation of monsters and spells, it was significantly less so. I bet that during the run of third edition, nobody’s Brooch of Shielding ever took 101 points of Magic Missile damage.

It’s not necessary to posit a specific literary model for the Brooch of Shielding: it’s not too hard to come up with an item that protects against missile attacks. Still, here’s a plausible literary source: a passage from Gardner F. Fox’s 1964 Warrior of Llarn, written by an author Gary Gygax admired (and who is part of the Appendix N pantheon) at a time when Gygax was reading practically all the sci-fi and fantasy that came out.

The Llarnians carry ornaments on them – the medallion on a chain was such an ornament – that counteract the deadly efficiency of the red needle beams. These roundels perform somewhat the same service to their wearers as do lightning rods on earth. Their peculiar metal absorbs the awesome power of the red rays as soon as they come within a foot of anyone wearing them.

I take the Brooch of Shielding’s 101-HP maximum to be a game balance thing; and I’m not sure what to make of the strange specificity of its description: “The Brooch of Shielding appears to be a piece of silver or gold jewelry, usually (90%) without gems inset.” I guess sometimes you just like to roll a d100.

look what i got in the mail

Wednesday, April 25th, 2012

A friend of my wife’s said, “My dad has a giant box of D&D stuff in the basement. A friend of his gave it to me but I never played it. Do you want it?” Casually flicking some invisible cigarette ash off my perfectly-creased lapel, I murmured, “sure, if it will help him clear out his basement.”

I got the box in the mail today – a banker’s box filled with 45 pounds of Dragon magazines, books, and modules. Here’s the haul.

The previous owner of this stuff seems to have been playing D&D right before I got into it. His Dragon Magazine collection goes from #87 to around #140, overlapping with mine for a few issues. He has the same hardcovers I had as a kid – I never re-acquired most of them, and I’m glad to see them back.

What’s really new to me is the modules. As a D&D-playing kid in the 80s and early 90s, I never had a single module. For years, I’ve heard people talk with bated breath about their experiences playing Against the Giants, In Search of the Unknown, Vault of the Drown, Descent into the Depths of the Earth, Isle of Dread, Ghost Tower of Inverness, and the rest. I’m excited to read them.

Finally, the original owner’s D&D notebook and a few characters are in the box. Check out this sweet world map:

It would be totally great to share this random 80’s kid’s campaign world. Next stop: Arcauen!

Besides Arcauen (obviously), what should I read first?

new category of magic item: magical map

Monday, April 16th, 2012

At the foot of the little rise there was a map of the world, carte du monde, mappamondo, karte der welt, with the countries marked on it in brilliant colors. I knew that if I wanted to go anywhere, from Angola to Paphlagonia, all I had to do was put my foot on the spot.

This quote from Sign of the Labrys got me thinking about how few magical maps there are in D&D. (Between proofing my Random Dungeon poster and working on my stretch-goal board game rules, I’m in a mappy place right now anyway.)

Maps are very important to the play of OD&D. Graph-paper maps are the primary archaeological product of an old-school D&D game, along with empty Mountain Dew bottles. Furthermore, in-game maps (treasure maps) are a big part of OD&D treasure. Nevertheless, there are virtually no magical maps. There might be one or two in splatbooks, but I don’t think any core Dungeon Master’s Guide has ever featured a magical map. (The 1e DMG, on the other hand, has four different magical periapts.)

Contrast this with computer games. A magical map is one of the ubiquitous items in computer RPGS: so common that it’s part of the user interface. Nearly every game comes with an auto-map. I’m splitting hairs here a little: I know that, within the fiction of the game, most auto-maps represent the cartographic efforts of the main character. Still, if you’ve played old games like The Bard’s Tale where you did your own mapping on graph paper, auto-maps feel pretty darn magical.

Here are some magical maps for D&D. They join a proud tradition of D&D’s brilliant “you now have permission to ignore the rules” magic items. They don’t really give the players new powers: they enable a free-and-easy play style that some prefer. Don’t like encumbrance? Have a Bag of Holding! Don’t like tracking light sources? Everburning torch!

Along with each magic map are notes about what play style it might support.

AUTOMAP PAPER

Automap paper looks like ordinary paper until a drop of ink is applied to it. The ink will crawl of its own accord, drawing a small overhead map view of the PC’s current location. If the PCs are inside a structure, the picture will be scaled so that the entire floor of the building could be drawn on one sheet of paper. If the PCs are outside, it will be scaled so that the entire island or continent can be drawn. Detail level will be appropriate to the scale.

Once the map has been started, it will automatically update itself whenever it’s in a new location. It can’t map while it’s inside a container: it needs to be held in a hand or otherwise out in the open.

Players can draw annotations on the map if they like.

Using automap paper in a game: Start a campaign for a new-school D&D group (3e or 4e) and make them map the dungeons. If they haven’t done so before, every group should map a few dungeons. However, not every campaign is dungeon-crawl focused, and so, once the players have run the gauntlet a few times, let them find a sheaf of, say, 50 sheets of automap paper. From then on, let the players peek at your DM map if they ever get lost. This strategy goes with the general progression of level-based games: start with lots of restrictions, and slowly lift them.

This item also works well in games where the DM draws out the important locations on a battlemat.

Because every magical item should have a leveled version, here are some improved versions of Automap Paper:

Architect’s Map: This superior version of automap paper is blue, and requires white chalk to activate it instead of ink. It draws a whole dungeon level at once, without requiring you to visit each part, and automatically shows hidden and concealed doors, as well as any trap that was built as part of a building’s original construction.

Using the Architect’s Map in a game: Give the PCs a copy of the DM map. It’s up to them to track their journey and to notice your notations for traps and secret doors. While automap paper can be given freely to PCs, an Architect’s Map might be a limited resource: players might find 1d4 sheets at a time. An architect’s map is especially good when you don’t mind letting the players making informed decisions about where to go.

Living Map: This is the Harry Potter version of the automap. It uses moving dots of ink to represent all living things on the map. A cluster of 10 hobgoblins might look like one large dot, and be indistinguishable from five hobgoblins, or from a dragon.

Using the Living Map in a game: Like the Architect’s Map, this should be an expendable resource. It’s handy in an ordinary dungeon: it’s nice to be able to check the map to see if there’s an ambush behind the door. It’s even more useful for heist, stealth, or chase adventures. It’s a nice magic item for groups that like to outthink obstacles instead of killing everyone in their way: in other words, give it to your Shadowrun group when they’re playing D&D for a change. Keep in mind that a single piece of map paper only graphs one floor. If a creature goes upstairs, it’s off the map.

Travel Map: If a character touches a point on this automap, he or she will instantly travel to that location. Keep in mind that the automap only charts visited places, so a character cannot use it to travel somewhere new. Also, a travel map can only teleport a single player: since the map travels with the player, it can’t be used for party travel.

This map’s special properties are only available if its owner is in the mapped area: in other words, a player can’t use a travel map of a dungeon to teleport into the dungeon. He or she may only teleport from one point in the dungeon to another.

This map is especially useful as an outdoor map: travel between cities is usually more time-consuming and difficult than travel between different rooms in a dungeon.

Using a travel map in a game: A single piece of travel map paper, used as a continental map, can expedite the kind of fast-travel used in most computer RPGs. The first time you go somewhere, you have to go there the hard way. Once you’ve been there, you can hand-wave any future travel to or from that location. A single travel map allows a single character to take intra-continental jaunts, allowing for lots of communication and resupply options; more useful fast travel requires enough maps for the whole party. A pack of travel-map paper is a pretty good find for a high-level party which is outgrowing wilderness adventures.

A fun trick: Don’t let the players know that their map is of the “travel map” variety. Watch the players during the game. When someone touches a spot on the map to make a point, tell everyone that that player’s character has disappeared.

Sign of the Labrys: Oh, so THAT’S where dungeon levels are from!

Thursday, April 12th, 2012

I bought Sign of the Labrys because it’s on the Appendix N reading list, and because Mike Mornard recommended that I read it to understand where the D&D “dungeon” came from. Its bizarre 1960’s back-cover blurb was icing on the cake:

This blurb merits further discussion, but right now, I want to talk about dungeon levels.

Pages one through 19 of Sign of the Labrys are fairly ordinary post-apocalyptic science fiction. Then on page 20, Margaret St. Clair gets down to business and explains exactly how dungeons work in D&D:

It is important to understand what a level is. It is not much like a floor in an office building. A level may be a hundred or a hundred and fifty feet deep, and subdivided into several tiers. Also, access to them is not uniform. The upper levels are simple and straightforward; one gets to and from them by stairs, escalators, or elevators. […] But the upper levels are easy. As one goes down, it gets difficult. Entrances and exits are usually concealed.

It is interesting to note that just going down a set of stairs doesn’t guarantee that you’re going into a deeper “level”: a complex that’s 150 feet deep, and composed of several tiers, can be considered a single level if it’s part of the same ecosystem. And that is, I think, how early dungeons were designed. Each level was its own conceptual unit: it might or might not be composed of several floors.

The author goes on to explain something else puzzling about Gygaxian dungeon design: levels aren’t always stacked one above another.

F had been designed as the laboratory level, but there had been a foul-up in its construction. F1 and F2, the partial levels, or tiers, which had been meant to house the lab workers of F, had been constructed above it and on the bias, like the two arms of a Y.

Compare that to a side view of a dungeon from OD&D’s Underworld and Wilderness Adventures:

It’s important to Gygax that the dungeon levels have the same sort of complex relationships to each other that they do in the above St. Clair quote. Look at levels 4a and 4b, above level 5 like the two arms of a Y.

James Mal, ever a careful OD&D scholar, makes sure to do something similar in his Dwimmermount megadungeon: level 1 has two stairs down, leading to levels 2A and 2B. Who knows if Dwimmermount would be designed thus if there had not been a “foulup in the construction” of Level F in Sign of the Labrys!

High five, guys! We squeezed a lot of D&D out of that single page. But page 20’s bounties are not yet exhausted. Here’s some prototypical dungeon exploration, still on page 20 (and running to page 21):

The corridor was narrow and high. It ran straight for six or eight feet, and then seemed to descend a couple of steps… I walked along the corridor to where it changed level… the space in front of me was large, perhaps twenty by fifty feet, and it was carpeted with a dense deep covering of shining white… the space before me, from wall to wall, was filled with white rats.

Change the first person past tense to present second, and you have something that sounds a lot like a DM’s monologue, even down to the obsession with measurements. So much, in fact, that I stole this room and put it into Dwimmermount when I ran the Lawful Evil event – along with a sinister glowing gem that turned people into rats. The party members, Lawful Evil as they were, went to great lengths to convince other characters to touch the gem.

question for old school D&D history experts

Friday, March 23rd, 2012

The interior illustrators for the first edition Dungeon Master’s Guide are listed as David C. Sutherland III, D. A. Trampier, Darlene Pekul, Will McLean, David S. LaForce, and Erol Otus.

I’m using the illustrations from the Random Dungeon section of the DMG as inspiration for my kickstarter art. I’m using new pictures of the same five adventurers all over my poster. I’d really like to credit the original artist, but I can’t find specific attribution anywhere.

Does anyone know who did the DMG illustrations below? Or does anyone have an educated guess based on art style?

Dungeon poster kickstarter at 250%! More swag for everyone!

Monday, March 12th, 2012

Wow, we’ve hit two bonus goals in two days! That means

STICKERS! $22+ backers are getting 1e dungeon-inspired stickers by various artists!

Some really great artists have agreed to do stickers; with the quality of the art we’ll see, this really should be a D&D stickers kickstarter with a poster thrown in as a bonus reward.

PAUL’S DM NOTEBOOK: $22+ backers are getting a print copy of Paul’s DM notebook, which will contain settings, adventures, and art. Everyone who donates at least $5 will get a PDF copy as well. (I had announced that I was giving the PDF to $22+ backers only, but I think the $5 and $17 tiers deserve some swag too.)

The DM notebook will start with sections about the city of Setine and about the ratling race. Every time we get another $1000, I’ll add a new section. Here’s a tentative schedule for new notebook sections, arranged from low-level to high-level:

$6k: Running a Picaresque Game
$7k: Wilderness Adventures
$8k: D&D In Fairyland
$9k: Notebook Of the Planes
$10k: How to Run a Barony

This will give me time to think of a really cool bonus reward for ten thousand dollars!

Playing D&D with Mike Mornard: D&D as a loving pastiche

Friday, March 9th, 2012
This entry is part 8 of 12 in the series D&D with Mike Mornard

During last night’s D&D game, DMed by original Greyhawk player Mike Mornard, we talked about a story I’d recently heard on an old episode of RadioLab, about a composer named Jonathan Cope. Cope wrote a computer program that could analyze the works of a classical composer – their musical intervals, chord progressions, and other patterns – and instantly generate new music in the same style: pastiche Bach, or pastiche Mozart. To my untrained ear, some of the music sounded pretty plausible. One faux-Beethoven piece sounded a lot like an alternate-history version of the Moonlight Sonata. (As Mornard noted when I told him the anecdote, Bach would be especially easy to analyze, since he was consciously playing number games in his music.) Other composers resist the idea of Cope’s computer-generated music, but Cope, I think, was acting on a respectful, loving desire to have more of the music he loved. I think that’s what gaming, fan fiction, and other forms of fandom are all about, at some level: the desire to understand the rules of the world you love, so that, for a little while, you can live there.

During our D&D game, we also talked about something seemingly unrelated: the upcoming John Carter movie. I’ve been a huge fan of Edgar Rice Burrough’s Martian books since I was a little kid, and I waver between a hesitant optimism and a fear that Hollywood’s Mars won’t live up to twenty-five years of memories. That’s a look into the soul of a pessimistic fan, the kind who just isn’t prepared to be happy.

Mike has a different attitude. “If I can see some Tharks tearing it up, I’ll be happy,” he says. That’s a look into the soul of a happy fan.

The Martian books are very influential on D&D and TSR, Mike reminded me. The original D&D books are rich with Martian references. The wandering monster tables contain references to the following monsters, all natives of Burroughs’ Barsoom: Thark, Thoat, Calot, White Ape, Orluk, Sith, Darseen, Apt, Banth, Red Martian, Black Martian, White Martian, and Yellow Martian.
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Kickstarter: Random Dungeon Generator as a Dungeon Map

Wednesday, March 7th, 2012

I’m making a giant poster that will encapsulate the original Dungeon Master’s Guide dungeon-creation rules on a playable dungeon map. I’ll be funding it as a kickstarter.

GO HERE AND PLEDGE!

The above is just a little piece of the poster, which is currently ten square feet of half-inked, insanely detailed dungeon map, filled with hundreds of corridors, rooms, traps, monsters, stairs, treasures, and other dungeon features, as detailed by the DMG’s Appendix A.

Here’s how you can use it: This project is an experiment in information presentation. It’s based on a couple of facts: a) the information in the DMG’s random dungeon charts can be rendered as a flow chart; b) any flow chart can be rendered as a dungeon; c) therefore, the procedure to make dungeons can itself be drawn as a dungeon. There are a couple of ways to use the poster.

a) You could use the poster to generate traditional dungeons: As a DM or as a solo player, you could trace your way through the dungeon, rolling dice at decision points and mapping on graph paper as you go, just as you would using Appendix A from the DMG. You’ll end up with a unique dungeon map.

b) You could skip the mapping and wander through random dungeons: There’s no need to map: if you follow the arrows through the dungeon, you’ll be presented with a succession of passages, doors, and wandering monsters. You can use minis or counters to track your place in the dungeon and your current dungeon level. You’ll meet different challenges every time you play.

c) You could ignore the dungeon-generation rules and use it as a literal dungeon: go through this door and find some stairs; go through this passage and find some treasure. If you do it this way, it will be the same dungeon every time.

d) You could hang it on the wall: OK, I drew it, so I’m not impartial, but I think this poster is pretty nice looking. It’s got a central portrait of the recurring page-border adventuring party from the 1e DMG, and along the edges there are lots of details to stare at.

Sounds good, right? You should

GO HERE AND PLEDGE!

Edition: The poster is pretty edition neutral. It can be used as is for D&D, 1e, and 2e as it is. For 3e, for specific tricks/traps you need to convert the occasional “save vs. magic” to “Will save” or whatever. For 4e, you’ll use “will defense” and probably double all trap damage. I play in OD&D and 4e games, and I plan to use it for both campaigns.

Here’s what it looks like: The poster is not fully inked and cleaned up yet, but I can show you a couple of pieces. Here’s a section called “Stairs”, and here’s the DMG chart upon which it’s based.

Here’s what the kickstarter is setting out to do: First, I’m raising money to print the poster. Second, I also want to reprint my OD&D Wandering Monsters poster, which is now sold out.

I’d like to get the posters delivered to pledgers by April 17, when Wizards reprints their first edition core books. My Dungeon Map generator gives you some dungeoncrawling fun to indulge in while you wait for Wizards to reprint some adventures.

If we raise extra money, I have a bunch of bonus goals in mind.

If we raise $1000 more than my goal, everyone who pledged at least $23 gets a free poster, either this poster or the OD&D wandering monster poster, their choice.

If we raise more than that, I have some other donation plans: I’d like to be able to donate 50 or 100 posters for the Gygax Memorial Fund to sell at Gen Con. I think the posters might be able to raise a couple thousand dollars.

I’m pretty sure I must have sold you by now so

GO HERE AND PLEDGE!

do you want to play some Mazes and Monsters? what about Dwimmermount?

Tuesday, March 6th, 2012

I’ve been remiss in finishing my retro-clone of the bizarre RPG from the movie Mazes and Monsters: maybe if my planned Random Dungeon Kickstarter works out I will try to print M&M as a game book. If you’re not yet familiar with the rules, check them out: they’re insane.

I mention this because, next week, I will be running a game of Mazes and Monsters in a museum, and, if you can make it to Brooklyn, you’re invited.

Come to Brian Droitcour’s Big Reality show on March 15, at the 319 Scholes gallery in Brooklyn. One of the pieces will be “Lawful Evil”, where I will run a game for a party of evil players. The game system will be a Mazes and Monsters/OD&D hybrid, and the adventure will be a preview of Dwimmermount, James Maliszewski’s megadungeon.

If you want to play, though, be warned: Mazes and Monsters is the game that drove Tom Hanks INSANE!

My new poster project: Random Dungeon Generator as a Dungeon Map

Wednesday, February 29th, 2012

I’m just about sold out of my OD&D Wandering Monster poster, and I’m working on a new poster project. It’s a bit hard to explain, but here’s my elevator pitch:

1) The 1e Dungeon Master’s Guide has an amazing collection of intricately nested d20 charts, each roll on which sends you to another chart, that can be used to generate a random dungeon.

2) Such a set of charts could be re-drawn as a flow chart.

3) A dungeon is basically a flow chart.

Therefore, the procedure for generating a random dungeon can be rendered AS A DUNGEON.

I’ve started drawing the poster: I have it about half inked. It’s a huge project that’s been eating a lot of hours. It’s currently about 4 feet tall, and it’s covered with some pretty tiny illustrations. It will be much larger and more densely illustrated than the monster poster. (The preview above is a very rough, not-cleaned-up version of maybe 7% of the total area of the poster.)

My plan is to get it finished by April, when Wizards reprints the first edition books, so that people can use it to run 1e dungeon crawls.

Printing is going to be more expensive than for the monster poster, so I might either do a kickstarter or ask for a show of hands before I print it. Would you be interested in a giant poster, with art like the above, with all the rules for generating random dungeons?