15 October 2018

Running A Campaign versus Playing Dungeons & Dragons

Do you design a rollicking good adventure? Stock it was amazing monsters, traps, treasure; some drawn from mythology and literature while others are made up from your personal nightmares? Do you cram as much fun and imagination as you can dream up ... then figure out how to make it all run using whatever rules you have handy? D&D, T&T RQ, EPT; no matter. It's the adventure, the rules are just the means to that adventure.

Congratulations! You're playing it old school.

If you design your adventure around the rules, its monsters, concepts, tropes? You should keep trying. It isn't the rules that make the game, its the campaign that brings the rules to life.

It's the adventure, not the rules.

07 October 2018

IMC: Brawler Weapons

Brawlers are the bouncers and peace-keepers in my milieu. They are ideally strong and nimble, or at least one of those two. Brawlers prefer non-lethal weapons, so I’m developing the following ideas for their arsenal. The first group can be used to inflict brawling damage or for their special ability, the second group either brawling or actual damage and their special ability.

  • Non-Lethal
  • Billy Club, daze
  • Whip, disarm
  • Weighted Net, immobilize
  • Cestus, +2 subdue damage in fisticuffs 

  • For Bad Neighborhoods, these may inflict either subdual or actual damage 
  • Dagger
  • Sword Breaker, also disarms
  • Bola, also immobilizes
  • Cudgel

Brawling Damage: opponents have their current number of hit points but brawling damage is “imaginary.” A hit in a brawl deducts normally rolled damage from the target’s hit point total but the damage recovery occurs by resting 6 turns (1 game hour) after the fight. If the damage roll is “6” one hit point of actual damage occurs, plus STR bonus if applicable. 

29 September 2018

Just Hit "Send"

It is said the best way to find errors in document is print/send/mail, etc.

I've found a number of errors in the reader copy of the Annotations. Those are corrected, and work on the print version will continue.

Should you find anything needing fixing? Please don't assume I know about it, I would appreciate you dropping me a line. I'll be happy to give you a shout out in the next reader version and the upcoming print release.

Already? Updated Annotations

I overlooked a huge formatting error. Here is the new version: 1a

Annotations v1a

OD&D Annotations: A Closer Look At A Seminal Work

Here is my document for annotations. 10-pt. Arial, ragged right. 


OD&D Annotations First Edition

03 September 2018

What I’m Working On

The reader version of Annotations is in the hands of proofreaders. I expect to release it “into the wild” within the next week.

My Psion for OD&D came up this past week. I realized, much to my surprise, I never released the updated version I promised. I’ll probably work that up in the next week or two, since most of the work is already done though in rough beta form.

After that? I’m going to take on annotating the supplements to OD&D.

Keep in mind I have a trip coming up and will be out of pocket for about a week and a half. So any releases after Annotations and Psion are pretty tentative at this time. I’ll release my working draft of the supplemental annotations on this ‘blog, just like I did the main rules.

17 August 2018

The Supplements, Annotated?

What's New With Phil & Dixie ... errr ... What's Next For Annotations? 

The response to my modest little effort to annotate OD&D's TLBB has been gratifying, to say the least. My current plans are to (1) finish whipping my manuscript into a nice PDF and POD format, and (2) being annotating the supplements. I'm considering all sources at this time, though it's possible I'll narrow the field a bit once work begins.

The syllabus starts getting a bit fuzzy after one gets "outside the box" but at the least I'll include the digest-sized booklets; with the possible exception of Swords & Spells.

What I might do is an "off-the-menu" annotation of the auxilliary works: Chainmail, Swords & Spells, AH's Outdoor Survival, and the periodicals Strategic Review and Dragon.

I'm currently projecting no more than 2 weeks to polish the current OD&D annotations ms, I've been working steadily on it the past few days, then I'll begin with Supplement I: Greyhawk. 

Thank you for reading! 

14 August 2018

The Egg of Coot, Annotated

The Egg of Coot, A Historical Note: The Blackmoor Campaign’s “Egg of Coot” was not a jab, subtle or otherwise, at Gary Gygax. The rumor refuses to die Arneson’s Egg of Coot was Gygax, whose initials of EGG make this an easy leap for some. The truth of the matter is this: the Egg of Coot was an insult against a real person but it was was not Gygax. The evil “Coot” immortalized in Arneson’s campaign was a gamer in Arneson’s Napoleonic Wargame named Gregg Scott (grEGG sCOTt). Scott was unhappy as Arneson shifted his gaming group from Napoleonic warfare simulations to fantasy gaming. Scott took his frustration out upon Arneson by playing a rather nasty joke on Arneson which cost Arneson both time and money to correct. Arneson got revenge by immortalizing Scott as the evil Egg of Coot. Both Arneson and Gygax, as well as gamers in Arneson’s group, told this story over the years when asked, there is no doubt at all Gygax was not the Coot.

08 August 2018

IMC: Druids, PC & NPC

Yes, there is a difference between the PC and NPC versions.

Player-Character Druids


Your typical player-character druids from the rulebooks. They're dedicated to Neutrality and tend to err on the side of Law in wider conflicts. Wood elves, in particular, gravitate to this class.

Non-Player Character Wild Druids


These are the not-so-Neutral ones, the militant tree-huggers with bad attitudes and a toothache. Wild Druids lean toward Chaos rather than Law. They basically hate humanity and its allies for their tendency to gather in large, ecology disrupting communities. These have access to all spells: magic, cleric, and druid. The tactics they use are specifically chosen to create fear and ruin morale such as those employed by guerilla fighters since time immemorial. Animal forms taken tend to be apex predators or raptors, subtlety is not the forté of this class. Woe to any PC wishing to establish a stronghold in what Wild Druids consider their territory.

In addition to a wide selection of spells, Wild  Druids are able to link together to cast higher level spells. This is additive, so three first level druids linking to a third level druid allows the latter to cast spells as a sixth level caster. Fortunately, Wild Druids rarely work together and even then only in small groups of two or three. 


07 August 2018

III: 31 through 36, Wrapping It All Up; Annotated

Page 31

 

More Naval Combat rules: shearing oars, grappling, and boarding. 

Boarding invokes the Chainmail rules again, and introduces newcomers to gaming to the concept of Command Control (C&C). C&C is explained more fully on the next page, the remainder of this page is taken up with melee rules, presumably for those who do not possess Chainmail

Page 32

 

Command Control: we learn here C&C is the ability of the command figure to have his troops follow his orders and remain under his control. It is based upon Charisma, a fine choice given how CHA works in D&D. Basically, one must keep the leader visible to his troops and free from melee. 

Page 33

 

Swimming: good guidelines for swimming, drowning, and armor removal here. One might well suppose anyone wearing plate who finds themselves in the water should spend it making peace with their deity or deities. 

Rules for ship capturing and typical crew by ship types, and their respective tasks, follows. 

Pages 34-36

 

These last few pages kick off with some detailed advice on running certain monsters in an aquatic setting. The man-type aquatic species are quite fond of grappling passing ships. There is also good information for the attentive reader for establishing movement speeds and armor classes. 

Healing Wounds: in light of Gygax’s explanations regarding the nature of hit points, one may question the glacial rate of recovery. The rules themselves even dryly point out [t]his can take a long time. Basically, Gygax claimed approximately d6 of a PC’s hit points were actually representative of physical damage. The remainder a combination of luck, stamina, divine favor, etc. 

Time: easy to follow, basic guidelines for timekeeping in a campaign. Gygax felt this was an important component to conducting a game. Careful timekeeping records would certainly aid a referee with multiple groups running in the same campaign, rather less common nowadays then it was in the halcyon days of the hobby. 

Afterward

 

A final pat on the back from the author, exhorting us to go forth and make new rulings in accordance with how we felt the game should run. The afterword asks an important question, one which every referee considering running an OD&D should ask themselves: why have us do any more of your imagining for you?

Page Bottom Illustration: though they are part of an illustration, we have always regarded them as the last words of the rules … 

FIGHT ON!

04 August 2018

III-30: Rams ... No, Not That Kind, Annotated

Page 30 

 

Ramming: In every printing save the eighth, bullet point #1 has an asterisk with no accompanying footnote. Neither co-author recalls what the footnote should have said. 

We have always felt it was similar to the rules for stepping/unstepping masts at the bottom of page 33: This is done only on Galleys and Longships. Ten crew accomplish the task in three turns. Dave Arneson told me once that seemed a good fit for that bit of text, but he simply did not remember for certain.

03 August 2018

IMC: Scouts

I've never liked the name thief, nor the implied mandate to steal and implied Chaotic alignment. As a referee, I don't dig running an Evil Campaign filled with various unsavory PCs. It's a personal preference and not a value judgment on my part, so please no hate mail. Anyway, I decided to make it my own and redo the class a bit. They're better at fighting and archery, while retaining the GH Thief abilities. Basically, these guys are skirmishers (light foot). They move light and fast, hit hard, then fade away.

Armor: as Thief, but small shields allowed (though they will interfere with some Thief functions)

Weapons: any one-handed melee, shortbow (they prefer recurved bows for max. power), sling

Rolls HD, advances in combat, and saves as a Cleric.

Prime Requisite: DEX, besides BtB bonus to missile fire "to hit" for DEX > 13, if their DEX is 15 or higher they add +1 to AC, and +1 to rolled damage with missile fire.

I allow Scouts to parry.

I fretted for a while about the Scout's improved ability taken in toto with the Thief abilities but, in play-testing, it has worked out pretty well.

Tracking is basically calculated like climb walls but with penalties applied for conditions such as solid rock, crossing water, weather, whether the prey is aware of pursuit, etc.

III-28: Belly Button Battles, Annotated

Page 28

Naval Combat: no, not dueling belly buttons; this section covers surface water battles. We would like to highlight a concept running throughout these rules in general; and the massed land, aerial, and naval combat sections specifically. There is enough here to get a referee through a scenario or an unexpected outcome of an adventure session. If these are going to be a large part of a campaign? One may wish to expand upon them, or find a simulationist wargame to their taste and adapt those rules to give more nuance and detail to the game. Such as the use use of Avalon Hill’s Outdoor Survival for wilderness explorations rules, survival, and getting lost.

02 August 2018

III-27: That About Wraps It Up For Aerial Combat, Annotated

Page 27

 

This section of the aerial combat rules introduces another element some referees house-ruled into their home campaigns: critical hits. This expression of that idea states that a hit on a specific location, not used in regular man-to-man combat, destroys a flier’s ability to remain airborne. Hits to the wing, for example, or head shots. 

Of course, this concept leads to the other table on this page: the hit location table. Other bits in this section of the rules include bombing and melee.

III-26: Jinking & Looping, More Aerial Combat; Annotated

Page 26

 

This page of aerial combat contains the maneuverability tables. Maneuver consists of two broad concepts: number of turns permitted and number of spaces between turns. The referee would be well-served to recall maneuverability is not the whole story. Dragons, for example, cannot turn very often during a game-turn but possess a long, supple neck. This means their firing arc is quite wide. 

This page also contains rules for diving, climbing; with other maneuvers at the referee’s discretion.

III-25: Mass Combat, Annotated

Page 25

 

Land Combat: Chainmail adapted for use with OD&D and massed figures. Usable but very abbreviated. 
 
Aerial Combat: an encapsulated version of the Carr’s “Fight In The Skies,” a popular TSR offering at the time, later renamed “Dawn Patrol.” 

This portion of D&D rules introduced the idea of written orders. Though players familiar with Chainmail already knew this concept, here in aerial combat is the first time the idea appears in the rule books.

31 July 2018

III-24: The Natives Are Restless, Annotated

Page 24

 

Player/Character Support And Upkeep: how often should the 1% of XP gold piece cost be deducted? We went with weekly or any portion thereof spent within the town or city limits. 

Baronies: contains useful guidelines for setting up a barony, whether for a player-character or for the referee’s campaign. 

Tourism: we feel this choice would require some imagination for this not to feel like an anachronism. Fortunately, most referees have this in abundance. 

Angry Villager Rule: the threat of this is typically enough to keep players in line. We have never heard of anyone having to use this more than once. 

Other Worlds: contains suggestions for a creative referee to put to use in this paragraph.

30 July 2018

IMC: Caitians & Saurids

Caitians put a lot of time into their manes and don't like having them touched. They agile, quick, but not as strong overall as the other PC races. 

 

Female Caitian




Male Caitian




Saurids are strong but not so nimble. The female has lighter coloration overall but there is little to distinguish the two sexes.

Saurid




III-23: More About Hirelings, Annotated

Page 23

 

Men-At-Arms: no hobbits or gnomes included. We have also wondered why elves do not have light foot and light horse. 

Obtaining Specialists & Men-At-Arms, and Rumors, Information, and Legends: they work the same way. The players ride into town, spread a bit of money around, and wait for results. Preferably at the local tavern. The only difference is the amount of money.

III-22: NPCs That Work For The Player-Characters

Page 22

 

Specialists, Alchemists: we quickly expanded the role of these in our campaign. They were able to function as auxiliary magic-users, not just for brewing potions but writing scrolls and researching spells and magic items.

III-21: Lost Castle Construction Lore, Annotated

Page 21

 

Barbican: on this page of illustrations, in every printing after the first and before the eighth, the barbican is smudged. The drawings in the first printing are different, though the items depicted are the same. 

Lost Lore: appearing in the first printing is a short table labeled Other Construction and Equipment Costs. Costs for moats, earthworks, palisades, and various siege machinery are listed; nine lines total.

III-20: Running Through The Woods, Annotated

Page 20

 

Evading In The Wilderness: as one may well expect, the bigger the party the more difficult it is for that party to evade pursuit. 

Pursuit In The Wilderness: if the party is in pursuit it incurs some hefty resting penalties. In addition, while resting the number of wandering checks increases to two per day. 

Construction of Castles And Strongholds: constructing a fortress is a substantial investment on the part of players.

27 July 2018

IMC: Classes

Fighters: the best at fighting but with poor magic skills.

Magic-Users: the best at magic but with poor fighting skills.

Clerics: reasonably good at fighting and spell-casting.

Scouts: Greyhawk thieves of any alignment (including Law) and tracking skills.

Druids: Neutral nature priests, though NPCs druids are generally bad news.

III-18 & 19: Not All (Monsters) Who Wander Are Lost, Wilderness Redux; Annotations

Page 18-19

 

Wilderness Wandering Monsters: extensive tables based around the type of terrain and including specific chances of getting lost. There is up to a 50% of losing one’s way in mountains and swamps, and even in the city a 17% of getting off-track. 

With regard to city based wandering monsters: why so many undead? Any city encounter is 50% likely to yield an undead encounter, the other type of encounter will be man. It presents an interesting point to ponder with regard to city adventures. 

The “optional” encounter tables in particular have a large number of monsters the referee must fill out for himself: Barsoomian creatures, dinosaurs, prehistoric creatures such as cave bears and sabre-tooth tigers, etc. There are also “normal” insects, vermin, and animals listed though the referee is advised they will generally be of the giant variety … 
 
The NPC adventuring party has a pretty good odds of having at least a few useful magic items. Referees relying solely upon random generation of these items may inadvertently allow unbalancing items into his campaign.

26 July 2018

III-17: Off The Beaten Path, Annotated

Page 17

 

Terrain Penalties: Outdoor Survival (OS) is referred to once again, and once again the rules are listed anyway. We questioned this the first time we read the rules, and recall it often when the criticism you need other rules to run it is levied against these rules. In truth the pertinent information is usually included. We wonder if perhaps Gygax was encouraging readers to use the resources listed (or ones like them) to come up with their own rules. 
 
Rest: dragons apparently wear themselves out flying. If their appetite matches their weariness (referee voice: heh-heh) then the surrounding countryside is in for it. A mob may come looking for the dragon’s rider to address restitution. 

Scale: 5 miles per hex is official but many referees, ourselves included, switched to 6 miles per hex to be easier to divide into movement rates. 

Turn: further obfuscating the usage of turn we have a wilderness turn being equal to a day.

III-16: Into The Wilds, Continued; Annotated

Page 16

 

Guards: besides the Lord or Lady of the castle, there will be a number of lieutenants and troops with whom the party must contend. 
 
All in all, the wilderness takes form as a dangerous place and perhaps left for when parties have sufficient funds to hire men-at-arms or are at least mid-level. 

Movement Tables: include numbers for travel by land, water, and air. This list contains a good number of examples, useful for extrapolating movement rates for other types of conveyances. 

Large Party Movement: we do not recall running parties of 1,000 or more. Should one desire to do so, however, guidelines are given here.

22 July 2018

III-15: Into The Wilds, Annotated

Page 15

 

The Wilderness: introduces us to the concept of the wilderness as an milieu much like the Underworld, as opposed to merely forests and caves, respectively. 
 
We have heard some gamers intimate the comparison of Blackmoor as a one-horse town to the city of Greyhawk as a subtle slur against Arneson. We feel this is not likely, as both descriptions are quite accurate and the two were still collaborating at this point in the game’s history. 

Last of all we are introduced to The Avalon Hill Game Company’s Outdoor Survival as an adjunct to running a campaign. The map is handy, but the rules themselves have some utility and can be adapted for use. 

Castles: there is an even chance encountering a castle means dealing with its inhabitants. Depending upon the alignment of the respective parties, it would seem the easiest a wandering party can get away from the encounter is by paying a toll of 100 to 600 gold pieces. There are chances of losing one’s armor, getting sent on a geas and having magic items removed from the party, paying a tithe of all their money and jewels, or being sent on a quest. Of course, there is also the possibility of battle with a hostile force.

III-12 thru 14: Cursing The Thoroughness of the Reader, Annotated

Pages 12-14

 

Example of Play: a very good, useful (if short) example of running a session. Even in this basket of gems there is a stand-out … REF: (Cursing the thoroughness of the Caller!) This may have fuled rumors to the effect early campaigns tended to be “player versus referee.”

21 July 2018

IMC: Racial Drawbacks

Rather than level caps or class restrictions, we have used disadvantaged ability score rolls to offset the advantage score rolls accorded to non-human player-characters (roll 4d6, drop highest).

Disadvantaged Ability Rolls

  • Human: none
  • Caitian: STR
  • Dwarf: CHA
  • Elf, High: STR
  • Elf, Wood: INT
  • Gnome: STR
  • Hobbit: STR
  • Saurid: DEX

III-9 thru 12: Not All (Monsters) Who Wander Are Lost; Annotations

Pages 9-12

 

Underworld Monsters

 

Taken as one section since these pages all tie together rather neatly. 

Sighting Monsters and Surprise: a regular sighting takes place just out of melee range, a minimum of 20’; and at a maximum of 80’. Surprise greatly reduces the distance and therefore PC reaction time. At no place in the text does the surprise/complete surprise mentioned, though they become a part of the rules in later editions. 

Wandering Monsters: an excellent way to keep adventure parties moving. Every turn there is a 17% chance of something coming upon the PCs. While this may not necessarily result in combat, chances it will. Especially if a party is prone to hack-and-slash as opposed to negotiation. 

Monsters Determination And Level Of Monster Matrix
Note how the hit dice of encountered monsters is variable. Not just on the individual tables, but also according to a random die roll dictating an upper or lower table be used to generate encounter. 

Monster Level Tables: many of the creatures appearing are not actually detailed in Volume II: Monsters & Treasure. Examples from the various tables follow.

  • Table 1: giant rats, centipedes, spiders
  • Table 2: lizards, thouls
  • Table 3: giant hogs, giant ants, giant snakes, giant weasels
  • Table 4: giant beetles, giant scorpions, white ape
  • Table 5: none
  • Table 6: none

Historical note: centipedes, referenced in Table 1, are the first monster encountered in the first dungeon Gary Gygax ran. 

Tables include various PC parties, which some referees ran as homogeneous parties composed of the listed type of PC. Still others ran them as a higher level PC of the indicated type with various lower level hirelings of differing classes. 

Number of Wandering Monsters Appearing: advice for increasing number of monsters encountered based upon level of party. So even if higher Hit Dice monsters are indicated by the table on page 10, the encounter should still be altered based upon the party. This is reinforcing Gygax’s emphasis on altering results to suit the game, not just blindly doing whatever the dice and rules dictate. 

Hidden Rule: most referees would allow that hobgoblins are roughly human sized (1+1 hit dice). In the second section of this entry, appearing on the next page, we read […] how many [hobgoblins] can come abreast down a typical passage in the dungeons? Allow perhaps 3 in a ten foot wide passage, and the balance will either be behind the front rank or fanning out to come upon the enemy by other routes. We used this as a basis for a 3-man front line in a party while in 10’ corridor. Accurate? It worked, and we still use that ruling to this day. But looking back, we wonder if 3 armed and armored fighting men side by side in a 10’ corridor would actually work at all.

20 July 2018

IMC: PC Classes & Races

Classes Allowed


  • Fighter
  • Magic-User
  • Cleric
  • Scout
  • Druid
  • Other (see below)

Other classes are subject to referee approval. Any pre-1983 class should be okay but please do not assume. Any custom class or multi-class should be written and presented to the Dungeon Master prior to play.

Races Allowed


  • Human
  • Caitian
  • Dwarf
  • Elf, High
  • Elf, Wood
  • Gnome
  • Hobbit
  • Saurid

High elves are those as presented in OD&D, wood elves are more rustic but far more commonplace in the Realm. Caitians are feline humanoids. They are quick and intelligent, but not very strong. Saurids are evolved bipedal saurid humanoids, they are strong and hardy.

Non-human races get no racial bonuses with the exception of ability score adjustments as below. All will speak their racial language, Common, and alignment.

Race & Class


Any race can be any class desired with no level caps, though some choices may elicit comment from the peasantry. Certain races prefer certain classes, these choices allow the 5% or 10% XP bonus, other choices do not. Preferred classes by race are:

  • Human: Any
  • Caitian: Magic-User, Thief
  • Dwarf: Fighter, Cleric, Fighter/Cleric
  • Elf, High: Fighter, Magic-User, Fighter/Magic-User
  • Elf, Wood: Fighter, Druid, Fighter/Druid
  • Gnome: Fighter, Cleric
  • Hobbit: Fighter, Scout
  • Saurid: Fighter

Ability Score Rolls


For certain abilities, races will roll 4d6 and drop lowest. Human do not gain this advantage, but they gain an XP bonus for prime requisite no matter their class and also roll saving throws with an advantage (roll two d20, use highest score).

  • Human: None
  • Caitian: DEX, INT
  • Dwarf: STR, WIS
  • Elf, High: INT, DEX
  • Elf, Wood: WIS, DEX
  • Gnome: INT, CON
  • Hobbit: CON, DEX
  • Saurid: STR, CON

III-8 & 9: It's A Move, It's A Turn, Both, Neither! Annotated

Pages 8-9

 

Unguarded Treasures: cautions us to against making unguarded treasure, presumably in response to bullet point #2 on the previous page, easily visible or obtainable. 
 
Maintaining Freshness: raises a point that may not occur to even experienced referees. A large, multi-layered underworld dungeon (mega-dungeon in modern gaming circles) need not, and arguably should not, be static. The denizens will alter areas to suit their needs or respond the PC party’s incursion into their domain. New areas and level may open up in response to various forces at work. 
 

The Move/Turn In The Underworld

 

We are introduced to the concept of movement based timekeeping. Moving so far causes a discrete amount of time to elapse; the turn. A turn is equivalent to 10 minutes of in-game time. This will help resolve the duration of spell effects and light sources, among many other aspects of the game. This section also introduces many other staples of a typical D&D session. 
 
  • Mapping movement versus fleeing
  • Rest
  • Searching
  • Melee and combat turns
  • Secret passages, stuck doors, spiking doors
  • Traps
  • Listening at doors
  • Light sources underground
  • Fireballs and lightning bolts as “tactical nukes” that just may turn around and bite the caster

III-7: Stocking The Underworld, Annotated

Page 7

 

Distribution of Monsters And Treasure
 
  • 33% of of rooms should have a monster. The text suggests use of the Monster Level Tables on page 10 is suggested for inspiration.
  • Half of all rooms inhabited by monsters contain some kind of treasure.
  • 17% of empty rooms will have treasure. This treasure will always have silver with chances of other types of loot being present as well, based upon the level beneath the surface.

III-6: Wrapping Up Tricks & Traps, Annotated.

Page 6

 

Other tips and traps are included beneath #8 and intended to be a part of the explanation for the sample floor plan. These include tips about access upward and downward, and on the other hand not making treasure too easy to get to. 
 
Tricks And Traps: the sample floor plan has some great ideas but this section includes even more tried and true gimmicks for the referee, all of which have become classic. This area also contains some more tips for setting up a dungeon. Study of this page will serve a neophyte referee well.

Hidden Rules, A Summary

I've collected all the rules I've called hidden rules whilst I was doing my annotations for OD&D. These are useful bits buried in places one would not expect to find them, thus "hidden."

Hidden Rule #1


Missile Fire Ranges: OD&D lacks any information regarding missile ranges. Or does it? My first hidden rules in the annotations contained these:

Volume II: Monsters & Magic p. 10, Manticores; the rules state (...) with the range (18”) accuracy and effect of a crossbow.

The Nixies listing on p. 15 of the same volume gives javelins a 6” throwing range.

Volume III, Miscellaneous Weapons states the range for thrown axes, war hammers, and possibly spears (depending upon how one parses the description) a thrown range of 3”. All ranges are considered Medium with regard to modifiers, no Short or Long ranges.

Hidden Rule #2


Light Sources: as with missile ranges, nothing is stated explicitly in the section regarding illumination. With a bit of reading however, the light spells of the magic-user and cleric give us a starting point: cast light in a circle 3” in diameter. This is somewhat less than Dr. Holmes would give a torch in his Basic D&D "blue" book, he uses 3" radius, but it is a decent starting point.

Hidden Rule #3


Set Weapon versus Charge: under the entry for (magical) Spears we read [a]dditionally, if something impales itself upon the spear, damage will be double or even treble if the force is sufficient. This was often used as “set against charge” rule for any spear or polearm in many campaigns.

Hidden Rule #4


Partial Armor: how often does a monster strike at an unprotected head? On this page we find a guideline. It (the magic helm) does not protect in the same way as Magic Armor, so if it is worn in combat any hit upon its wearer should be given a 10% of striking the helm and smashing it (parenthetical comment added). With a little work this could be expanded into a house-rule for partial armors, if the referee so desired. 

Hidden Rule #5


Gaze Attacks: the description for looking into this item (a mirror of life trapping) and falling victim to it gives a very good guideline for any gaze attacks: If it is openly displayed there is a 90% chance an unsuspecting creature will look full within it and be trapped. There is only a 10% chance a knowing person will be unable to avoid looking into it. Stumbling upon Medusa unprepared gives a 90% chance of meeting her gaze, if you’re ready you have a 1 in 10 of meeting her eyes and getting “stoned.”

Hidden Rule #6


How many adventurers can fight side-by-side in a 10' corridor? Using this rule can lead to some good PC tactics, such as using narrow passages to ameliorate a enemy's superior numbers. 

Hidden Rule: most referees would allow that hobgoblins are roughly human sized (1+1 hit dice). In the second section of this entry, appearing on the next page, we read […] how many [hobgoblins] can come abreast down a typical passage in the dungeons? Allow perhaps 3 in a ten foot wide passage, and the balance will either be behind the front rank or fanning out to come upon the enemy by other routes. We used this as a basis for a 3-man front line in a party while in 10’ corridor. Accurate? It worked, and we still use that ruling to this day. But looking back, we wonder if 3 armed and armored fighting men side by side in a 10’ corridor would actually work at all.

Hidden Rule #7


Rowed Ships On The Open Seas: a nearly hidden rule allows the use of Viking longships on the open sea, as opposed to other types of rowed vessels because they were pierced high on the freeboard.

19 July 2018

How It Begins & How It Ends

Reflections On A Revolutionary Game


Once upon a time, long, long ago ... 

I love the sense of wonder and "let's pretend" this phrase evokes. It was typed by a master story-teller named Gary Gygax, who was in turn inspired by the genius of Dave Arneson. It recreates childhood play sessions of knights fighting dragons, cowboys exploring the Old West, and Superman flying in to save the day. It was the perfect introduction.

Fight on! 

This tells us the story doesn't end here! Maybe a hero fell, perhaps this is the end and another will step forward to take his place. Or maybe, just maybe this is not the end for that hero but merely a setback. It's fantasy, anything can happen.