Archive for the ‘legacy D&D’ Category

grading the planes: take your D&D players to Mars, Midway or Metamorphosis Alpha

Monday, February 27th, 2012
This entry is part 4 of 4 in the series planes

I don’t know if Gary Gygax’s players did a lot of planar adventures in the D&D Great Wheel (which I grade here), but I do know that they frequently traveled to other dimensions – in other words, alternate genres or game systems rather than parts of the Great Wheel cosmology – and some are mentioned in the OD&D and AD&D manuals and elsewhere.

Dave Arneson said, on a message board post, “Lost Worlds, parallel worlds, future worlds, mythical worlds, etc. All are a lot of fun. A good point made here is that the ‘new’ world must have many critters unique just to it. We had Ross Maker’s and Dave Wesely’s ‘Source Of The Nile World’ and MAR Barkers TEKUMEL world when we wanted to go there. It was a good change of pace and let me have someone else referee for a bit.”

How do these adventures in parallel dimensions stack up against the planes of the D&D cosmology?

BOOT HILL: Gary’s players sometimes jumped over to BOOT HILL, Gygax and Blume’s cowboy game, where they got to play with six-shooters. There’s lots of adventure tropes to be had in a western setting, so even though the idea of clerics at the OK Corral may not sound like D&D to you, it’s way more interesting than clerics at the Quasi-Elemental Plane of Mud.

The 1e DMG included rules for converting your characters over to the Boot Hill system. Gunfighters imported into AD&D only got 3d4 for Wisdom; a pistol does 1d8 damage. Grade: B

 

 

Metamorphosis Alpha: Gary and his players also journeyed to James M. Ward’s sci-fi game set on a space ship called the Starship Warden, which was apparently even more dangerous and chaotic than an old-school D&D dungeon. Check out the story here. Notice that the characters were teleported into the space ship, not to the uninhabited, hostile, and featureless void outside the space ship. That’s already better than half the Great Wheel planes.

If you want to try this yourself, James Ward is selling the first edition of Metamorphosis Alpha on lulu for 15 bucks. Grade: A

 

Mars: I love Edgar Rice Burroughs’ Mars books, and I’d love to play a D&D campaign there. The Mars books feature bizarre beasts, ruined cities, savage humanoid tribes, flying ships, and doomed points-of-light civilizations. Furthermore, the OD&D books already include wandering monster tables for the Martian people and monsters, so that’s, like, half the work done already. Grade: A+

 

World War II: In this Strategic Review article, Gary Gygax described this great war-game skirmish between D&D monsters and a German patrol. It looks like fun, in a war game way, especially for WWII buffs. B

Overall grade of the alternate dimensions: A

My conclusion: arguments about the Great Wheel cosmology vs. the 4e planes are irrelevant to me, because both are worse than a stable of well-realized and varied fantasy worlds. Even a world with a strong theme, like Hoth or Dark Sun, is more interesting than a universe constructed of a single element and populated by soulless elementals and angels. Next time I introduce planar travel into a game, the gates will more likely go to the Wild West, Mars, or Gamma World than Limbo or the Plane of Fire.

Grading the planes: the Great Wheel

Monday, February 20th, 2012
This entry is part 1 of 4 in the series planes

My rubric for judging the D&D planes of existence is “If you wandered into it by accident, could you have a good adventure there?” Since the 5e developers say they’re planning to return to the Great Wheel cosmology, let’s see how rich each Great Wheel plane is for adventuring possibilities.

As a 3e player, I never adventured in the planes, so I’ll supplement my memory with the descriptions in the 3.5 Dungeon Master’s Guide.

Ethereal Plane: A “collection of swirling mists and colorful fogs” through which you can see the Material Plane as through a window on the girl’s locker room. It’s primarily used to skip over walls in the dungeon, until the DM rules that every dungeon is in a no-ethereal-travel zone.

The Ethereal Plane is “mostly empty of structures and impediments.” The example location is “Misty Cemetery” and is identical to any misty cemetery. Boy, I can’t figure out why the 4e designers got rid of this. Grade: D

Plane of Shadow: “Landmarks from the Material Plane are recognizable in the Plane of Shadow, but they are twisted, warped things.” Like a Tim Burton movie! There are a lot of possibilities for horror adventures: it can contain the weird and unexplained, and terrifying versions of familiar places and people. here The 4e designers call this plane the Shadowfell, but it’s otherwise identical. Grade: A

The Astral Plane: Unlike the 4e Astral Sea, which is vivid with imagery of silver seas and floating islands, the Astral Plane is “a great, endless sphere of clear silvery sky”. So, a lot like the Plane of Air. Great. Can’t have too many featureless planes.

I guess you can have fun on a featureless plane, but if you do, it’s fun you brought with you.

The DMG’s example site for the Astral Plane is called, I kid you not, “Silver Sky”. So that’s what this plane has going on.

The only thing that saves the Astral Plane from an F is its interesting history featuring the Kabbalah and Madame Blatavsky. Grade: F+

Plane of Air: “The Plane of Air is an empty plane, consisting of sky above and sky below.” I guess you go here if you want to have a lot of encounters with birds. Grade: D

Plane of Earth: “An unwary and unprepared traveler may find himself entombed within this vast solidity of material and have his life crushed into nothingness.” Lots of adventures to be had here! All of the sample encounters are with earth elementals and xorn.

You know, this and the Plane of Air are really pointing up the fact that elements on their own are boring. They’re like eating only one color of m&m, but worse, because when you eat m&m,s you are rarely entombed within their vast solidity and crushed into nothingness. Grade: F

Plane of Fire: This is the elemental plane with the best visuals. However, I can’t see how you can adventure here. Even if you have fire resistance, there’s nothing to do but kill efreet, fire elementals, and salamanders.

The sample location is the City of Brass, which has definite possibilities. The Grand Sultan of All the Efreet rules from the Charcoal Throne! “It is said that within the great palace are wonders beyond belief and treasure beyond counting. But here also is found death for any uninvited guest who seeks to wrest even a single coin or bauble from the treasure rooms of the grand sultan.” Thus warned, shall ye enter? Grade: C

Plane of Water: The Plane of Water is at least traversible, unlike Earth and Fire, but I don’t see what benefit you get out of using it instead of the ocean. The ocean is already vast and deep and unknown, and a lot closer, and most players are still not interested in exploring it.

For maximum fun, I’d have a Plane of Water adventure include a mer-people kingdom beset by a navy of killer intelligent sharks, throw in a Cthulhu or two, and visit the ruined palace of a dead sea god wherein the players might be enslaved by emerald-eyed sirens. Then I’d take that adventure and put it back in the Material Plane ocean. Grade: D+

Quasi elemental planes: These come together at the borders of the elemental planes: like the border between the planes of Water and Earth is the Quasi-Elemental Plane of Mud. Gary Gygax came up with these for an early Dragon Magazine article, and I suspect he put about as much thought into it as I usually put into blog posts. No one has ever adventured in any of them. Grade: F

Negative Energy Plane: You die if you spend too long on the Negative Plane. There are no random encounters because it is “virtually devoid of life”. It seems to exist merely to provide an energy source for negative-energy spells. Grade: F

Positive Energy Plane: This plane “is akin to the Elemental Plane of Air with its wide-open nature.” Ooh, another featureless plane! But this one is different because you die if you spend time there. Like the Negative Energy Plane, it is “virtually devoid of creatures” and only exists to power spells.

The example location is the “Burst Cluster”, where there are occasional explosions. I guess that conveys a sense of place, as in “a place I want to leave.” Grade: F

The Outer Planes: From the Heroic Domains of Ysgard to the Windswept Depths of Pandemonium, the Outer Planes are the realms of the gods and demons, the homes of each alignment. There are 17 of them and they are too boring to tackle individually.

The good-aligned outer planes are generally pastoral and contain nice happy people who have no possible use for adventurers. Grade: D

The neutral-aligned planes are generally boring. The best of them is Limbo, which is mostly a featureless plane but has some areas that are irregular mixes of earth, water, fire, and air. In other words, the best part of Limbo is a lot like the 4e Elemental Chaos, which is among my least favorite 4e planes. My favorite thing about Limbo, though, is that it is an area of “wild magic” where you must make a saving throw or roll on a table for a random hilarious effect. If you must adventure here, this will spice it up. Grade: C

The evil-aligned planes are chock full of demons and devils. You have to have room for this in your cosmology, but the most interesting thing about them, to me, is that they inspired the epic picture “A Paladin In Hell”. Clearly, this paladin just went to hell so that he could kill an endless stream of devils until he was overwhelmed. That’s pretty badass, but that’s the only sort of adventure the evil planes suggest to me: a suicide mission, the object of which is to pile up demon corpses. That and trying to snipe Asmodeus for the XP. Grade: C

Sigil: The ultimate urban adventure location, Sigil connects to all the other planes, but why would you want to go to any of them? They’re all worse than Sigil. Sigil has interesting politics, people to fight, and badass goth NPCs like the Lady of Pain. With its distinct neighborhoods, its commerce, and its superiority to all other travel destinations, it’s a lot like a New Yorker’s idea of New York. Grade: A

Overall Grade of the Great Wheel Planes: D-

Obviously I don’t understand the fun that can be had with the Great Wheel. Someone tell me anecdotes about the great times they had doing planar adventures – besides Sigil, which I agree is awesome.

playing D&D with mike mornard: player skill

Wednesday, February 15th, 2012
This entry is part 7 of 12 in the series D&D with Mike Mornard

Running from goblins, we barricaded ourselves in a dead-end room. Tavis’s fighter spiked the door closed, and then prepared a surprise for the goblins: holding his torch ready, he poured a flask of oil in front of the door.

Unfortunately for us, we had already played these tricks on this band of goblins, and they had learned. The next thing we heard was hammering around the perimeter of the door: the goblins were spiking US in. And then we saw more oil trickle into the room from under the doorframe.

And that’s how we ended up locked and barricaded in a room that was on fire, huddled in the corner and dying of asphyxiation.

Old-school players talk a lot about player skill. As a new-school player, I’ve never really grasped what they meant. It it tactical skill? A set of procedures for dealing with common dungeon hazards, like tapping floors with ten-foot poles? The ability to read the DM and tell when he was planning something devious? What does it mean to be good at D&D?

As Mike Mornard DMed us through a brown-book OD&D dungeon crawl, he told us a little about player skill. Apparently, among the original Greyhawk players, Rob Kuntz was good at D&D. He was good enough to adventure solo, not even bringing henchmen, and survive threats that would threaten whole parties of less skilled players. Once Kuntz started going on solo dungeon delves, it became the thing to do, even among other players who didn’t have Kuntz’s player skill.

Mike told us the story of one of Gary’s lesser players who decided to go adventuring alone. He encountered a room filled with gems. Apparently, he didn’t suspect that Gary was trying anything devious: he ran into the room and started reveling in his treasure. “It’s great!” said Gary (from behind his file cabinet, presumably). “You’re in gems up to your ankles!”

The player showered himself with gems like Daffy Duck. “I’m independently wealthy!” (As a one-time recipient of a cache of random gems, I can relate to the player’s joy.) “It’s great!” said Gary. “You’re in gems up to your knees!” The player shoveled gems into his pack. “It’s great!” said Gary. “You’re in gems up to your waist!” I’m sure you can see where this story is going. When the player tried to leave, he found out that he was sinking in quicksand covered with three inches of gems.

So what does a skilled player do when presented with an unfamiliar dungeon situation?

Earlier in our adventure, before we were trapped in a burning room, we encountered a glowing dagger, floating in the air, blade pointed downwards. I’m new to OD&D. My instinct was that this was similar to all the “trips and tracks” listed in the first edition Dungeon Master’s Guide, like altars that might increase your Strength by 1d4 points or make you save vs. poison or die, with no way to determine between them. If it was either a treasure or a “gotcha” trap, I decided that I would take a risk and grab the dagger, fully aware that I might be arbitrarily zapped for my trouble.

One of the players, wiser than I, probed around the floating dagger with a 10′ pole and met resistance. And then the dagger lurched forward and attacked. As you probably figured out, it was a gelatinous cube.

We defeated the cube: I think the wizard delivered the killing blow, and we got a +1 dagger for our troubles. I realized that I had played the situation wrong. I know about gelatinous cubes, and I should have expected to find one in an old-school dungeon. The floating dagger was a mystery to which I held the clues, and I assumed that it was a logic-defying crapshoot.

Lesson two was this: when Mike Mornard is DMing, assume that you’re speaking in character. We entered the dungeon with a lot of hirelings: we had hired a dozen bandits last session, and this session we hired half a dozen heavy footmen. At three people per rank, our expedition filled about twenty feet of 10-foot-wide corridor.

Our party was so unwieldy that the wizard joked about letting the dangers of the dungeon doing our downsizing for us. The hirelings heard him, and they were not happy. A few bad reaction rolls later, and my bandit followers abandoned us in the dungeon.

We should have foreseen this, because Mike’s NPCs tended to join into our out-of-character strategy conversations. When we lost a heavy footman, and we were discussing whether it was worth it to get him resurrected, the other heavy footmen weighed in strongly on the “pro” column.

This isn’t the way I’m used to playing. Our 4e characters must have instantaneous telepathy, because we routinely spend minutes deliberating about each six-second combat round. And we often reach an out-of-character group consensus before we talk in-character to any NPCs.

Lesson three: sometimes it’s better to be lucky than good. I mentioned that we ended up trapped in a burning room, a round or two away from asphyxiation. After we’d failed our attempts to bash through the door, the dwarf’s player decided to charge through the fire and attack the door with his axe. He rolled a critical hit, which, in Mike’s game, means you get to roll two damage dice. The dwarf rolled thirteen points of damage. He burst through the door and scattered the goblins, and soon we were chasing them.

When the session ended, we put away the snacks and the players headed out towards the subway, discussing what we learned. Don’t taunt the hirelings. Don’t expect to get something for nothing. Keep the offensive: don’t spend a lot of time in deliberation, and don’t wait for the monsters to get organized.

I’m still not sure what player skill is in OD&D, and I still think it has something to do with battle tactics, trapfinding procedures, and gaming the DM. But I’m also starting to think it has something to do with respecting the gameworld as a world. Monsters learn. Henchmen want riches and safety. PCs can’t communicate telepathically. And if you’re a dwarf fighter, sometimes your best course of action is to hit something with an axe.

playing D&D with Mike Mornard: how did this get in the manual

Wednesday, February 8th, 2012
This entry is part 6 of 12 in the series D&D with Mike Mornard

When I last gamed with Mike Mornard, I also him a few miscellaneous questions about OD&D: largely about where various game elements came from. Here are his equally miscellaneous answers:

  • Mike is thanked prominently on the Greyhawk supplement. What were his contributions? Mike and Rob Kuntz were big proponents of variable weapon damage, so that every weapon doesn’t do 1d6 damage. (They weren’t involved, though, in the change in PC hit dice from 1d6). Mike also suggested the acid-spitting giant slug, which is cribbed from a Conan story.
  • When we were splitting our loot, which included a +1 shield and a couple of hundred gold, Mike said, “The process we often used for splitting treasure was this: everyone rolls percentile dice. The highest roller earns first choice of treasure.” This actually reminded me of the Need or Greed loot-rolling system which was reinvented for World of Warcraft.
  • The early books suggest that campaigns might have 50 people in the same world, but they wouldn’t all show up on the same night. Different groups would play on different nights. The cleric at our table was played by Alex of Bad Wrong Fun, who is setting up a similarly ambitious campaign in New York today.
  • Mike had a couple of tactical tips, which reminded me of this fact: OD&D “marching order” suggests that D&D parties march in formation, not the free-wheeling skirmish squads I’m used to from 3e/4e battlemats. OD&D parties march in squares, and it matters what rank you’re in. The second rank of fighters can use spears or other polearms. Handaxes are useful because you can use them in melee, but also throw them if the monsters are threatening a different part of your formation.
  • Also, said Mike, the OD&D thief is not a “rogue”, or lightly-armored damage specialist. As a thief, I was better off staying in the middle of the formation, or lurking in the shadows, and not gallivanting around the battlefield looking for opportunities to backstab. A thief could backstab in a pinch, but it wasn’t his bread and butter.
  • Finally, Mike says he doesn’t know why Gary didn’t record this fact in a book somewhere: when he modified the combat system he got from Dave, he was consciously imitating the battle in the Errol Flynn Robin Hood movie. A movie hero never goes down early with a lucky critical, but low-level guys can be dropped with one hit.

    Watch the fight on youtube!

    It strikes me that the designers of 4e recognized this goal and made it explicit with their rules for minions and boss monsters.

  • fools rush in (and lose a leg to a bear trap)

    Monday, February 6th, 2012

    For me, dungeon traps are an unsolved problem in 4e. I’d like something between a full-fledged 4e skill-challenge trap and the old-school spanking for not tapping every flagstone with a ten-foot pole. I’ve made attempts to solve the problem, but I haven’t been happy with any of them. (My favorite so far is the Mazes and Monsters rule: the Maze Controller cannot spring a trap unless he has announced that it “could be a trap”.)

    The above panels from “Red Nails” in the 1970’s Savage Sword of Conan comic gave me an idea. Conan would TOTALLY have spotted that bear trap if he hadn’t been raging – and running.

    How about this rule: Under normal circumstances, all PCs spot all adjacent traps – no Perception check required.

    PCs only fail to notice traps when they’re running or charging (and maybe also a handful of other distracting conditions: dazed, stunned, or blinded).

    With this rule, traps are most dangerous in combat, and in very specific circumstances like chases: in other words, they add danger to already dangerous scenes, instead of slowing down routine situations. It’s the DM’s job, as the roleplayer of the ancient dungeon architect and the kobold snaremaster, to put traps in places where PCs will be tempted to rush heedlessly.

    playing D&D with mike mornard: henchmen and hirelings

    Monday, January 30th, 2012
    This entry is part 5 of 12 in the series D&D with Mike Mornard

    When a spider dropped on my loyal teamster, Pedro, I was on the other side of my mule and too far away to rush to his aid. But, hey, at least the spider hadn’t dropped on me. That seems to be the main reason why people have hirelings and henchmen, and mules for that matter. They provide tasty alternatives for hungry spiders.

    I started this D&D session wealthy. The last time I had played with Mike Mornard, we had found a giant cache of gems, and my thief, Roger de Coverley, had earned enough gold and XP to level up almost to level 3. In this game session, I was joined by all-new level 1 PCs, with 30-180 GP each. Some of them were smart enough to suck up to me. I sprang for new suits of armor for the fighting men played by Andrew and Tavis, each of whom swore fealty to me and wore one of my garters as a favor.

    I also decided that I should get into the spirit of OD&D and get a few NPC hirelings. It ended up costing less than 100 GP to get a level 0 man at arms named Baldric, a teamster named Pedro, and a mule. The mule’s main job was to carry the rest of my wealth (which, at 1/10# per GP, weighed more than 300 pounds).

    I never ordered my man at arms, Baldric, to do much, and he never volunteered to jump into combat. The mule was more useful. I used him several times as a shield, or skulked behind him when I was in danger. Pedro the teamster was in the thick of things. He was the first target of the first spider who attacked us.

    One of the other PCs recognized our dungeon as the sample dungeon from the 1e DMG, which has a few filled-out rooms and a bunch of uncharted areas for the DM to fill in himself. I don’t know if Mike was winging it or if he was using a premade adventure key, but we quickly fought our way through the initial spider attack, survived an ambush by giant camel spiders, avoided the deadly save-or-die yellow mold spores on the grain sacks, and made it into unfamiliar territory. Terrifying unfamiliar territory.

    Tavis at The Mule Abides describes our antics pretty fully, but I’d like to spend some time on my first interaction with henchmen and hirelings.

    First of all, Charm Person is a pretty cool spell, as it unlocks a new sort of pokémon-collecting henchmen acquisition system at level 1. You might not get a castle and followers until level 10 or so, but you can, like Mike’s level 1 magic-user Lessnard in Gygax’s game, pick up a fifth-level fighting man as a bodyguard if he happens to fail his saving throw. In OD&D, Charm Person can be long-lasting or permanent, but Mike emphasized that it didn’t do more than the name implied: it made someone your buddy, not your slave. If you didn’t treat your new friend fairly, they might not be your willing ally forever.
    (more…)

    playing D&D with Mike Mornard: it’s all about context

    Friday, January 27th, 2012
    This entry is part 4 of 12 in the series D&D with Mike Mornard

    This is Karl Marx, not Mike Mornard. Mike's beard is shorter.

    I played another game of D&D with Gygax and Arneson player Mike Mornard, who, always quotable, said, “Understanding history is all about context. When Karl Marx was writing his first essays, Germany was a feudal state. In some ways, he was closer to the 11th century German peasants than he was to us in 2011.”

    I love D&D, and it’s that love that makes me, a fourth edition player, so delighted to delve into the secrets of OD&D and Dave and Gary’s campaigns. As Mike said, understanding history is all about context. There are so many charming, inexplicable mysteries in D&D, from the baffling stone head in Greyhawk to the puzzle of what the heck hit points represent. I can bring my own context to them, but I think I need to have some understanding of those first games in order to know just what the heck my D&D is about.

    It’s hard to get that context just from reading the original Dungeons and Dragons books. If nine groups learned D&D from the books, they’d end up playing nine different games.

    Mornard told us about an early D&D tournament game – possibly in the first Gen Con in Parkside in 1978? Gary Gygax was DMing nine tournament teams successively through the same module, and whoever got the furthest in the dungeon would win. You’d expect this to take all day, and so Mike was surprised to see Gary, looking shaken, wandering through the hallways at about 2 PM. Mike bought Gary a beer and asked him what had happened – wasn’t he supposed to be DMing right now?

    “It’s over!” replied a stunned Gary Gygax.

    Gary described how the first group had fared. Walking down the first staircase into the dungeon, the first rank of fighters suddenly disappeared through a black wall. There was a quiet whoosh, and a quiet thud. The players conferred, and then they sent the second rank forward, who disappeared too. The rest of the players followed.

    The same thing happened to the next tournament team, and the next. Players filed into the unknown, one after another. And they were all killed. The wall was an illusion, and behind it was a pit. Eight out of the nine groups had thrown themselves like lemmings over a cliff; only one group had thought to tap around with a ten foot pole. That group passed the first obstacle, so they won the tournament.

    Gary and his players couldn’t believe that the tournament players had been so incautious. But, to be fair, none of those tournament groups had played in Gary Gygax’s game. They had learned the rules of D&D, but they had no experience of the milieu in which the book was written. Of those nine groups that had learned D&D from a book, only one played sufficiently like Gary’s group to survive thirty seconds in his dungeon.

    In OD&D, there’s no guarantee that things are fair. One of Gary’s and Rob Kuntz’s favorite stories, says Mornard, was Clark Ashton Smith’s The Seven Geases, in which (spoilers ahead) the hero survives a horrible death at the hands of seven different monsters only to die meaninglessly slipping from a ledge. That was one of the seminal texts of D&D, said Mornard, and one of the stories it was designed to model. “The story that D&D tells,” said Mike, “is the story of the world. Heroes aren’t invincible.”

    That’s a long way from the Fourth Edition ethos. In 4e, it takes a long time to make a character, and so you’re invested in him before he’s downed his first kobold. If your 4e character is killed, you can be sure he’ll get a chance to put up a good fight first.

    Not in 0e. Characters died all the time. That’s why Gary Gygax’s characters got names like Xagyg the wizard and Yrag the fighter, and other players contributed Melf the Elf, or (if I remember Mike’s anecdote correctly) Bellus of Telefono. It was the sixties and seventies. Life was cheap, and heroes died.

    That’s all scary stuff to hear from your DM right before he runs your thief through a dungeon.

    Next blog post: My thief explores one of the classic D&D dungeons.

    gaming with one of the original D&D players, part 3

    Wednesday, January 11th, 2012
    This entry is part 3 of 12 in the series D&D with Mike Mornard

    Last week, I played D&D with Mike Mornard, a member of the original Greyhawk and Blackmoor campaigns. This is the last piece of my writeup of Mike’s wisdom.

    monsters

    Mike cried fie on the modern-era concept of PC-leveled encounters. (I don’t remember if he actually said “fie,” but he is the sort of person who would have said “fie” if he thought of it, so I’ll let it stand.) In Greyhawk, you might encounter trolls on level 1 of the dungeon. There would be warnings: skulls and gnawed bones, and the party dwarf might notice a trollish stench. I asked, “Would there also be skulls and gnawed bones in front of the kobold lair?” meaning to ask if the danger warning signs were applied to every monster, weak and strong alike. It turned out to be a bad question: despite their lousy hit points, the badassification of kobolds started on day 1 in D&D. Gygax’s kobolds were deadly. Mike said that they collected the magic items of the characters they killed, which meant that besides their fearsome tactics, they also had a scary magical arsenal.

    When Mike started DMing, lo and behold, the first monsters we fought were… kobolds! The first signs we saw of them were stones whizzing from the darkness to hit our PCs. We chased the stone-throwers into passages, around corners, and past intersections, never sure if we were on the right track. We managed to corner two kobolds, killing one and Charming the other. We tried to interrogate the kobolds, but none of us spoke kobold (we should have thought of that before we wasted our wizard’s only spell, I guess.) We gave the Charmed kobold my map and tried to pantomime for him to complete it, which I thought was pretty clever, but he filled the paper with pornographic kobold scrawls. Couldn’t have been much less helpful than my map.

    We spent the entire session chasing down four more kobolds. They dropped two of us to 0 HP, and it was touch and go whether the rest of us would make it out of the dungeon. Here, again, light was an important factor: since we had torches, we were great targets for stone-throwing creatures in the darkness. Eventually, we started setting ambushes in the dark; surrounding our position with torches so that the kobolds would have to show themselves to attack; and, most importantly, planning fast. Every time we spent too much time in deliberation, another sling stone would come flying out of the darkness.

    Mike later mentioned that he’d given kobolds an affinity for stones because, in Chainmail, kobolds were sort of the monster equivalent of halflings, and halflings also had bonuses with stones. Also, kobolds are traditionally mining spirits: the element cobalt is derived from the name kobold.

    After the game, Mike told us that he’d run this adventure before, and we’d done better than a lot of groups, because we were fairly focused and we played with a minimum of “cross-chat”. We did a little out-of-character and in-character joking around, but less than most groups I’ve been in: both because delays tended to get us attacked, and because we were in a noisy art gallery where we had to strain to hear the DM.

    That’s not to say that there was no joking among the players, and the DM wasn’t entirely serious either. In choosing the kobold mine, we passed up several adventure hooks, including one involving getting back a sacred bra or something – I wasn’t interested in that because it didn’t seem serious enough. I guess I’ve come to expect relative seriousness from the DM and silliness from the players, while Mornard-style OD&D seems to involve seriousness from the players and silliness from the DM. Mornard has said elsewhere that D&D is a “piss-take” – a send-up of the fantasy and wargames of the 60s and 70s. If that’s the case, it’s especially funny that D&D has outlived the things it was parodying. It’s as if the audiophiles of the future had to piece together the music of the 80’s and 90’s entirely from Weird Al albums.

    Speaking of humor: Mike recommended the Book of Weird, a “humorous dictionary of fantasy” that he said was great reading for a DM.

    treasure

    When we finally found a part of the mine that was studded with gems, we grabbed the gems and ran – we didn’t care what else was in the dungeon. We ended up with 27 gems: Mike gave our fighter bonus XP for being cautious enough to pry the first one out with a ten-foot pole.

    When we got back from town, Mike rolled up the values of all the gems, announcing the value of each to the party record-keeper (me, again my default). If I were the DM, I probably would have announced an average value of the gems or something: I wouldn’t have thought the players wanted to sit through a list of 27 numbers. But it’s funny: people’s attention spans get longer when it comes to profits.

    The random rolling paid off for us when, among the other gems, we found a 10,000 GP-value gem. That pushed us all up to level 2. Mike commented that that’s why he likes random charts: they help tell a story that neither the DM nor the players can anticipate.

    character classes

    As we were making our characters, and the cleric was exclaiming over the lack of level spells, Mike told us a little bit about the evolution of the classes. A low-level OD&D cleric, he reminded us, was a capable front-line fighter – kind of an undead specialist warrior – especially in the early days of D&D, when every weapon did 1d6 damage.

    One of the effects of variable weapon damage, he said, was to make weapon choice more plausible and meaningful. Before variable weapon damage, everyone was using the cheapest weapon possible – iron spikes! After variable weapon damage, fighters started using swords, which did 1d8 damage, or 1d12 against large monsters. Fighters with swords was a better mirror of history and heroic fantasy than fighters with daggers or iron spikes.

    combat rules

    Mike played with pretty straight OD&D rules with the Greyhawk supplement. He says that Gary’s group played with variable weapon damage, including different damage for medium and large opponents, but not the AD&D weapon speed rules.

    In our game, when Mike called for initiative, each player rolled a d6 at the beginning of each round. Mike would call out: “Any sixes? Fives?” etc, so a high roll was good. I don’t know if that’s what they did in Gary’s game, but it worked for us in 2012.

    Mike told us that, while he was in Dave Arneson’s game, they mostly played straight OD&D. They didn’t use the hit-location rules from the Blackmoor supplement: Mike doubts that anyone ever played with those. But who knows: “people were bringing in new rules all the time,” he reminded me, “and not everything stuck.” Mike also didn’t remember anyone using the assassin. Too bad: I’m pretty curious about how that class actually worked in play.

    One last comment about Gary Gygax: When Mike joinde Gary’s game, Mike was 17 years old. “Gary was the first person who ever treated me like an adult,” he said. Not a bad legacy, even apart from the cool game.

    gaming with one of the original D&D players, part 2

    Monday, January 9th, 2012
    This entry is part 2 of 12 in the series D&D with Mike Mornard

    Last week I played a D&D game DMed by Mike Mornard, a veteran of Gygax’s and Arneson’s gaming groups. A lot of the original assumptions of Gary’s and Dave’s game didn’t make it through the Little Brown Books into my brain, so as we played, I asked Mike a lot of questions.

    mapping

    At the beginning of our game, I made the mistake of asking the group, “Who wants to map?” Since I had asked first, I was elected to the position. I am a piss poor mapper, especially on non-graph paper. At the end of the game, Mike compared his map to my scrawl, and the contrast was disheartening. On the other hand, my inaccurate, twisted fun-house version of the dungeon was topographically the same as Mike’s map, in the same way that a donut is topographically identical to a coffee mug, and I had been able to accurately steer our group through the map’s twists and turns.

    Mike’s map-describing style was approximately like this. “You go ten, twenty, thirty feet north, and hit a wall. You can go east and west along the wall.” He’d wait for input, like “We go east”, and then continue, “Ten, twenty feet east, and there is a ten-foot wide passageway in the north wall. The stonework here is rougher. The north passage goes straight as far as you can see.” As the party mapper, I would sometimes just say “North” or “East”. This presentation felt oddly like a text adventure: maybe Action Castle is closer to the original version of D&D than I thought.

    One thing that actually made mapping easier: the fact that our light sources were important. We could only see twenty or thirty feet in any direction, which helped focus our decisions. Even in a big room with lots of details, we were only in the position to see a couple of our choices at the same time.

    Mike mentioned that he went to high school with Rob Kuntz, Gary’s eventual co-DM. Rob had an eidetic memory, and when he was playing in Gygax’s dungeon, he didn’t need to map and never got lost. Sometimes he would correct Gygax. Mike did his impression of Gary crying, “Curse you, Kuntz!”

    I should add that, as the mapper, I got a lot of the DM’s attention. Mapping is a big slice of the OD&D pie. This meant I was always engaged, and so was the DM, but what did the other players do while I was asking for clarifications about the length of the east wall? Probably zoning out a little – especially since cross-table chatter was frowned upon. So far I’ve only experienced OD&D as the mapper and the DM, so I’ll have to try a different role next time.

    character background

    Someone asked Mike, “How much character background did you do in the old days?” Mike came back with a pretty quotable line: “The cool thing about your character was what you did in the game.” Characters had backgrounds like “fighter” or, at most, “the youngest son of a landless knight”.

    Mike added that DM game pitches should be short as well: the opening crawl to Star Wars is only 92 words long (Mike went on to quote the crawl from memory: I’m a big Star Wars fan but I was outclassed.) Gary Gygax pitched D&D as, “Want to try this new game called Greyhawk where you kill monsters and get treasure?”

    I was also interested in this quote because, from this and other quotes about the “Greyhawk campaign”, it sounds like players thought of the game as “Greyhawk”. Imagine if D&D had been published as “Greyhawk”: just that name change would cemented the setting right in the middle of the game, and really changed how a lot of people play, I bet.

    Chainmail and game development

    Mike commented that Chainmail was still his favorite minis game. He said that when they introduced new players to the game, they would just give the players a few units to keep track of (battles were often played with four or five players). New players could expect to get beaten for a couple of games too.

    Mike credited Chainmail’s good rules to Gary’s maxim, “I’d rather have a good rule now than a perfect one in a year.” I’d never heard this ascribed to Gary before, but it makes a lot of sense, and when we’re wondering why this D&D class requires so many XP to level up or whatever, it’s good to remember that Gary, Dave, and the other D&D contributors were coming to the table with new rules all the time: those they like stayed, even if some pieces of them were arbitrary and not fully thought-out. It didn’t make sense to kill yourself perfecting every detail while there was still so much new game-design ground to cover.

    This post is getting long, and I still have a lot of game notes to get through! I’ll do one more post, and try to cover Mike’s wisdom on monsters, treasure, character classes, and combat rules.

    gaming with one of the original D&D players

    Friday, January 6th, 2012
    This entry is part 1 of 12 in the series D&D with Mike Mornard

    Yesterday, Tavis enticed my gaming group to the Soho Gallery for Digital Art for a D&D art/gaming event. The bait on the hook included Doritos, new art by Erol Otus and other cool people, and a game DMed by Mike Mornard. Mike played in Gary Gygax’s DND game in 1971 AND in Dave Arneson’s game and Phil Barker’s game. The guy had a talent for finding cool gaming groups.

    Since I’ve appointed myself a minor curate in the Church of Preserving Cool D&D History, I couldn’t resist the opportunity to pepper Mike with questions. I also got to play a session in his game, and made a real hash of being the party mapper. (What else would you expected from a 4e player?)

    Mike showed off some of his autographed books: his 1e Player’s Handbook was signed to “Lessnard the Wizard”, one of Mike’s characters. Apparently, when he was level 1, Lessnard had the distinction of surviving a solo trip to level 3 of the Greyhawk dungeon. Lessnard was alone because he couldn’t convince any hirelings to join him – he had lost too many hirelings in the dungeon already. Mike produced that story to demonstrate that, contrary to common belief, a lowly level 1 wizard had plenty of survivability!

    It sounds like Lessnard adventured over several solo adventures with Gygax, which seems to have been pretty common in the old days. I’d heard that low-level characters often travelled in groups while high-level characters adventured solo, with just their henchmen to back them up, but from the Lessnard story, it appears that even ill-advised level-one characters sometimes attempted the feat. On the other hand, Lessnard’s survival was notable enough to be memorable for 40 years, so maybe it wasn’t a common practice.

    Mike gave a fascinating account of a typical early D&D game, with a peculiar detail that I’d never heard before. Gary never used maps or minis: maps and minis were Dave Arneson’s thing. Gary ran games in his office, which was provided with chairs, a couch, and file cabinets. While playing, Gary would open the drawers of the file cabinet and sit behind them so that the players COULD NOT SEE HIM. They only experienced the Dungeon Master as a disembodied voice.

    During games, cross-talk was discouraged: the party caller did most of the talking, and other players only talked if they had something to contribute. If the players chattered too much, they’d miss what the Disembodied Voice was saying, and that would be, as Mike put it, “suicide”. “You could feel the tension in the room,” he added.

    It’s a very different style than the way I and my friends play. We do a lot of joking and chattering, the DM doesn’t kill you for not paying attention, and apart from a few suspenseful moments, tension at the table is often low. I honestly don’t think one way to play is necessarily worse than the other, any more than comedies are worse than suspense movies or vice versa. I’d be happy to play in either style of game – preferably both.

    Mike said a lot more. I’ll try to write up the rest of my notes – including answers to questions about mapping, classes, weapons, and roleplaying in the early days – in the next post.