Number
of Players: At least one referee and from four to fifty players can be
handled in any single campaign, but the referee to player ratio should
be about 1:20 or thereabouts.
From Volume 2: Monsters &
Treasure, pg. 3:
Monster Type
Number Appearing*
Men
30 - 300
Goblins/Kobolds
40 - 400
Orcs/Hobgoblins/Gnolls
30- 300
* Referee's option: Increase or
decrease according to party concerned (used primarily only for out-door
encounters).
And from Volume 3: Underworld &
Wilderness Adventures, pg. 16:
Large
Party Movement:
Parties numbering over 100, including pack or draft animals, will incur
a 1 hex penalty. Parties over 1,000 incur a 2 hex penalty.
These
passages, colletively, refer to a style of gaming quite distinct from
the modern standard in which a "campaign" refers to a stable group of
roughly half a dozen players. And, in point of fact, they refer to a
style of gaming quite distinct from that found in most of the published
modules from TSR.
OPEN
TABLE: The
first distinction of classic play is the "open table". When Arneson and
Gygax talk about a single campaign involving fifty players, they don't
mean that they lived in mansions with massive gaming tables where 50
players could huddle around a battlemat.
Under the open table model of gaming, the
adventuring party was fluid. This Saturday your companions might by
Bob, Steve, and Lucy. Next Tuesday it might be Steve, Suzanne, Ben, and
David. And then on Wednesday you might get together with the DM for
some solo play.
This kind of mass participation in a single
campaign had a significant impact on how scenarios were designed: The
dungeon complex was never designed to be "cleared" or "won", because if
you cleared the dungeon complex where was Tuesday's group going to go?
And
this extended beyond dungeon play. The entire campaign world was a
limitless sandbox made interesting not only through the creative
faculties of your DM, but also through the actions of your fellow
players.
OPEN
DMING: Both
Arneson's Blackmoor campaign and Gygax's Greyhawk campaign featured
co-DMs who would run adventures within the same setting and for the
same players. For example, Rob Kuntz, who receives special thanks on
the title page of "Men & Magic", is known for having become
Gygax's
co-DM for Castle Greyhawk and co-designing several levels of that
infamous dungeon.
It was also common for characters to
adventure
in both Arneson's campaign (which was based in Minneapolis) and Gygax's
campaign (which was based in Lake Geneva). And this kind of "campaign
visitation" was common.
In fact, my gaming buddies and I used to
do the same thing when we started playing: We each had our stable of
personal characters, and these characters would be used interchangeably
in all of the campaigns we would run (and we all had our own campaigns).
(On
a tangential note: Some people ascribe this style of play as having
been lost in the mists of time, but I'm not sure that's actually true
except on a personal level. Certainly as I started to place a higher
value on verisimilitude and coherent character arcs, the "illogical"
nature of campaign-swapping meant that I abandoned this style of play.
But on those rare occasions when I've seen younger players, they often
have the same carefree style of freeform gaming that I used to have.
So if this is something that you miss or
that you want to have again, consider simply embracing it anew.)
MULTIPLE
CHARACTERS:
Part and parcel with all this is that it was apparently fairly typical
for players to have more than one character playing in the same
campaign. Sometimes they would be playing them simultaneously, but it
was also quite typical for you to be playing one set of characters on
Wednesday and a different set of characters the following Monday.
BEYOND
DUNGEON-CRAWLING: You know what I'm tired of hearing? That
D&D is a game about "killing things and taking their stuff" and
nothing else.
Has
combat and treasure-hunting always been a part of the game? Sure. But
the game is about a lot more than that, and it always has been. For
example, here's the description of the fighting-man class from Men
& Magic:
Fighting-Men:
All magical weaponry is usable by fighters, and this in itself is a big
advantage. In addition, they gain the advantage of more "hit dice" (the
score of which determines how many points of damage can be taken before
a character is killed). They can use only a very limited number of
magical items of the nonweaponry variety, however, and they can use no
spells. Top-level fighters (Lords and above) who build castles are
considered "Barons" (see the INVESTMENTS section of Volume III). Base
income for a Baron is a tax rate of 10 Gold Pieces/inhabitant of the
barony/game year.
The idea that successful
characters were destined for more things than dungeon-crawling was part
and parcel of the game. There are rules in OD&D for stronghold
construction,
political assassination, the hiring of specialist tradesmen, baronial
investments (in things like roads, religious edifices, and the like),
assembling a naval force, and so forth.
And when you realize that
this type of "realm management" play was an integral part of the
original gameplay of D&D, then tables in which "40 - 400"
goblins
were capable of appearing begin to make sense: Sometimes you were a
bunch of 1st level nobodies trying to root out the local goblin gang
that had taken root in hills north of the village. And sometimes you
were a band of nobles riding forth at the head of your host to wipe out
the goblin army marching on your barony.
Now take a moment, if you will, and consider
the type of game that arises when all
of these elements are true: Some of the PCs have become the local
nobles. Others are still lower level dungeon-delvers. And the entire
world is developing and evolving as a result of their cumulative
actions.
OFFICIAL
SUPPORT
Ironically,
this style of play never received any meaningful support from TSR. Not
even in its earliest days. Have you ever seen a module with 400
goblins in it? There are a few glimpses of it here and there -- in the
Wilderlands campaign setting from Judges Guild or B2 Keep on the Borderland.
But for the most part, the type of game being played by Arneson and
Gygax -- the type of game that led to the codification of the
D&D
rules -- was not the type of game that was being supported through
published modules.
Partly this is because that style of game is
organic in its nature. You can't actually capture the essence of the
Greyhawk or Blackmoor campaigns, for example, because they were always
evolving. (When Wizards of the Coast published Jonathan
Tweet's Everway,
a member of the company memorably said something to the effect of, "If
we could just include a copy of Jon in every box, we'd sell a million
copies." They couldn't and they didn't.)
But, on the other hand,
that shouldn't stop you from publishing the raw material from which a
rich sandbox campaign could be played. But the Wilderlands
campaign
from Judges Guild is probably as close as we've ever gotten to that.
What
stood in the way? Well, partly the resources. Publishing such a product
in a single volume would have been a huge investment. And by the time
TSR was capable of pursuing such an investment, that style of play was
already becoming "outdated", Arneson was long gone, and Gygax was
already beginning to lose his control of the company.
And even if
the resources had been available, such an undertaking would constitute
an incredibly large and complex project. Gygax himself spent 30+ years
trying to get Castle Greyhawk into print. It has never happened.
So
what got published instead? Tournament modules. The earliest TSR
modules -- stuff like the A series, G series, and S series that we now
think
of as classics and defined the concept and format of what a "module" is
-- were all designed for tournament play. And tournament
play is almost precisely the opposite of the type of game that Arneson
and Gygax were running: The scope is limited (because you have to
finish it within a single convention slot), the outcome premeditated
(because the next round of the tourney was already designed),
completion anticipated (so that scoring could be done), and the impact
to the wider world nonexistent (because there was no wider world that
could be effected).
For
better or for worse, those were the modules that the gamers at home
were buying. And they became the models around which their games were
fashioned.
And, hand-in-hand with that, the mechanical
support
for those styles of play were purged from the rulebooks. 3rd Edition --
designed by old school grognards working for a company which was, at
the time, run by another grognard -- saw a return of some of that lost
mechanical support. But 4th Edition, of course, has reversed course
once again.
The designers of 3rd Edition understood the
value of open-ended, fully-supported play. You can see it in Ptolus
(the campaign setting Monte Cook used to playtest the 3rd Edition
rules). The designers of 4th Edition, on the other hand, openly
proclaimed that the game was all about killing things and cited that
getting back to those "roots" was one of their primary design goals.
For a score of 15 or over:
STR: +1 to hit and +1 to damage if a Fighter
INT: +1 1st level m-u spell
WIS: +1 1st level cleric spell
DEX: +1 to AC, and +1 to move silently
CON: +1 HP per HD (same as a Fighter class gets, +2 if a Fighter)
CHA: +1 (positive) on reaction checks
HPs: Characters are only unconscious at 0 HPs. For each level a
character may have a minus HP total equal to the level, so a 1st level
PC is dead at -2, a 2nd level at -3, etc.
Given the recent Reactions to OD&D essays,
I thought it might be of interest. These help spread a little love
around the prime requisites, fix the oddly incomprehensible rules for
Constitution, and gives Charisma a front-end effect as well as a
back-end effect (Charisma already had a really important role in
governing follower loyalty in OD&D).
On page 10 of Men & Magic
we get the first RPG stat block ever published. "A sample of the record
of a character appears like this:"
Name: Xylarthen
Class:
Magic-User
Strength: 6
Intelligence: 11
Wisdom: 13
Constitution: 12
Dexterity: 9
Charisma: 8
Gold Pieces
Experience
70
Nil
This
is also the closest thing we get to a character sheet in the
OD&D
rules. (Like many things in OD&D, you have to reverse engineer
the
general principle out of the example.)
I think the simplicity
exemplified by this character sheet is something that a lot of gamers
(including myself) look back on fondly: Roll your stats. Pick a class.
And you're ready to go.
Of course, like many things tinged with
nostalgia and viewed through rose-colored glasses, this idyllic
simplicity never actually existed. Xylarthen's player still needs to
select a race (since he's an M-U he must be either a human or an elf),
equipment (budget those 70 gp wisely), and his spells (well, a spell).
And then he still needs to roll or calculate hit points, AC,
encumbrance, and speed.
This division between between perception and
reality actually proved quite vexing during the early design work for Legends & Labyrinths.
I kept trying to get the game to the point where it was literally "(1)
Roll ability scores; (2) pick race; (3) pick class". And, of course, I
kept failing. It wasn't until I took a step back and re-analyzed what I
was really trying to accomplish that I was able to get a satisfactory
result.
But I digress.
The other interesting thing about Xylarthen
is the description of his hypothetical creation: "This supposed player
would have progressed faster as a Cleric, but because of a personal
preference for magic opted for that class."
I'm fairly certain
that this makes OD&D the only edition of the game to put the
idea
that not all characters need to perfectly optimized front-and-center.
But I also find the passage interesting because it highlights one of
the features of rolling your ability scores in order: You are given the
raw core for a character. What you choose to do with that core is up to
you.
When was the last time you saw a wizard who
didn't have their highest ability score in Intelligence?
The
insistence that the game can only be "fun" if your character is
perfectly optimized limits the scope of the game. It takes character
concepts off the table.
Of course, there are plenty of people who
would argue that the guy playing Xylarthen is destined to have "less
fun" than if he'd played a cleric. (Or was playing in a game where he
could tweak his stats so that Xylarthen looks like every other
magic-user in the game.)
And I get that. I can also appreciate
that it can be annoying to come to the session saying, "I want to play
a magic-user." And then rolling an Intelligence of 6 and making the
character you want to play completely untenable.
And this
does, in fact, become less tenable because of the expected longevity of
most characters in modern RPG's. When a character has an expected
lifespan of a couple of sessions (if he's lucky), you can be a bit more
philosophical about tackling an unexpected challenge than when you're
expecting to be playing this guy for the next year and a half.
But, on the other hand, Xylarthen sure looks
like fun.
The
counter-argument, of course, is that nothing stops me from making a
wizard with his highest abiltiy score in Wisdom. True. But there is a
distinct difference between facing a challenge and dealing with a
self-imposed handicap. Just as there is a difference between being
given a character and seeing what you can make of it and carefully
scultping every detail of the character for yourself.
And I think
there's also a tendency to read the word "challenge" and think that I'm
merely talking about the gamist side of the game. But I'm also talking
about a creative
challenge.
The act of creation does not always have to begin with a blank slate.
In some cases, deliberately eschewing the blank slate will give
unexpected and extraordinary results which might never have been
achieved if you limit yourself to a tabula rasa.
The Holmes Basic Set has an
interesting section on "Hopeless Characters":
Sometimes
the universe of chance allows a character to appear who is below
average in everything. At the Dungeon Master's discretion, such a
character might be declared unsuitable for dangerous adventures andleft
at home. Another character would then be rolled to take his place.
The act of rolling up a set of ability
scores is literally perceived as the moment of creation. When
you reject a stat block you aren't rejecting numbers which aren't
appropriate for your character, you're rejecting a character who is
unsuitable for your play.
The shift in perspective is subtle, but
notable.
And
this, again, gets back to the idea that character creation itself is a
part of the gameplay -- not merely a means to an end, but an important
part of the process itself. Character creation is not being seen as a
prelude activity in which you craft the character you will
be playing. Rather, from the moment you pick up 3d6 to roll up their
Strength, the game has begun: The ability scores give you the character
you will play. And then, from that point forward, it's your decisions
that shape that character's destiny.
It's very late as I type this (and that may be a contributing factor),
but I found this to be the funniest thing I've seen in a mess 'o
Sundays.... Er... Saturdays.
That's from Marvel Comics Presents
circa #48-50, written and illustrated by Erik Larsen. I'm not a huge
fan of Larsen's work, but seriously... Mess o' Saturdays.
Ms. Nunes plays a variety of cover songs and
original works in YouTube videos. And she is simply delightful. There
is something effervescent in the palpable joy that she brings to her
music. You can see it in her face and hear it in her voice. It's a joy
that's infectious. It leaps from her voice and into your heart.
Let me show you the two videos that turned
my into
a raging fanboy:
Every
time I watch the video I'm impressed anew by the fact that, after
starting the song with the wrong lyric, she simply starts again. It's
not just about her self-confidence as a performer in that moment --
it's about the entire atmosphere it creates: "Hey, I'm gonna play some
music. Wanna listen? I like this song. Let's have some fun."
No matter
how
many times I listen to that song, in that moment I always accept her
offer: I start having fun.
Convinced? Good. Come join the rest of us.
We're having a marvelous time.
Of
late thememehasarisen
that the difference between "new school" and
"old school" gaming is "rules, not rulings". The free Lulu PDF A Quick Primer for Old School
Gaming seems to be a primary infection point and
I don't think we'll go too far wrong by quoting it:
Most
of the time in old-style gaming, you don’t use a rule; you make a
ruling. It’s easy to understand that sentence, but it takes a flash of
insight to really “get it.” The players can describe any action,
without needing to look at a character sheet to see if they “can” do
it. The referee, in turn, uses common sense to decide what happens or
rolls a die if he thinks there’s some random element involved, and then
the game moves on. This is why characters have so few numbers on the
character sheet, and why they have so few specified abilities.
There are several problems with this meme.
BAD
EXAMPLES
The Spot and Search skills tend to get
targeted a lot by people trying to explicate the "rules, not rulings".
For example, the Quick
Primer for Old School Gaming goes into a pair of lengthy
examples of "old school" vs. "new school" play.
In
the "new school" example, a player says they're searching a hallway.
They find a pit trap. They ask the GM if they can disarm it. They GM
rules that they can. They jam the mechanism. (The results of the search
and disabling attempt are handled by skill checks.)
In the "old
school" example, a player says they're checking the hallway. They fail
to find the pit trap, but they're suspicious so they try a different
method of searching. They find the pit trap. They ask the GM if they
can disarm it. The GM rules that it can't be disarmed. They go around
the trap instead. (The results of the search and disabling attempt are
handled by GM fiat.)
Now, if you're trying to establish that the
difference in play here is GM fiat vs. dice rolling, then these
examples would be just fine. But what the author actually does is load
up the "old school" example with a bunch of details -- using a 10-foot
pole; carefully inspecting the floor; pouring water onto the floor to
detect the edges of the trap -- and then tries to attribute that
additional detail to the GM fiat.
But the GM fiat has nothing to
do with it. It's an artificial conflation of two different distinctions
between the examples. The use of GM fiat vs. predefined mechanics only
matters in he moment of resolution. The amount of detail that goes into
searching a particular stretch of hallway, on the other hand, is
an entirely separate issue.
The "old school" example could just as
easily read:
GM: A ten-foot wide corridor leads
north into the darkness.
Player: I carefully check the floor for traps.
GM: Probing ahead you find a thin crack in the floor -- looks like a
pit trap.
Player: I try to jam it so it won't open.
GM: No problem.
And the "new school" example could just as
easily read:
GM: A ten-foot wide corridor leads
north into the darkness.
Player: I'm suspicious. Can I see any cracks in the floor? Or a
tripwire? Anything like that? [makes a Search check]
GM:
Nope. There are a million cracks in the floor. If there's anything
particularly sinister about any of them, you certainly don't see it.
Player:
Hmm... I still don't like it. I'm going to take my waterskin out of
backpack. And I'm going to pour some water on the floor.
GM: [calls
for a new Search check with a circumstance bonus for using the water]
Yeah, the water seems to be puddling a little bit around a square shape
in the floor.
Player: Can I disarm it?
GM: How?
Player: Jam the mechanism? [makes a Disable Device check; it fails]
GM: There's no visible mechanism. The hinge must be recessed.
Player: Is there enough room to walk around it?
GM: About a two-foot clearance on each side.
Player: Okay, we'll just try walking around it. Everybody watch your
step!
What I like mostly is more of the
focus on descriptions rather than mechanics.
Player: "How wide is the ledge?"
GM: "Maybe 2 inches.."
(New School) Player: *seeing the modifiers of the Balance skill for
that short a span* "Oh, nevermind, I better find another way across."
(Old School) Player: "Okay ... can I press myself up against the cliff
face and side-step across?"
GM: "Sure. Since you aren't pressured and can take your time, you don't
even have to roll anything."
In other words, it's more about player (and GM) creativity.
The
poster here ascribes the difference to "creativity", but that's not
what the example is actually demonstrating. Although the poster
obfuscates it by giving different outcomes to the "old school" and "new
school" games, the core of the example boils down to a single question:
"Will I be able to cross this ledge?"
In the "old school" system
the GM determines this by fiat (automatic success, automatic failure,
or some probability of success based on an arbitrary dice roll). In the
"new school" system the chance of success is determined mechnically.
Isn't
the "old school" GM getting to be "creative" because he determines the
probability of success? I guess. But, of course, the "new school" GM also
gets to determine the probability of success -- he set that probability
as soon as he described the ledge as being only 2 inches wide.
LOSS
OF CONSISTENCY
So
we've discovered that "rulings, not rules" is really just a mantra for,
"I like GM fiat." Fair enough. What's the problem with pervasive GM
fiat?
The loss of consistency.
Ben Robbins' essay "Same
Description, Same Rules" is an excellent summation of the
problem. Here's a quick quote:
Rules should not surprise players.
More specifically, if you
describe a situation to the players and then describe the rules or
modifiers that will apply because of the situation, the players should
not go “whaaaa?”
If they are surprised it's either
because you specified an odd
mechanic (a will save to resist poison) or a really implausible
modifier (-6 to hit for using a table leg as an impromptu weapon).
[...]
On the other hand if the same thing
uses different rules on two
different occasions, it's hard to see how it makes sense no matter who
you are. This might just be the result of inconsistency (oops) or you
might intentionally be using another rule to get an advantage.
I
recommend reading the whole thing. Robbins' basic point is that players
cannot make logical, informed decisions if their actions have
inconsistent results.
The problem with pervasive GM fiat is that
you are either (a) creating inconsistency or (b) creating house rules
on the fly. And if you're creating house rules on the fly then:
(1) You have to keep track of them.
(2) Hasty decisions will frequently have
unintended consequences.
(3)
Even if the house rule you came up with on the fly is good the end
result is no different than if you'd had a good rule to start with.
OLD
SCHOOL DID WHAT NOW?
So
you say, "Screw that. Ben's wrong. Consistency is vastly overrated."
Well, sure, that may be true. Everyone's entitled to their own tastes
and opinions after all.
But that really brings us to the crux of
the issue: The whole concept of using "rulings, not rules" as a
distinction between "old school" systems and "new school" systems?
It's complete, unmitigated bullshit.
For example, take a peek at the example
given in A Quick Primer
for Old School Gaming:
The difference between GM fiat and mechanical determination of success
in disabling traps. That's a distinction that's been around since the
Thief class was first introduced in Supplement I: Greyhawk.
In 1975.
And
if your contention is that the New School started in 1975, then I think
it's safe to say that your use of the term is out-of-synch with the way
that most people use the term.
But this extreme example only
highlights the other core failure of the meme: It claims that the great
thing about the "old school" is the lack of rules (which, in turn,
allows for GM fiat). But all of those "old school" games seem to
feature all kinds of incredibly detailed, nitpicky rules -- betraying a
bugaboo for the exact sort of constistency that the "old school"
movement is now trying to forswear.
Having a Search skill changes
gameplay? Sure. But let's not pretend that's any kind of systematic
preference for rulings vs. rules, because you know what else changes
gameplay? Explicit mechanics for determining the loyalty of hirelings.
And those rules are part of OD&D, but not 3rd Edition
or 4th
Edition.
The truth is that the game has moved towards
GM fiat in some cases and away from GM fiat in other cases.
CONCLUDING
THOUGHTS
There
is, I think, a legitimate philosophical divison being alluded to here:
The difference between "do what you want and we'll figure out a way to
handle it" and "you can only do what the rules say you can do". But
let's not pretend that this is a division between "old school" and "new
school" play. The term "rules lawyer" is older than I am.
In addition, I think the truth is that a
properly structured rule system facilitates
rulings -- assuming, of course, that you're not using the word
"rulings" as an ad hoc
synonym for "GM fiat". The 3rd Edition skill system doesn't just give
you a tool for differentiating character concepts -- it also provides a
robust and open-ended mechanic which can be used to make any number of
rulings.
It's certainly possible to look at any
ruleset as being
a set of shackles that prohibits you from doing anything not explicitly
proscribed. But, in my opinion, a properly designed ruleset is a
flexible foundation on which an infinite number of structures can be
securely built.
Honestly? The whole "rules, not rulings"
thing
was a valiant effort. But you're going to have to keep trying if you
want something more than "old school is what I point to when I say 'old
school'" as your definition.