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Reactions to OD&D: The Ur-Game

February 20th, 2009

OD&D Volume 2Before I even began to read the OD&D rulebooks, I made a resolution: For this one-shot I was going to use the rules from the original 1974 Dungeons & Dragons game and nothing else. I referred to it as “White Box Only”.

The conceit I was working from was this: What would I do if it was 1974 and all I had in front of me were these three books? What game would I make of it?

To a very real and large degree, of course, this is impossible. I have 20 years of experience and professional expertise in playing and creating roleplaying games.

But one of the interesting things about the OD&D rules is that they are, basically, a set of typeset house rules. There are notable passages which are literally nothing more than a description of how you can kit-bash your copy of TSR’s Chainmail and Avalon Hill’s Outdoor Survival into a semi-cohesive system.

Nor is there any way to actually play OD&D “by the book”. Not only are multiple options frequently given for accomplishing the same thing, but sometimes the rulebooks just flat out contradict themselves. In addition, while Dave Arneson is widely recognized as the original innovator of D&D-style gaming, it’s fairly clear to me that Gary Gygax was in large part responsible for the writing of these rulebooks. And while I will praise Gygax for many things, the man was never skilled at writing or organizing rules — which means that even when there is only one rule for a given situation it will often be written so vaguely as to leave itself open to a myriad of equally valid interpretations.

The result is something like a palimpsest. The OD&D rules are the ur-document of all roleplaying games, but the game itself has no true identity: There is nothing you can point to and say, “That is OD&D.” It is like the many-faced Vishnu: All things at once. A form in formlessness.

As the years passed, the many-formed aspects of OD&D were slowly refined in a particular direction until it became the game that I started playing in 1989 and have (more or less) been playing ever since. But what’s fascinating to me is that there was no particular reason why it was that particular mix of playing styles that were formalized. It could have just as easily been another.

To take a simple example, OD&D presents two options for resolving combat: One is to simply use the Chainmail miniature rules. The other is the Alternative Combat System presented on pg. 19 of “Men & Magic”.

Now, I don’t “have” the Chainmail miniature rules. (I do, actually, but, again, I’m playing “White Box Only”.) So that leaves me with the Alternative Combat System. Here’s the entirety of that system:

ALTERNATIVE COMBAT SYSTEM:

This system is based upon the defensive and offensive capabilities of the combatants; such things as speed, ferocity, and weaponry of the monster attacking are subsumed in the matrixes. There are two charts, one for men versus men or monsters and one for monsters (including kobolds, goblins, orcs, etc.) versus men.

All attacks which score hits do 1-6 points damage unless otherwise noted.

All base scores to hit will be modified by magic armor and weaponry. Missile hits will be scored by using the above tables at long range and decreasing Armor Class by 1 at medium and 2 at short range.

These three paragraphs are accompanied by the two attack matrices mentioned in the text. These matrices function by looking up the Armor Class of the target and cross-referencing it with your level (as a man) or your HD (as a monster). The result is the “Die Score to Hit”.

That’s it.

(What constitutes “medium” and “short” ranges, by the way, are never specified. Nor is it clear which matrix NPC humans should use — they’re men, but there is at least one passage elsewhere in the books which suggests, without outright stating it, that NPC humans in dungeons are considered to be monsters.)

My first impression upon reading these combat mechanics is one of simultaneous declaration and resolution. There’s really nothing that says that, but there’s also no initiative system. And no mention of combatants alternating their actions. So that’s the way I’ll be running it.

And D&D could have gone that way. But instead it went the other direction: Chainmail had a simple initiative system (with each side rolling 1d6 and the higher result electing to go first or second) that would eventually be refined, expanded, and revised into the 1d20 + initiative modifiers system that we have today.

That’s just one example, but the game is filled with this kind of stuff.

In the interests of full disclosure, I’d also like to point out that this is a slightly simplified take on the matter. There actually are other combat rules in the game: The “Underworld & Wilderness Adventures” booklet contains more complicated systems for Aerial Combat and Naval Combat, and some of the rules from these systems could logically be extrapolated out and applied to the Alternative Combat System, the Chainmail rules, or both.

The “Underworld & Wilderness Adventures” booklet also contains this passage on pg. 25:

LAND COMBAT:

The basic system is that from CHAINMAIL, with one figure representing one man or creature. Melee can be conducted with the combat table given in Volume I or by the CHAINMAIL system, with scores equalling a drive back or kill equal only to a hit. Battles involving large numbers of figures can be fought at a 20:1 ratio, with single fantastic types fighting separately at 1:1 or otherwise against but a single 20:1 figure.

This passage has been interpreted by some (but not all) to mean that you one must use the Chainmail rules and that the Alternate Combat System from “Men & Magic” is only meant to be an alternative set of combat matrices for use with the Chainmail rules.

The really fun part? That section on “Land Combat” comes immediately after a multi-section breakdown on player-run Baronies. Because of the unclear layout of the books there have been some who have concluded that this “Land Combat” section is properly understood to be used only when commanding troops on a battlefield.

Others would point to its position immediately preceding the “Aerial Combat” and “Naval Combat” sections and say, “Malarkey.” But that’s my point: OD&D doesn’t really exist. It’s a mirage.

It’s as if someone took the rules for a dozen different variants of Chess, tossed them in a blender, and published the result. People would take this mish-mash and, through one means or another, assemble a playable game out of them. All of them would be recognizable as “Chess”, but the identity of the game we would refer to as “Chess” wouldn’t properly belong to any one of them.

Or perhaps it’s more like being chained in Plato’s Cave. The platonic ideal of “the original Dungeons & Dragons” is dancing in front of a fire behind us, but each of us sees our own pattern of light and shadow cast upon the wall.

And there certainly is something exciting about digging my way through these rulebooks. It’s almost like being on an archaeological dig and trying to reconstruct broken shards of pottery. I can understand the thrill some people feel in doing this and I can understand why it liberates them: When there is no objective rulebook — when the rulebook itself requires through its own inadequacy that you revise it and refine it before you can ever use it — then there are really no limits with what you can do to it. I mean, the first thing I want to do when reading through these booklets is to start trying to revise everything, organize it, and make it fit together in a logical, coherent, and usable fashion.

But, of course, that would defeat the entire point of the exercise.

Back to Reactions to OD&D

Reactions to OD&D

February 18th, 2009

On Wednesday I’m going to be running a one-shot adventure using the original 1974 rules for Dungeons & Dragons. These rules are also referred to as OD&D (Original Dungeons & Dragons) or the “White Box”.

D&D 1974Why the “White Box”? Because the rules were originally sold in a wood-grained box with white labels and, later, in an all-white box. The box contained three booklets: “Men & Magic”, “Monsters & Treasure”, and “The Underworld & Wilderness Adventures”.

Some quick background info on this: I have never run or played in an OD&D campaign. The earliest version of the rules I have ever used is the 1981 Basic Set designed by Tom Moldvay, and that only briefly. I originally came to D&D by way of the 1983 BECMI rules designed by Frank Mentzer before moving onto a weird hybrid of 1st and 2nd Edition AD&D.

(BECMI stands for Basic, Expert, Companion, Master, and Immortal — the names of the five boxed sets comprising the rule system. This edition of D&D was largely identical to the Rules Cyclopedia published in 1991.)

I do not, unfortunately, own an original copy of the OD&D set. But I do own the PDFs available through RPGNow, which replicate the 6th printing of the rules. (Earlier versions of these rules cannot be reproduced legally because the Tolkien Estate successfully sued TSR for using hobbits and ents in the rulebooks.) So a couple weeks ago I printed them out and started reading.

Of course, even though I’ve never played OD&D, I’ve learned quite a bit of it here and there over the course of my two decades in the hobby. So it’s not like I was coming to it with completely fresh eyes.

But this was, in fact, the first time I’ve actually read these rules cover-to-cover. (Actually, I’ve read them several times now.) And I’ve found the process thought-provoking in many ways. So I’ve decided to start a new series of essays, of which this is the first: Reactions to OD&D.

I’m not entirely sure where these essays will take me. I have a few notes laid out, so I know that some of them will deal with history; and some of them will deal with game design; and some of them will deal with tradition. Some of it will be merely reflective and some of it will be practical.

But I will utter a word of caution before I begin: One thing these essays will not be is a pleasant romp down a nostalgia-filled lane. The OD&D rules are, in many ways, remarkable and fascinating historical documents. But — while I am looking forward to my one-shot as an entertaining and quirky evening of throwback fun — there’s no way that I would spend any notable length of time playing this game.

So if you’re grognard, I warn you to beware: I am going to be critical of OD&D’s flaws… of which there are many.

(For those who are curious: I’ll be using The Caverns of Thracia, one of the classic adventures from the Judges Guild, for the one-shot.)

REACTIONS TO OD&D
Reactions to OD&D
The Ur-Game
Thinking About Morale
Ranged Combat
Prime Requisites
The Scope of the Game
OD&D Character Sheets
Gygaxian Rulebooks
Experience Points
Encounter Probability
Turns, Rounds, and Segments… Oh My!
Wandering Adventures
Interesting Facts About the Blood Shield Bandits
Vampires as Lycanthropes
Turn Undead in Blackmoor
The Arnesonian Dungeon
Arneson’s Machines
Hex-Clearing Procedures
Gods & Clerics
Influence of Little Rules

ADDITIONAL READING
OD&D in the Caverns of Thracia
Running Castle Blackmoor
Character Creation in 5 Sentences: D&D 1974

Escaping the Dungeon!

February 17th, 2009

I’m in the early stages of prepping a new fantasy campaign. One of the specific design goals is that the campaign needs to be able to handle a variable group of players. That means, for the sake of verisimilitude, it’s important that — at the end of any gaming session — the PCs are no longer in the dungeon. (In other words, they need to be in a position where it’s easy to explain why — since player X can’t attend the session — character X isn’t part of the adventure next week.)

Towards that end, I am instituting a simple rule of table etiquette. There are three ways in which a gaming session can end:

(1) The players can, at any time of their choosing, make their way out of the dungeon and end the session for the evening.

(2) As the GM I can, at any time of my choosing, announce that we will stop playing in 1 hour. If, by the end of the hour, the PCs have made their way out of the dungeon, the session ends normalyly.

(3) But if they have not made their way out of the dungeon (for whatever reason), then either (a) everyone in the session can immediately commit to another session within 7 days; or (b) the Escaping the Dungeon! tables will be used to determine their fate.

The Escaping the Dungeon! tables were designed, with a tip of the hat to Jeff Reints for the inspiration, to be used determine the fate of PCs left in the dungeon at the end of the session. At the GM’s discretion they may also be used for some wilderness situations. (For most wilderness situations, I anticipate being able to use PBeM to resolve the journey back to the home base of the PCs.)

ESCAPE CHECK

SITUATION
CHANCE OF ESCAPE
You don't know where you are.
25%
You know where you are.
50%
You have a clear and unhindered path of escape.
75%

CHALLENGE ADJUSTMENT: Adjust the chance of escape by +/- 10% multipled by the difference between the average CR of the local opposition and the level of the character. (For example, a 5th-level character facing CR 7 opponents would suffer a -20% adjustment on their chance of escape. In a classic dungeon scenario, you can make this adjustment using the dungeon level — a 5th-level character on the 3rd level of the dungeon would enjoy a +20% adjustment on their chance of escape, for example.)

SMALL COMPLEX: If the characters are attempting to escape from a lair or other small complex, increase the chance of success by 10% to 20%.

MAKING THE CHECK: An escape check is made for each character separately. There is always a minimum 1% chance of escape or failure. On a failed escape check, roll 1d10 on the Failed Escape table below.

FAILED ESCAPES

1d10
RESULT
1
You escape unharmed.
2
You escape but have been permanently altered (maimed, permanently polymorphed, replaced with a double, etc.).
3
You escape but have been injured. You suffer 1d6 x 1d6 points of damage. (If this kills you, see result #8.)
4
You have lost 1d6 pieces of equipment. Determine randomly between slots and bags. If a bag is lost, all of its contents are lost with it.
5
You have been captured, petrified, or otherwise trapped. Roll the escape percentile again to see if your comrades know where you are. If they do not, roll the escape percentile again to see if your comrades have a clue of some sort.
6
You have become lost.
7
You have been transformed into a monster (undead, lycanthrope, mind controlled, etc.).
8-9
You have died. Roll the escape percentile again to see if your comrades were able to retrieve your body. (Instead of retrieving your body, your comrades may choose to loot it and/or leave it.) If they did not, roll the escape percentile again to see if your comrades know where your body is. If they do not, there is a 50% chance that your body has been utterly destroyed.
10
Opportunity for betrayal. You can choose to either reroll on this table or betray a comrade who would otherwise escape. If you choose to betray a comrade roll 1d6 -- on a roll of 1-4, you escape and they must roll on this table; on a roll of 5-6, both you and your victim suffer the fate they roll.

DESIGN NOTES

The primary goal of this little sub-system is not to punish the players. However, it is designed to provide them with a meaningful motivation to leave the dungeon in a timely fashion. Failing that, it is designed to provide interesting consequences that (frequently) can be followed up on subsequent forays into the dungeon — whether that’s recovering lost equipment, ransoming a lost comrade, or the like.

The actual chance of outright dying, you’ll note is quite slim. If the escape check is the standard value of 50% (and it will usually be higher), then your chance of dying is only about 10% vs. a 55%

The results of the Failed Escapes table, it should be noted, are meant to be flexibly interpreted by the GM given the exigencies of the specific situation in which the PCs find themselves at the end of the session. The creation of a short fable explaining the events leading to their escape (or lack thereof) — perhaps even one garnering them with some bit of lore or insight into the dungeon complex — would not be out of place.

And, of course, the table is specifically designed to be used in a very specific type of old school inspired campaigning. In most of my campaigns I have no problem hanging out the reliable “To Be Continued” placard.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

PRELUDE 2D: THE AWAKENING – TITHENMAMIWEN

PBeM – March 5th thru 9th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

(more…)

IN THE SHADOW OF THE SPIRE

Prelude 2: The Awakening – Tee

In which our heroine elf awakes to a welcome (yet surprising) homecoming, only to discover that things are not always what they seem and the past is not so easily forgotten (even if it has been completely misplaced)…

When I pitched In the Shadow of the Spire to my prospective players the campaign didn’t even have a name yet. Actually, it didn’t have much form at all. I only knew two things:

(1) I had pre-ordered Ptolus and it would be arriving within a couple of weeks. I already knew enough about the city to know that I wanted to run an urban-based campaign there, but I (obviously) didn’t know a lot of the details.

(2) I wanted to incorporate the Banewarrens adventure into the campaign. I first read this adventure back in 2002 and I’d been itching to run it ever since. In some ways I had actually started laying the groundwork for this campaign way back then, when the players in my original 3rd Edition campaign passed through the port city of Ptolus and saw the Spire for the first time:

Banewarrens - The Spire

(That’s a player handout modified from a DM-only reference image.)

As I started wading through the Ptolus tome and the campaign began to take shape in my mind’s eye, one of the things I realized early on was that the PCs shouldn’t be from Ptolus itself. It would be more interesting, in my opinion, if their characters were exploring the city with the same fresh eyes that they were. It would also be more disorienting (for both players and PCs) to awake with amnesia in completely unfamiliar surroundings.

Those of you who have been reading the campaign journal from the start, however, may have noticed a slight incongruity here: Tithenmamiwen is from Ptolus.

No plan, however, survives contact with the enemy… or, in this case, the players.

Actually, though, trying to push this one off on the player is a bit disingenuous on my part. Tee’s player simply came to me with the idea of playing an elf. The character concept she was discussing in general terms, however, struck off all kinds of resonance for me with the work I had just recently put into fleshing out some of the elven communities in Ptolus itself.

Taking a step back, I realized that it made more sense to tap into this pre-existing development work and use it as part of Tee’s background. I also came to the conclusion that variety is the spice of life: Yes, it was interesting to have both players and PCs coming to the city with fresh eyes. And, yes, that lack of familiarity was disorienting.

But there was also something inherently interesting in the broken homecoming experienced by Tee: She had left home for reasons she didn’t fully understand and now she was back again for reasons she didn’t even know. There was a disoriention to be found there as well, and a useful contrapuntal beat to the other characters.

This decision also had some long-term consequences that I hadn’t fully considered. For example, Tee had a greater sense of ownership in the city than the other PCs… which meant that her reputation was important to her from Day One. She needed to be able to live there when all was said and done, which meant that she helped to keep some of the more radical impulses of the group in check.

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