Showing posts with label First Edition. Show all posts
Showing posts with label First Edition. Show all posts

3.15.2012

Dave Trampier Thursday - Goblin

 

For my money Trampier's version of the Goblin is the definitive one. Page 47 of the Advanced Dungeons and Dragons Monster Manual. Every thing about this one is perfect. This screams First Edition to me.

 

3.09.2012

Dave Trampier Thursday - Fire Giant

Ok, so it's Friday. Apologies for not getting this up yesterday, I realize I am a day late but here is another beauty from Tramp (and hey, you can't complain too much, I did give you two for one last Thursday!).

 

This week is my favorite from Trampier's series of giants which he drew for the Monster Manual. I never much cared for the most of the Trampier giants honestly. The Hill giant always reminded me of a big, dumb, doofus and not something tremendously scary (as it should be I guess). The Stone giant always looked too much like Lurch. The Cloud giant, well, let's just say he was a little effeminate for me. But the Fire giant, ah, the Fire giant, majestic!

 

This illustration is probably the reason my younger self wanted to include Fire giants everywhere and anywhere. In fact Trampier's fearsome Fire giant illustration is probably responsible for carnage on an unmitigated scale, as I remember wiping out many a party with it as my inspiration.

 

 

3.07.2012

Dungeon Mastering - The Wilderness Survival Guide


The WSG by Kim Mohan or The Wilderness Survival Guide if you're not into the whole brevity thing, can be a fairly divisive book among First Edition faithful. In fact, some will say it is not even a First Edition book, labeling it as a 1.5 offering. I personally don't differentiate a 1.5 edition of ADnD, but that is a topic for another day. What makes this book a point of contention?

In order to answer that question, we must take a look at the evolution of the game up until the WSG's publication in 1986. What started out as an open, free flowing, organic, system in the White Box was growing into an ever more rules orientated beast. Moving from Chaos to Law if you will permit the analogy. Naturally, this trend rankled some and unfortunately some of Gygax's own words in his introductions and throughout his works exacerbated the situation. Gygax was most likely "towing the company line" when he seemed to say at various points, in various ways, that these are the rules and it is strongly suggested you follow them. Clearly it was not something he subscribed to in his own games and differed greatly from his early stance of the DM using his best judgement and common sense for rules resolution.

By this point you may be asking, "Okay, but what does this have to do with the WSG?" Well, to answer that question, quite a bit. I feel that a lot of the animosity toward the book is not so much directed at it's content as it is at the misconception that it must be used. I believe many felt required to use it's contents due to some of Gygax's earlier statements covered above.

The fact is that many of us are now used to mixing and matching bits and pieces of systems that we like and discarding those that don't work for our groups or play styles. The OSR has made this a perfectly acceptable practice but back in the day there was a perception that you were either following the rules or you weren't. I would posit that higher adherence to the published books was the norm at the time. Therein lies the problem. No one could be rightly expected to follow and use every rule in this book. Doing so would be an exercise in tedium. However, I would argue that as a sourcebook and supplement the volume is excellent.

There are a lot of wonderful ideas, charts and systems in place for those who choose to delve into them. In fact for a book with a $15 dollar price point at the time (likely even cheaper now in most cases) this was/is an absolutely spectacular value for the amount of data and content it provides. $15 dollars at the time was basically equivilant to two modules by the way. Quite honestly if you are running outdoor adventures or a sandbox style campaign this book really is a no brainer.

If you have ever had qualms about picking the WSG up set them aside and try it out. Even if you can find nothing of value in the text of the book, which I believe is virtually impossible, the art alone is worth the $10 to $15 dollar investment. As a bonus most of these books tend to be in excellent condition due to the large amount produced at the time.

 

3.01.2012

Dave Trampier Thusday - Remorhaz


This week is special in that you get two great pieces by Trampier. Both feature the Remorhaz. I love the detail of the mouth on the "head shot" as you can see the feet of an unfortunate person and what might be a piece of rope (the creature swallows it's target on a to hit roll of 20). This is an excellent example of Trampier's use of "implied narrative", additionally, the feet provide a sense of scale.

According to the Monster Manual the Remorhaz is a 21' to 41' foot long creature colored ice blue everywhere except for a white stripe that runs the length of it's back. Much of the white stripe would be an orangish-red due to the intense heat generated by the monster.

Trampier is very consistent with the look of the Remorhaz. Both drawings are very similar although there is no telling how far apart in time they were created. Most people are probably more familiar with the bottom image from the Monster Manual. It almost appears as if the top image is merely a zoomed in view of the bottom image seen through a camera that turns everything into old school black and white line art goodness. Enjoy!

 

 

2.29.2012

Dungeon Mastering - What I Run

What am I running? Well... Almost everything! I love the Byzantine complexity of the First Edition game, plus I love Gary's voice. Jeez, it is a tad bit complicated though. Even more so when I insist on utilizing portions of The Dungeoneer's Survival Guide and The Wilderness Survival Guide, both of which I am quite fond of. Hmmm, let me think for a second.

Hey! I know! I'll just use OSRIC in addition to streamline things! There is some pretty great stuff in Swords and Wizardry too, gotta love the simplicity there, it's almost zen like, and since I am running a first edition game I might as well utilize Swords and Wizardry Complete too (plus some Core).

As you can tell by my last post I am starting to develop an appreciation for Moldvay as well, there is a gold mine there. I have to use a pinch of that. Oh yeah, Labyrinth Lord! Duh! I have to use some of this, and again since I am running a First Edition game (he said haughtily), I might as well be using the Labyrinth Lord Advanced Edition Companion.

Whatever I do, I can't forget about house rules of course, Akrasia's fighter subclasses are a must for instance. God only knows how many random tables and charts from obscure sources I am utilizing or even worse, trying to find a way to utilize.

What am I playing, HA! Even I don't know anymore! But you know what? I LOVE it! Can you do this with baseball? Football? Gin Rummy? Hell no! You can do it with Dungeons and Dragons however, I know, because I'm making it work.

The great thing is that the DM is in charge and to me there is only one law that they must live by. Impartiality. Above all else. First and foremost. If you can maintain impartiality as a DM you can run ANY set of rules or any amalgamation thereof. To me that is beauty of form in what many might consider Chaos. Plus, you never know, that jaded party who thinks they know every stat and law of the game world might just have to think outside of the box for once. Always keep 'em on their toes and never let 'em see you sweat. They'll thank you for it later.

 

2.26.2012

The Wisdom of Gygax - On Hearing Noise


The following paragraph appears on page 60 of the 1st Edition Dungeon Masters Guide. The punctuation and spacing are exactly as they appear there.

Hearing Noise: When a die roll indicates a noise has been heard, tell the player whose character was listening that he or she heard a clink, footstep, murmuring voices, slithering, laughter or whatever else that is appropriate. (Of course, some of these noises may be magical, e.g., audible glamer spells, not anything which will be encountered at all!) Be imprecise and give only vague hints; never say, "You hear ogres," but you hear rumbling, voice-like sounds." Failure to hear any noise can be due to the fact that nothing which will make noise is beyond the portal, or it might be due to a bad (for the listener) die roll. Always roll the die, even if you know nothing can be heard. Always appear disinterested regardless of the situation.

I love it. The distinctive voice behind the words. Archaic and a bit professor-like in it's way but never cold or impersonal. Also of great import here is the advice given to those looking for it, gems of knowledge strewn throughout for the observant reader.

Pay close attention to these words from the above excerpt, "Be imprecise and give only vague hints" and "Always roll the die, even if you know nothing can be heard. Always appear disinterested regardless of the situation."

These are words all DM's should heed, and not only in regards to hearing noise. All this in less than two inches of the book's column space. Perfect.

 

 

Art by Stefan Poag from the module Barrowmaze by Greg Gillespie

 

2.24.2012

Module Retrospective - The Sinister Secret of Saltmarsh

I plan to do one of these module retrospectives every week or so, I also plan to keep these relatively spoiler-free. In order to do this I will simply give some of the highs and lows without a tremendous amount of detail.

The Sinister Secret of Saltmarsh or module U1, is first on the chopping block. This module is suggested for play with characters at levels 1 through 3. Read on to see how it fares.

Originally released in 1981 and written by Dave Brown and Don Turnbull, The Sinister Secret of Saltmarsh, or SSoS from here on, was the first in a series of three modules developed in the United Kingdom. To me the module has always managed to convey a unique sense of "Britishness". There is even an interesting aside in the beginning of the module regarding some of the differences in spelling between the UK and US. They also explain that Americans may find the text a little "flowery".

Positives:

  • There is a lot offered in this package, essentially you are getting two smaller adventures in one module. One with a haunted house atmosphere and another on a ship.
  • The setting and plot are different from your average fantasy tropes and may not end up being what you initially expected.
  • The module unfolds nicely and outcomes could be somewhat different for a second playthrough with another party.
  • There is a nice difficulty curve to the module as well as a natural stopping point between the two halves, at this point characters are expected to return to the town of Saltmarsh and this in itself could be considered a micro-adventure of sorts.
  • The DM gets to do a little role playing and the adventure requires the DM to juggle a few balls in the air. These are positives to me, if you consider them negatives, be forewarned.
  • Great old school art, particularly the full page illustration on page 14 by Stephen D. Sullivan.
Negatives:
  • Although the module is suggested for characters at levels 1-3, I would not recommend it for a party of amateurs. This module is designed for a "smart" party to get the most out of it. Not to say that a party could not bash their way through, but ultimately the savvy and canny player is rewarded accordingly with experience (I like that tremendously) as well as treasure. This could be seen as a positive to some.
  • The module requires an experienced DM as there is a good bit to consider in regards to some of the enemies encountered, their movements, and party actions that can result in varied outcomes.
  • The town of Saltmarsh is not mapped for the DM. You are left to create your own version following the modules basic template and instructions.

This module offers a lot to the player in terms of varied approach and just as importantly, is a blast for the DM as well. Often the involvement of the DM is taken for granted but one of the strengths of SSoS is its ability to "work" the DM yet remain clear, concise and engaging at the same time.

The Sinister Secret of Saltmarsh is one of the best modules I have ever been in the DM's seat for. I remember reading it for the first time and thinking that it was unique, I had played quite a bit by that point so maybe it was just leaving the dungeon, so to speak. Upon re-reading it for this post however that uniqueness came flooding back and I feel confident in saying it has withstood the test of time.

Final verdict: Highly Recommended.

 

 

2.23.2012

Dave Trampier Thursday - Orcus

I asked myself, "What would I want to see on a blog?". The answer? Art by Dave Trampier. An icon and a master.

Regardless of what inane and unremarkable topics I may end up blogging about, those of you who return here on Thursdays will find another piece of beautiful artwork by Tramp.

Good fortune and good health to you DT! Wherever you may be.

 

 

2.22.2012

The Adventure Begins...

This blog is intended to touch on topics about 1st edition Advanced Dungeons and Dragons and the OSR revolution in general. First, however, by way of introduction, a story and an acknowledgement.

When I was in sixth grade I was fortunate enough to receive one of the greatest gifts ever. My Mother bestowed me with the three cornerstone books of Advanced Dungeons and Dragons and a set of dice. Why was this such a great gift you ask? Well, to give a short answer, I would have to say that to me these were not only books but the gateway to another world.

For similar excitement of this sort back then I could read fantasy novels, which I did voraciously. Another option was to stomp around the countryside hacking weeds with my +1 stick, which, I am embarrassed to admit, was a task I performed to the best of my meager ability scores.

Upon receipt of these tomes however, I suddenly had a toolset that enabled me to build worlds in their entirety and a foundation for the underlying laws that would govern them. I suddenly went from being an slightly-geeky adolescent to something else, something bigger and infinitely cooler.

I'll never forget the smell of those books (you know if it if you've ever played). More importantly though was the ability they gave me to stop being controlled so much by my world and to instead create and control my own, with the help of Gary Gygax and friends of course.

I spent hundreds of hours reading those books, playing the game with friends and escaping from my goofy, awkward teenage body and into that of a powerful Ranger, a sly Thief, or a wizened Magic-User. Many would say this was a waste of time, a useless pursuit, some at the time even considered this to be a dark and sinister pastime. Years later, in college, it certainly came in handy. Imagine the ease of textbook navigation for someone weaned on the obtuse, Gygaxian prose of the first edition.

I learned much more from those books and I also eventually gave them up and moved on to other things before picking them up again years later, but those are stories to be shared another time.

In the end, when my story is complete it will be one infinitely familiar to anyone who ever played the game. You know the one, it's probably similar in some ways to yours, it's the one about the young farm boy who starts small and ends up becoming a part of something much, much larger.

Thanks Mom. You don't know how much that gift you gave me years ago changed my life...