Wednesday, February 28, 2024

The Forgotten Realms Gray Box: The Other Swords and Sorcery Setting

Timothy Brannan over at The Other Side blog did an excellent review of the AD&D 1st Edition Forgotten Realms Campaign Set, lovingly known as the “Gray Box.”  I have a few thoughts on the ol’ Gray Box as well, but I’m not going to steal his thunder.  Go ahead and read his review, then come back and hearken to my tale…

My first D&D campaign setting wasn’t the Forgotten Realms.  That honor could have gone to the Known World/Mystara, especially after I ran the adventure The Eye of Traldar for my original middle school group of players, but that campaign was short-lived, and I ended up switching over to AD&D 2nd Edition soon after, not going the Rules Cyclopedia route until many years later (I did have some photocopies of Mentzer's Companion and Master sets that I got from a high school senior who saw us playing in the bleachers, but that is a story for another time.)

With some birthday money and my humble paper route earnings, I ordered the 2e Player’s Handbook and Monstrous Compendium binder from TSR's Mail Order Hobby Shop catalog.  I got one of those catalogs in the mail because I sent back the consumer reply card (remember those?) in my 1991 “black box” basic set.   I also managed to pick up the Dungeon Master’s Guide, the Monstrous Compendium Vol 2, and the Ravenloft: Realm of Terror  boxed set at the local comic book shop in the meantime; so much for that college fund!

“I didn’t go to college, and I turned out just fine!”  That’s great, Mr. Murder Hobo, but nobody asked you.

While Ravenloft was pretty nifty, it was a little too much for a beginner DM to grok at the time.  I needed something a little more generic.  I guess I had been drawn to Ravenloft because I enjoyed a certain Nintendo video game series.

Somewhere, in an alternate timeline...or is it?

I was at the local mall’s book store one day, pondering this conundrum (and patiently waiting for the AD&D 2e books in the mail; Amazon has spoiled us) when I saw a certain horseman staring at me.


It seemed as if that horseman on a desolate plain was beckoning me to explore his mysterious and “Forgotten” world.  I had a strange sense of déjà vu.  Did I have some connection to these “Realms?”  (the book does speak of a connection between the Realms and Earth.)  Had I been there before, perhaps in a dream?  It turns out I had just read a couple of DC Comics’ Advanced Dungeons & Dragons and Forgotten Realms titles.  That’s where I had seen the name before.  Regardless, I picked up the box and devoured its contents when I got home.

The first thing that struck me was a) how vast the world was and b) the many evocative names on that map like The Great Gray Land of Thar and The Jungles of Chult, with little information about these mysterious lands.  This kind of stuff is like pouring gasoline on the fiery imagination of a young mind.

Left: A size comparison of the Realms vs. the continental U.S. from the Campaign Set.  Right: the Outdoor Survival map (Original D&D wilderness) superimposed over the map from the Campaign Set at the scale of five miles per hex.  In other words: more wilderness than you can ever use!

This then became the setting of my high school years’ campaign.  Despite a couple of side trips into other TSR worlds like the aforementioned Ravenloft, and other, wackier settings like Spelljammer and Dark Sun, the Realms was the main home of the now infamous (at least in our head canon) adventuring company, the Warriors of the Flame.  The Warriors rampaged through much of that vast map; from Raven’s Bluff (still named Ravensgate in my copy,) to the Haunted Halls of Eveningstar and Undermountain in Waterdeep.

The Warriors of the Flame were murder-hobos before it was cool.  They may be wanted in Raven's Bluff in connection with the burning down of a tavern.

Besides the couple of supplements above and the 2nd Edition update, Forgotten Realms Adventures, I never really delved too deeply into additional content and lore for the setting, let alone the novels, so the Realms always felt uniquely mine (which I believe was the intention.)  The common complaints of powerful characters like Elminster, Drizzt, and the Seven Sisters showing up and overshadowing the player characters were never really an issue.  Indeed, tucked right at the beginning of the NPC entries in the DM’s Sourcebook of the Realms is a little random table where the DM could determine whether an NPC was as powerful as their reputation says, even more so, or just all talk.  I’ve a mind to use such a table for my own NPCs.


I never got the feeling that the Forgotten Realms was a high fantasy/high magic setting.  That's not really the vibe the Gray Box had.  However, sometime after high school, I picked up a copy of the revised 2nd edition boxed set.  Despite much more information than the original, nicer maps, and cardstock goodies, the world just didn’t seem the same.  Whereas the original Campaign Set seemed to evoke something like: “In the years between when the sands of Anauroch devoured glittering Netheril, and the rise of the sons of Sembia, there was an age undreamed of…” the later box screamed something along the lines of: “All the characters from the novels you love!  Magic!  Gods!  EXPLOSIONS!” 

Michael Bay's Forgotten Realms

With that and the mountain of supplements available (several which were admittedly very good,) the Realms had become a little too crowded for my tastes.  Even Sembia, which was promised in the Gray Box as an open playground for the DM, had been detailed.  

By the Third Edition years, with the release of Forgotten Realms Campaign Setting (which I still bought,) the Realms had lost some of their luster for me.  On the bright side, this prompted me to explore my own creations, as well as another famous setting that appealed to my swords and sorcery predilections.


While I no longer use the Forgotten Realms for my home campaigns, the venerable Gray Box holds a place of honor on my shelf to this day.  I even managed to corner Ed Greenwood at Gen Con and got the old, battered thing signed!  He was in kind of a hurry, but was gracious enough to acquiesce to my request.  It reads something like: “May your Realms adventures be [unintelligible.]” 

But as the saying goes: you never forget your first love, so who knows?  I might pick it back up one day and start a classic campaign with it, employing all the old school lessons I've learned.  Heck!  Maybe even try to get the old band back together for an online game.  What are the Warriors of the Flame up to these days, I wonder?

Wednesday, February 21, 2024

If You Don’t Have Anything Nice to Say…

 …don’t say anything at all.  Or so the saying goes.  We interrupt our normal content to talk about this video highlighting the upcoming book, The Making of Original Dungeons & Dragons: 1970-1976.  It is a history about the making of the Original game, with scans of the Original books, documents, letters, commentary, and input from game historian Jon Peterson.  I was highly anticipating this book, but that’s not what I wanted to talk about.

The video features one Jason Tondro, Senior Game designer at Wizards of the Coast (WotC) for D&D, who apparently has been playing since the Original game was around (so you know that he has old school chops, of course.)

Towards the end of the video (around the 38:30 mark,) Mr. Tondro and interviewer Todd Kenreck go into a smug diatribe about how Original D&D wouldn’t pass their “inclusivity reviews” today, and as a bonus, throw a racist, sexist comment about white males from the Midwest, since it is apparently socially acceptable to do so nowadays.  (Calling it like it is.  Political extremists don’t get to redefine these terms to suit their ideology.)


No shi*t!  The criticism was obvious, unwarranted, and ignorant to boot.  The example they use is the fighter class previously being called “fighting-man,” as if it was some deliberate attempt by some insidious, so-called Patriarchy to enforce their sinister will via an obscure, small press wargame in 1974.

Thing is, five seconds on the interwebz can tell you that the term “fighting-man” originates from “Appendix N” authors like Robert E. Howard (of Conan fame,) and Edgar Rice Burroughs (of Tarzan and John Carter of Mars fame,) whose writings inspired the creators of the game (emphasis mine):

“It was Mars, the god of war, and for me, the fighting man, it had always held the power of irresistible enchantment. As I gazed at it on that far-gone night it seemed to call across the unthinkable void, to lure me to it, to draw me as the lodestone attracts a particle of iron.”

 - Edgar Rice Burroughs, A Princess of Mars


“When I was a fighting-man, the kettle-drums they beat,
The people scattered gold-dust before my horses feet;
But now I am a great king, the people hound my track
With poison in my wine-cup, and daggers at my back.”

- Robert E. Howard, The Phoenix on the Sword

 I find this is a common occurrence with moralist critics.  They don’t seem to “do the work” (the research work, that is) before vomiting subjective nonsense.  Don’t get me started on those dark elves…

Spoiler alert: they're aliens from a (very good) sci-fi novel, written by a female author.

As far as I know, this did not stop female players from playing female "fighting-men" in Original D&D.  If I was to be cynical, which I’m entitled to be at my advancing age, having this guy on almost seems like an attempt to show a sympathetic character so that OG grogs can find their way to the light and repent for their sin of appreciating or even (*gasp*) loving the older games.  It's weird how WotC talks out of both sides of their mouth on classic D&D.  On one hand, they crap all over its legacy, and on the other, they still want your money for this stuff.  Regardless, this kind of commentary from the current faces of D&D seem to lend credence to the idea that new D&D is for people who never really liked old D&D.  Sad.

Original D&D is, like most things, a product of its time; this we know.  Heck!  It didn’t even pass the moralist Christian purity test back then, either (funny how history repeats itself!)  We don't need to be beat over the head with this information again and again.  Fortunately, the game survived the moralists then, and I believe it will survive the moralists now (and tomorrow.)

Old D&D turned me into a newt!  Burn it!

The new (likely sanitized) D&D books will be releasing sometime later in the year (with at least one delayed for the next.)  This will mark the first time in thirty or so years that I do not want buy the next edition of the game (I even have the 5e books.)  I’m just not interested.  I used to think it was a good thing at least, to support the mainstream game even if you don’t play it much (or at all.)  Now I’m not so sure.  In fact, I’m not sure I even want to purchase The Making of Original Dungeons & Dragons: 1970-1974, but I do have a lot of respect for Jon Peterson, and I’d really like to read what he wrote (which I suspect is good.)

WotC may own the trademark of D&D (and associated IP,) and is fully entitled to call the shots about the direction in which it goes, but it has increasingly shown itself to be a poor custodian of the game and its history.  The silver lining is the Original game, its spirit, and classic ways of play can at least continue to live on in some form, warts-and-all, regardless of what happens with the official one, thanks largely to the Open Game Licenses (OGLs) and independent publishers with the wherewithal to use them.   To paraphrase something once said about Gary Gygax:
 

D&D is too important to leave to WotC.


Monday, February 19, 2024

The Lore of Dungeon23 and the Northern Marklands

AI image courtesy of Microsoft Copilot Designer

  This space is to collect the various lore articles from my Dungeon23 project.  Any future lore articles for the Northern Marklands will be placed here for easy reference.

The Monsters of Dungeon23 and the Northern Marklands

 

AI image courtesy of Microsoft Copilot Designer

 This space is to collect the various monster articles from my Dungeon23 project.  Any future monster articles for the Northern Marklands will be placed here for easy reference.

Friday, February 16, 2024

Review: The Lost Dungeons of Tonisborg

 As I mentioned in my last post, I’m taking a short break from the series (that last one ran both long and late) to collect my thoughts, kick back, and do some light readin’ and reviewin’.

Mr. Murder Hobo is kicking back too, but honestly, when isn’t he doing that?

Today at the Savage Lair, we are taking a look at The Lost Dungeons of Tonisborg by Greg Svenson, one of the players of Dave Arneson’s original Blackmoor campaign, and released by The Fellowship of the Thing.  These are the minds behind the documentary film Secrets of Blackmoor (which you should definitely check out, if you haven’t.)

I missed the Kickstarter for this book, but I was able to order a paperback copy once this came into my radar, and my enhanced, grogcanthropic senses started tingling.  Therefore, you can count that any bias in this review is only my own.  I don’t have enough OSR street cred (or any at all, really) to just have review copies thrown at my feet like lavish gifts to a highly-desirable courtesan.

You hear me OSR publishers?!  I’m ready to sell out and be your “brazen strumpet,” or is the politically-correct term “saucy tart?”  I personally like the term “Private Dancer.”

*Ahem*  So what is/are The Lost Dungeons of Tonisborg?  According to the book (and promotional blurbs for it,) it is “the second oldest Mega-Dungeon.”  Original author and GM Greg Svenson was handed a play-test copy of the Original game by Dave Arneson in 1973 and he used it to start his own campaign, set in Arneson’s Blackmoor map (with his blessing) as the city/town of Tonisborg.  This was later renamed Vestfold in published Blackmoor products; easily remedied either way for the home campaign.

Image from Kickstarter

One thing I failed to mention in my OSR Lessons series thus far is that sharing campaign worlds and GMing duties was seemingly a common practice since way back to the original Blackmoor and Greyhawk campaigns.  Indeed, it is well-known that Robert J. Kuntz, who played (as Sir Robilar,) and shared GMing duties with co-creator Gary Gygax, could/should be considered a third, unsung co-creator of the D&D game.

Now given the timing, I suspect that would make Tonisborg actually the third oldest megadungeon, since I believe the Greyhawk campaign had already been in progress by 1973 (Original D&D being released in early 1974)  If I am mistaken, feel free to correct me in the comments.  I’m not trying to restart the Arneson/Gygax Wars here; just want to be as objective as possible.

The first part of the book goes over the history of the Tonisborg dungeon and campaign (as mentioned above) and how the original documents and maps were thought to have been lost, only to be rediscovered  (as photocopies of the originals) many, many years later.  Some painstaking work was then done to turn these raw notes and fragments into a published product.  Images of the original notes and maps are also included in the book, but the later module section uses “remastered” maps for reference.

That’s pretty much how I imagine it went.  You cannot convince me otherwise.

The book then goes into a treatise about old school (or perhaps proto-old school) dungeoneering, with advice for GMs and players.  This, I think, makes up 80% of the value of this book.  It easily stands on par (and perhaps beyond) any of the original rulesets, or guides such as A Quick Primer to Old School Gaming when it comes to old school GMing advice.  Most of the advice will be familiar to those well-steeped in the old school tradition, but there could still be some nuggets of insight for the experienced and/or jaded.  I will definitely be referring to this work as I continue my own OSR Lessons series.

The second part of the book is the Lost Dungeons themselves.  It is a ten-level dungeon with anywhere from 10-40 rooms per level.  This may seem minuscule at times for a “mega” dungeon, but some are essentially lairs with several monsters, plus the book has advice for keeping the dungeon a “living” location by restocking these rooms periodically in the campaign.  The maps are very similar in style to the Blackmoor dungeon maps in The First Fantasy Campaign, especially in their liberal use of diagonal passageways, which makes sense, given the inspirational source.

Image from sample available at Kickstarter

Unfortunately, here is where the reader needs to temper their expectations.  There are no great, Ur-D&D revelations to be found here.  Make no mistake, Tonisborg it is a good, solid, and functional dungeon in the old school style (obviously) – avant-garde for its time, but pretty common stuff by now.  Still, here are some highlights that stood out to me:

  • The presence of an outside order of knights (the Order Draconae) that controls most of the first level and lower access past the second.  These could end up being “frienemies” of player character groups.
  • A level that is pretty much all secret doors.
  • New monsters such as the baledraug, which seems like a variant of the classic fire demon; this one being highly magic-resistant, and the yith’yl, a monster made of pure energy that can knock characters out with its radiance.
  • Quite a few rooms with giant hogs (then again, I have a thing for pork and delicious, delicious bacon.)
  • A hydra lair with the remains of a former (actual) player character; anecdote about her tragic end included.
  • A level festooned with devil statues that cry blood.
  • Three artifact crowns (The Crowns of Ancient Legend) in the final level, each tied to one of the three original character classes.

The entries are terse, with a short description of the contents, monster stats, and treasure.  Good for easy reference, but the individual GM will have to enhance them with their own notes or descriptions in play to make the dungeon come to life.

The book ends with an old school ruleset in the style of the Original rules that one can use to play Tonisborg with.  It is apparently a variant of the game, Champions of ZED.

While I’m not familiar with this product, I did find the rules in Tonisborg to be a pretty decent simulacrum of the Original rules, including the classic races (human, elf, dwarf, halfling,) and three original classes (fighter, cleric, magic-user.)  Thief of course, is not included, and the treatise in the first section includes an entry about doing thief-like things without a thief class (as it was done originally; a topic I will also cover later in the OSR Lessons series.)  Veterans to the game will easily recognize classic spells, monsters, and magic items.  However, I found a few interesting curve balls that make these rules unique:

  • Multiple, more lenient ability score generation methods,
  • Constitution increases/decreases recovery time as well as hit points.
  • The races have a few additional or unique abilities, such as the elf getting +1 with elven weapons specifically, and the halfling having a +3 (!) with bows and slings.
  • The key level titles (which I discussed in my series) are given a prominent role, with new abilities every category or so.  Heroic fighters, for example, get fear immunity and grant +1 to the morale of their followers due to their reputation.  Superheroic fighters penalize opponent’s morale due to their reputation and can sense the presence of invisible creatures(!)
  • Only 10% of a treasure’s gold value grants a character XP.  Furthermore, the character must spend that gold in class-related activities to earn it.
  • Level drain isn’t just for monsters.  Characters that suffer terrible defeats or setbacks, such as a fighter’s army being routed, or a cleric having their temple destroyed, can lose 1-4 levels.  While this is thematic (“I’ve lost my mojo!”) it seems quite punishing.
  • Morale state is expanded to multiple stages, from “flushed” to “routed,” with different effects for each.
  • A point-based method for stocking dungeon monsters is presented, which appears to be based off of Dave Arneson’s method in The First Fantasy Campaign.  A GM has a certain number of points to spend based on the dungeon level.  The points correlate to average hit points per hit die (3.5 on a d6.)

 

So what do I think?  I feel the book was definitely worth the $60 I spent and it has earned a place among my library of RPG classics.  It has good, quality old school content packed into its 156 pages.  That said, its value to me is more as a historical document and guide rather than adventure module or ruleset.  It is unlikely I would ever run the Tonisborg dungeon or use the game rules therein, but would steal liberally from them in true, old school fashion, which is most certainly meant as a compliment.  However, I do think some folks might find it somewhat disappointing if they have really high expectations of it.

The verdict: 3.5 out of 5 Murder Hobos


The Lost Dungeons of Tonisborg is available for purchase at the publisher’s website.

Friday, February 9, 2024

Lessons Form the OSR Part V: Characters, Levels, and Fantasy Demographics

 Welcome back!

In my first post of this series, I indicated that my second key to reconciling with and rekindling my love for old school (A)D&D was the understanding that nothing in the game makes sense except in the context of the original game modes.  I think this is crucial for understanding characters in the game and how they relate to the fantasy world around them.  So let’s do an overview of these beloved murder-hobos that are the player’s avatars in the game.

I think that Mr. (Murder) Hobo is becoming a kind of mascot for this blog.  Comment “yea” or “nay” below!

Ability Scores (aka Your Poker Hand)

One of the first things one tends to do when creating an (A)D&D character is roll their ability scores.  Although the methods may have changed (and become somewhat more lenient over time,) this “sacred cow” of the game has remained throughout old and new editions (so far.)   In the Original game, rolling 3d6 in order for your ability scores was the norm, and if you didn’t sleep through my last post, you know that a roll of 3d6 creates a bell curve, where the most common rolls reflect the average (10-11 in this case.)  This suggests two insights:

  • Most old school D&D characters tend to be average in ability overall.
  • Old school D&D characters are not so much made as assigned to the player (by the cruel fate of the dice.)

It is up to a player, therefore, to make a character exceptional and/or heroic in play rather than just deciding they are great from the start.  Think of it as a game of Poker, where a player can still win even with a bad hand if they are skillful, a little lucky, and bluff like hell.

What the hell, Mr. Hobo?!  More than one appearance per post is NOT in your contract!

By Holmes’ and later, Moldvay/Cook’s Basic rules we already get a method by which players can adjust their scores to ones more to their liking.  Concurrently, AD&D 1st edition makes 4d6, drop the lowest, and assign as desired the standard, acknowledging that player characters are at about one standard deviation from the norm (12-13 average,) and therefore somewhat exceptional (at least in potential.) 

Fun Fact: AD&D 2nd Edition reverted to 3d6 in order as the primary method for ability score generation, making an argument for it being more old school in that respect than the 1st edition (Ha!)

Shots fired...

Of course, GMs tend to have their own house rule methods, usually to take the sting out of ability score generation (I did too.)  However, my point about ability scores being the “hand” you should play stands, and I would encourage the old school GM to keep some random method of ability score generation (whether 3d6 or 4d6; arrange as desired, or not) because not only does it belong to the “game” part of roleplaying game (RPG,) it also intersects with other rules in the game, making it intrinsic to old school (A)D&D’s organic form of balance (more on that in a bit.)

 

Character Races

Unless you’re playing Basic/Expert (B/X) or BECMI/Rules Cyclopedia (or their simulacra,) you’ll be choosing a race for your character next.  This typically meant one of the Tolkienesque types which were around since the fantasy supplement for Chainmail: elves, dwarves, and hobbits halflings.  Gygax is credited with saying that he didn’t much care for these, but included them because they were popular with folks at the time.  Hippie Boomers had a weird fascination with Lord of the Rings, you see.  “Frodo lives!

Google Leonard Nimoy and Bilbo Baggins sometime, or click here.  You’re welcome.

An interesting idea mentioned in the Original game and B/X is playing creatures from the monster section, which technically speaking, could be anything from an orc, or dragon, to a human berserker or buccaneer.  Indeed, one of the players in Dave Arneson’s original Blackmoor campaign got to play a vampire after he was turned.  This “Sir Fang” became a kind of nemesis in the wargame aspects of the campaign, which necessitated the creation of a new character class to counter him: the cleric.

The eternal struggle!

The books give little guidance for this, other than they should start out at low-level (the example is a young dragon) and build up to their full version, implying race-as-class before B/X.  At some point, I should do a post on how I typically interpret this for my games.

So what’s the big deal with nonhuman races?  Why pick one, other than having a pointy-ear or short-and-hirsute fetish?  Because these, my friends, come with up-front perks.

Both elves and dwarves can see in the dark (effectively an unlimited light source at level one,) and have significant detection abilities in the Dungeon; the importance of these abilities cannot be understated.  

As I mentioned in my last post, old school (A)D&D tends to rely on player skill rather than rolls (although a GM can still roll chances behind the screen.)  That is, things like secret door and trap detection are “role”-played, rather than “roll”-played.  Therefore, these racial abilities become convenient, “I win” buttons that allow players to bypass certain dungeon obstacles, rather than having to do it the hard way.


Other perks include additional languages of Underworld creatures (good for negotiating and making temporary allies,) elves being able to pick between fighter or magic-user per adventure (i.e. game session, remember?) and halflings having bonuses with missile weapons and resistance to magic to account for their overall weakness and small stature, which implies particular tactics/fighting style when playing these.  They are not typically “tanks,” (though I suppose they could be if a player was brave or foolhardy enough.)

+1 to missile weapons, and these count as missiles, biotch!

To balance them out, the nonhuman races have what some players consider to be a significant drawback: class and level limits.  In the Original game, Halflings can only be fighters until 4th level.  And while elves get to cherry pick from fighter/magic-user per adventure, they only advance up to levels four and eight respectively.  Dwarves top out at level six as fighters.  In the Greyhawk supplement, all of them could be thieves with unlimited levels, which is a strong argument for thieves being an opportunistic, taking-the-easy-way-out class (more on that topic in a later post.)

But is this such a terrible drawback?  Consider this: (A)D&D pretty much enters its endgame at about level nine, when characters usually create their Domains.  There’s a reason the game (to this day) tends to “break” after these levels – it probably wasn’t meant to go that far.  Anecdotally, I played in a B/X, West Marches style campaign a few years back, on a weekly basis for the better part of two years (when the campaign fizzled out due to GM life complications.)  My magic-user only advanced to level four with his higher experience point costs, but other players were anywhere from levels six to eight.  I believe the original campaigns (Blackmoor and Greyhawk) really only lasted a similar amount of time (a few years, give or take.)

Therefore, playing a nonhuman is a tradeoff: versatility and perks in the short term in exchange for specialization and lack of long-term campaign power.  This suggests to me that they are a good choice for more casual players.  B/X simplified and cemented these specializations, (and mercifully extended their level limits) by merging race with class into their more “OP” versions.  AD&D added half-orcs, which are another fighter-type specialist, half-elves, which I guess are for the elf-curious, and gnomes, which…well, who the heck plays gnomes, anyway?!

*snort* Tell me about your awesome gnome character in the comments! *giggle*


Character Classes

Finally, the “meat” of your character is their class.  The be-all-end-all of who they are.  In the beginning, there were only two, derived from units in Chainmail, plus the “new” class of the cleric from the Blackmoor campaign.

Fighting-man (Fighter): this is the basic class from which all others are derived.  It is simple and easy to grasp – the fighter fights.  It is good choice overall and low-complexity for new players to the game.

Magic-user: In contrast to the fighter, the magic-user doesn’t really fight (or shouldn’t if they want to live long,) and starts with one spell, which sounds measly, but can be very powerful if used creatively (see what I wrote here.)  In exchange for this perceived weakness at first, the magic-user grows exponentially to have “phenomenal cosmic power!” later on.  “Linear fighters, quadratic wizards” is not a bug, but a feature of old school (A)D&D.  It is the reward for the patient player that plays their magic-user well.

Cleric: Both generalist and specialist in different areas.  It has significant combat ability with its armor and relatively minor weapons restrictions, but can also cast spells in armor (albeit those that tend to heal and protect.)  The cleric’s true strength, however, is against the undead.  Indeed, in Original and Basic, the cleric does not start with spells, but can “turn undead” indefinitely, which is a pretty useful ability if players want to stay alive long enough to get at these types of monsters’ treasure, since where there are tombs, there is both treasure AND undead.  The cleric’s experience table is also lower than the fighter’s, which is a plus.

Later, a few new kids on the block showed up with the Greyhawk, Blackmoor, and Eldritch Wizardry supplements, and AD&D.  More than a few were drawn from the pages of Strategic Review, TSR’s magazine that would later become Dragon.

Does your character have the Right Stuff? (Probably not with 3d6 in order.)

Assassins: Buffed up thieves that have a chance to take out enemies automatically.  Good for dealing with key monsters, sentries, or annoying magic-users in the Dungeon

Druids: One of the two Wilderness specialist classes (the other being the Ranger.)  This one takes after the cleric, with additional abilities, more stringent weapon/armor restriction, and a hierarchy that is an obstacle to advancement (see below.)

Monks: The OG, Mary Sue class, with multiple abilities that dip into other classes, and the ability to destroy with their bare hands.  Legend has it that it was influenced by a character from some book series (The Destroyer,) but methinks that wasn’t the only influence, Grasshopper.


Illusionists: a specialist magic-user with their own spell list, and one source of many player/GM arguments over the limits of what illusions can actually do.  The specialist concept was expanded to multiple “schools” of magic in AD&D 2nd Edition and later Third, at the cost of “nerfing” the original AD&D class.

Paladins: Blessed fighters with some holy and cleric-like abilities, and the source of epic player/GM arguments on what is “Lawful” and “Good” behavior.  Generally a pain-in-the-@$$ class, but mercifully rare (if you roll your ability scores straight, natch!)  Personal quibble: these are not Knights Templar types (those are clerics!)  They are virtuous knights in the style of romantic chivalry stories, like the Arthurian and Roland epics.

Rangers:  The other Wilderness specialist.  Pretty much Aragorn in AD&D, then defanged and turned into Drizzt Do’Robin Hood as of 2nd Edition.  It had everything a fighter had plus TWO hit dice at first level, tracking ability, magic-user AND cleric spells, plus other abilities.  Come to think of it, maybe this was the OG, Mary Sue class.

Thieves: Often confused with dexterous fighters rather than picaresque opportunists (with piles of dead thieves as evidence.)  These bad boys have multiple, “I win” buttons to make Dungeon-delving easier, and the lowest XP table to boot!  Don’t be chump, play a thief!  Easy street!

Unearthed Arcana adds a few more (Barbarian, Cavalier, Thief-Acrobat,) and AD&D 1st edition has the Bard as a sort of advanced class with hard-to-achieve prerequisites (2nd Edition turns it into a standard, do-a-little-of-everything class; not too proud to say it’s one of my favorites.)

You’ll note that with the exception of the thief (which became standard by Basic and later,) these classes are rather special in that they have abilities that go above and beyond what the other classes can do.  This is balanced by higher ability score requirements and (usually) higher experience point lists.  In a way, these were “prestige classes” before Third Edition used the term.  There is an implication that these classes are a part of elite orders or secret organizations in the game world.  The druid and monk, for example, have to beat the crap out of senior members of the class to advance to higher levels.

Elder abuse!  Elder abuse!


A common complaint I have seen with post-2000 editions of the game is that fighters “suck,” or are just not worth playing when so many better, or more powerful classes are available.  I think one can track the causation of this to one or more of these three things:

  • Removing ability score restrictions.
  • Using the same experience table for all classes.
  • Opening the class list to all character races (although I thought it was a neat idea at first, too; still kinda do.)

While these were likely enacted to make the game more efficient, or “fun,” the unintended consequence was that each of these were also important balancing factors in controlling the existence of too many of these special classes.  This is I believe, is where random ability score generation (even 4d6, drop the lowest) makes sense in old school games, as I mentioned above.  Paladins, for example, have to have a Charisma of 17, which would make them very rare in the world.  (As they should be.  Imagine scores of Superman and/or Captain America types running around everywhere.) 

Insufferable PSAs 24/7

I think a good way to think about these classes in old school games is like scoring a rare, Magic the Gathering card in a booster pack or a fun and unique character option in a video game “loot box.”  This is the space where special, home-made classes that creative GMs make up should exist, tied to the lore of their campaign world.

And that’s not the only thing random ability scores “unlock”: you could get characters that level up faster (via XP bonuses,) higher bonuses to hit, damage, and other tasks, and later, in the Original supplements/AD&D, additional and more effective cleric spells, and access to the highest levels of magic-user spells, to name a few.  I think these were important checks and balances on the spell-casting classes.  Now you know why Third Edition and later have had problems with “caster supremacy,” to the point that pretty much all classes could eventually cast spells, or had spell-like abilities.

When everyone is special, no one is


Levels, Titles, and Fantasy Demographics

One of the interesting quirks of the earlier editions (sadly abandoned by Rules Cyclopedia and AD&D 2nd Edition) is that character classes had titles tied to their level.  Most of these seem arbitrary or silly, like the cleric suddenly converting to Tibetan Buddhism and becoming a “Lama” at 8th level.

Stay in your lane, cleric!  No animal shapechanging for you!

Or are they?  Yes, most are pretty much filler, but a key few can tell important information about a character and their place in the game world.  So much so that in the Original game, certain titles were used as shorthand to identify “monster” types that are based off of character classes.

Each character class has low, (1st-3rd,) mid (heroic) levels (4th-8th,) and “name” levels (9th+.)  These track generally with the three classic modes of play: Dungeon>Wilderness>Domain.  With few exceptions, level titles end at this point, denoting the overall pinnacle of achievement.

For example, fighters start as “Veterans,” (1st,) then become "Heroes" and Superheroes" (4th level-8th level,) and eventually Lords (9th.)


Levels (Hit Dice,) and titles kind of originate from units in Chainmail, where the general, fighting units can only take one hit before being eliminated, while Heroic, Superheroic, or fantasy monster units (anything from Conan, and Aragorn to dragons) can take (or dish out) more hits.

Similarly, magic-using units have familiar titles that denote attack, spell power, and range: Seer, Magician, Warlock, Sorcerer, Wizard.

In the Original game, these titles become important in the Wilderness mode of play, where castles encountered can be occupied by the likes of Lords (9th-level fighters,) Superheroes (8th-level fighters,) Wizards (9th,) Necromancers (8th, with animate dead, of course,) and Patriarchs/Matriarchs, or Evil High Priests (9th level Lawful and Chaotic clerics respectively.)  The titles also appear in the random encounter tables.

These titles, when used either in game as actual titles or as metagame shorthand, can give the players important information about the threats they may be facing: “They say Blackcrow Castle is the home of a dreaded Necromancer and his anti-Hero bodyguards, collected from all over the land.” 

GMs can also use these titles and levels to quickly improvise the demographics of their campaign world.  You could, for example, Pareto Principle the thing and decide that 80% of a place’s population is levels (or HD) 1-3 or below, while 20% have higher HD and/or class levels.  You could further break that down into 80% of that earlier 20% being levels 4-8, and the remainder being levels 9+.  Not perfect, but pretty good for a fantasy game.


Conclusion

Understanding how characters work in old school (A)D&D games helped me to understand the implied ecosystem of the fantasy game’s world; which I think falls into that concept of Gygaxian Naturalism.  It also made it easier to improvise NPCs in a campaign pretty quickly (try that with Third Edition and later!  Oof!)

I’ve come to believe that the changes to characters in Third Edition and beyond was an imperfect attempt to take the “suck” out of low-level play, at the expense of compatibility with earlier editions, which in my opinion, was an overall loss to the “shared experience” of D&D, by inadvertently creating cultural generation gaps between fans of the games.  One thing I appreciated about 2nd Edition AD&D was its use of many sidebars with the label “Optional Rule.”  Third Edition could have made one about starting campaigns at mid or high levels for experienced players that have “paid their dues” or that prefer more heroic-themed games over “fantasy Vietnam,” thereby maintaining edition compatibility.  Oh well…


I’m taking a short break from this series to cover other topics, but stay tuned for these as well as the return the series, where I plan to cover things like character classes, combat, the three game modes, and adventuring in depth, with tips for both players and GMs.

Until the next!

Lessons from the OSR Part VI – Combat!

 If you’re been patiently waiting for the return of this series while my attention flitted elsewhere, welcome back!  If this is as confusing...