The Alexandrian

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Go to Part 1

Let’s start by taking a look at some of the basic techniques you can use while creating non-linear dungeons.

Some of these techniques are designed to offer complex geographic relationships (out of which meaningful choices can naturally arise). Others are designed to confuse the mapping of the complex (or, even in a game dynamic without player mapping, to confound their general understanding of the complex). The point is not (necessarily) to create a maze-like environment, but rather to create an environment of sufficient complexity that the “hand of the author” and the underlying structure of the dungeon environment become obfuscated.

MULTIPLE ENTRANCES: Multiple entrances give the PCs an immediate strategic choice as they approach the dungeon complex. Hidden secondary entrances also reward exploration both inside and outside of the dungeon, allowing for favorable approaches and quick escapes. In terms of structure, multiple entrances effectively create an additional “loop” (see below) through the surface above the dungeon.

For example, consider the classic Stone Mountain dungeon from the 1977 D&D Basic Set, designed by Tom Moldvay and Tom Wham:


From the Holmes’ Basic Set (1977)

LOOPS: Branching paths in a dungeon allow for choice, but are still functionally linear in their design. (In practice, you will follow a branch to its end; backtrack; and then go down a different branch. But each branch still presents a linear experience.) Where things get interesting is when you grab a couple of those branches and hook them together into a loop. These loops are the basic building blocks for non-linear dungeons: They provide meaningful strategic and tactical choices; make exploration meaningful; and allow PCs to find alternative routes around or through potential threats.

MULTIPLE LEVEL CONNECTIONS: If there is only a single route leading to the next level of the dungeon the complexity of the current level is collapsed into a chokepoint. But if you introduce multiple connections between the dungeon levels you create a synergy between complex level designs. Just as you create new structural loops by including multiple entrances to the dungeon, each additional connection you draw between levels creates new looping paths through the dungeon.

DISCONTINUOUS LEVEL CONNECTIONS: In a linear design, the levels of a dungeon must proceed in their predetermined order: Level 1 leads to Level 2. Level 2 leads to Level 3. And Level 3 leads to Level 4.

But once you introduce multiple connections between levels, you are free to have some of those connections skip levels. For example, there might be an elevator on Level 1 that takes you down to Level 3. Or a hidden tunnel on Level 4 that takes you back to the surface a half mile away from the dungeon’s main entrance.

SECRET & UNUSUAL PATHS: These are fairly self-explanatory. They reward curiosity and exploration, and can also breathe fresh life into areas of the dungeon which have already been traversed.

One thing to note is that not every secret path needs to take the conventional form of a camouflaged doorway: Tunnels that have suffered cave-ins. Traps that drop you to lower levels. Archaic teleportation systems that must be decoded. Rope bridges that cross over caverns that can also be explored from below. A submerged bypass connecting two seemingly unrelated lakes.

And here, too, you benefit from the non-linear design of the xandered dungeon: Because there are other viable paths for the PCs to explore, you can include truly esoteric, unusual, and flavorful paths that may be missed by the unwary (and, therefore, appreciated all the more by those who do discover them).

SUB-LEVELS: The distinction between a “level” and a “sub-level” is somewhat arbitrary, but perhaps the defining characteristic of the sub-level is that it departs from the main “sequence” of the dungeon. It may be smaller than the other levels of the dungeon; it may be difficult to reach; or both. As such, sub-levels serve as boulevards of discovery or elaborate shortcuts (or both).

DIVIDED LEVELS: Similar to the concept of a sub-level is that of the divided level. While existing within the main “sequence” of the dungeon, a divided level cannot be completely traversed without going through the levels above or below it.

For example, on the second level of the dungeon one might find two staircases both leading down to the third level. But on the third level itself, there is no path which connects the two staircases. (Or, if there is such a path, it may be incredibly well hidden or difficult to traverse.)

NESTED DUNGEONS: Nested dungeons are sort of like sub-levels or divided levels on steroids. Imagine designing two separate and distinct dungeon complexes, but then linking them together at selected locations. (For example, consider the Lost Temple of the Gorgons and the Obsidian Caverns as both being fully developed dungeon complexes, each with multiple levels and sub-levels. You could nest the Lost Temple within the Obsidian Caverns by creating two links between the complexes: A long passage on the first level of the former might lead to the third level of the latter. And a teleportation pad on the sixth level of the latter might lead to the fifth level of the former.)

As a practical demonstration of this technique, consider Jaquays’ Dark Tower:

Both Set’s Tower and Mitra’s Tower are nested into the four primary levels of the dungeon.

MINOR ELEVATION SHIFTS: When the PCs come to a staircase they may naturally assume that they are going up or down to a new level of the dungeon. But by including minor elevation shifts within the topography of a single dungeon level you can confound their expectations. Here’s an example from the Temple of Elemental Evil by Gary Gygax and Frank Mentzer:

In addition to short stairways and misleading slopes, you can also include tunnels that loop under each other while technically remaining on the same “level” of the dungeon. It’s also important to “think vertically” within rooms as well.

These techniques aren’t just a matter of confusing the players’ mapping. You are disrupting their ability to intuit the organization of your maps by analyzing the reality of the game world. While maintaining clean and simple maps for your own use and reference, you are creating a world that not only seems more dynamic and complex, but actually is more dynamic and complex.

Basically, don’t fall into the trap of thinking that just because your map is two-dimensional that the world should be two-dimensional.

MIDPOINT ENTRY: I don’t think Jaquays ever used this technique, but you can complicate the players’ approach to the dungeon by creating immediate bilateral exploration. In other words, PCs entering a dungeon are usually only faced with one navigational question at the macro-level: “How do we get down to level 2?”
But if the PCs are instead entering in the middle of the dungeon – with levels above and below them – then they’re first faced with a tougher question: “Which way do we go?”

Note that this decision point is similar to the one faced by PCs who have “skipped” a level as a result of a discontinuous level connection. It is also similar to the situation faced by PCs who have taken advantage of a hidden entrance leading to a lower level of the dungeon. The distinction of the midpoint entry is that it is the expected, default entry point to the dungeon. (And in classic dungeon arrangements, where difficulty corresponds to dungeon level, the difficulty of the dungeon would increase in both directions away from the midpoint entry.)

NON-EUCLIDEAN GEOMETRY: If you want to have some real fun, consider using non-Euclidean geometry. These Escher-inspired designs can result in counter-intuitive navigation and may even result in PCs moving between levels without realizing that it’s happened. For examples of non-Euclidean design, check out my work on FFG’s The Lost Hunt and the award-winning Halls of the Mad Mage.

EXTRADIMENSIONAL SPACES: Sections of a dungeon complex may lead into areas completely beyond the dungeon itself while still remaining intimately tied to the dungeon’s topography and/or experience. For example, Gary Gygax’s EX1 Dungeonland module detailed a Wonderland-inspired demi-plane that could be accessed deep below Castle Greyhawk. I’ve read about another DM incorporating the lost island of X1 The Isle of Dread as a similar demi-plane within their megadungeon complex.

While such excursions can certainly breathe a little air into a claustrophobic dungeon delve, I think it remains an open question where the distinction between an extradimensional space which “belongs” to the dungeon and a teleportation effect which simply takes the PCs out of the dungeon entirely actually lies. In practice, the line between the two is probably more a blur than a distinct demarcation.

Laying aside these broader questions, I include extradimensional spaces in the list of xandering techniques because they also allow you to super-impose multiple areas into a single geographic space.

Next: The Philosophy of Xandering

Since we’re going to be discussing the Caverns of Thracia extensively as part of the Xandering the Dungeon essays, I finally motivated myself to collect the campaign journal / exploration of OD&D that I wrote in early 2009 so that they could all be accessed through one handy link. Check it out:

Part 1: Character Creation
Part 2: The First Foray
Part 3: Death in the Ruins
Part 4: The Second Party
Part 5: The Final Foray
Part 6: The Second Session
Part 7: The Twin Travails of Thalmain
Part 8: The Massacre of Fire

UPDATE: The following posts also contain thrilling exploits from the dungeon:

The Intemperate Jungle
My Favorite Character Sheet

You might also want to check out the (Re-)Running the Megadungeon essays, which use a behind-the-scenes peek at this campaign as an example of how to properly run a megadungeon.

Xandering the Dungeon

July 23rd, 2010

The Caverns of Thracia / The Keep on the Shadowfell

I believe that dungeons should always be heavily xandered.

Okay, it’s true. I’m just making up words now. Recently, though, I’ve been doing some deep dives into the earliest days of D&D. I’ve been reading and running the rules and adventures of those bygone days and discovering — or rediscovering — the amazing work of Arneson, Gygax, and the many, many others who were exploring the brave new world of roleplaying games. When it comes to xandering the dungeon, what I wanted was a word that capture the pioneering dungeon design of Blackmoor, Greyhawk, and, above all, Jennell Jaquays, who designed Caverns of ThraciaDark Tower, Griffin Mountain, and a half dozen other old school classics for Judges Guild, Chaosium, Flying Buffalo, and TSR. Because a word for that didn’t exist yet, I felt compelled to create one.

This article originally coined a different term. Click here for an explanation.

I first started running Jaquays’ Caverns of Thracia last year. It inspired an entire campaign, and while exploring its depths with my players over the past several months I’ve often found myself ruminating on the mysteries of its labyrinths and trying to unravel why it’s such an utterly compelling and unforgettable adventure. Along the way, I’ve come to the conclusion that everyone should be more familiar with Jaquays’ amazing work, so let’s take a moment to dive deeper into her legendary career and also consider what makes a dungeon adventure like Caverns of Thracia different from many modern dungeon adventures.

After amazing work in tabletop RPGs, Jaquays transitioned into video game design, and in that latter capacity she recently wrote some essays on maps she designed for Halo Wars:

Memorable game maps spring from a melding of design intent and fortunate accidents.
Jennell Jaquays – Crevice Design Notes

That’s timeless advice, and a design ethos which extends beyond the RTS levels she helped design for Halo Wars and reaches back to her earliest work at Judges Guild.

And what Jaquays particularly excelled at in those early Judges Guild modules was non-linear dungeon design.

For example, in Caverns of Thracia Jaquays includes three separate entrances to the first level of the dungeon. And from Level 1 of the dungeon you will find two conventional paths and no less than eight unconventional or secret paths leading down to the lower levels. (And Level 2 is where things start getting really interesting.)

The result is a fantastically complex and dynamic environment: You can literally run dozens of groups through this module and every one of them will have a fresh and unique experience.

But there’s more value here than just recycling an old module: That same dynamic flexibility which allows multiple groups to have unique experiences also allows each individual group to chart their own course. In other words, it’s not just random chance that’s resulting in different groups having different experiences: Each group is actively making the dungeon their own. They can retreat, circle around, rush ahead, go back over old ground, poke around, sneak through, interrogate the locals for secret routes… The possibilities are endless because the environment isn’t forcing them along a pre-designed path. And throughout it all, the players are experiencing the thrill of truly exploring the dungeon complex.

By way of comparison, Keep on the Shadowfell, the introductory adventure for D&D 4th Edition, is an extremely linear dungeon:


(This diagram uses a method laid out by Melan in this post at ENWorld. You can also find a detailed explanation in How to Use a Melan Diagram.)

Some would argue that this sort of linear design is “easier to run”. But I don’t think that’s actually true to any appreciable degree. In practice, the complexity of a xandered dungeon emerges from the same simple structures that make up a linear dungeon: The room the PCs are currently in has one or more exits. What are they going to do in this room? Which exit are they going to take?

In a linear dungeon, the pseudo-choices the PCs make will lead them along a pre-designed, railroad-like route. In a xandered dungeon, on the other hand, the choices the PCs make will have a meaningful impact on how the adventure plays out, but the actual running of the adventure isn’t more complex as a result.

On the other hand, the railroad-like quality of the linear dungeon is not its only flaw. It eliminates true exploration (for the same reason that Lewis and Clark were explorers; whereas when I head down I-94 I am merely a driver). It can significantly inhibit the players’ ability to make meaningful strategic choices. It is, frankly speaking, less interesting and less fun.

So I’m going to use the Keep on the Shadowfell to show you how easy it is to xander your dungeons by making just a few simple, easy tweaks.

Go to Part 2

XANDERING THE DUNGEON
Part 2: Xandering Techniques
Part 3: The Philosophy of Xandering
Part 4: Xandering the Keep on the Shadowfell
Part 5: Xandering for Fun and Profit

Addendum: Dungeon Level Connections
Addendum: Xandering on the Small Scale
Addendum: How to Use a Melan Diagram
Dark Tower: Level Connections

Bachelor Party OD&D

July 12th, 2010

It looked absolutely nothing like this.

I usually don’t get heavy into personal biography around here, but I got married on Saturday. On the Wednesday before that, my brother and best man ran a session of OD&D for my small bachelor party. By means of celebrating my wedding, here are some highlights:

(1) John H. rolled up a cleric with 4 Intelligence. In addition to taking everything hilariously literally, he was also convinced that he was actually a wizard. (Even going so far as to dress up in pointy hat with stars on it.) He carried two wands — his small wand was a stick he’d found on the ground; his big wand was a mace (“a big stick with a big metal star”). Although he couldn’t cast any spells (being a 1st-level cleric), Andrew H.’s charcter (who was a magic user) would cast spells for him, thus supporting his delusion.

(2) David P. played Enriquill. Enriquill was a dashing fellow who insisted that the true joy of adventuring could only be found in “savoring the finer things”. For example, the exquisite delicacy which are the sightless eyeballs of giant bats. (He would also sample cave moss and lichen, leading us to discover the crude goblin carvings describing three pits as “Deep”, “Deeper”, and “Deepest”.) When Enriquill died towards the end of the evening, with his dying breath he gasped, “Eat my eyeballs…”

And we did.

(3) I played Matharl, a dwarf with golden eyes, silver skin, and copper hair (which he would cut once every three months for the profit). Matharl had once been a member of the Doge City of the Imperial Emperor 362. (Yes, the 362nd Doge City of the Dwarven Empire. We have delved deep. And wide. And also invested heavily in surface real estate.) But after contracting the metallo curse, he was exiled.

(4) We also had a newbie at the table who had never played an RPG before. He rolled some truly amazing ability scores, but then balanced out his luck by rolling a 3 on 3d6 to garner only 30 gp in starting cash. Trying to buy decent starting equipment with such meager funds was an exercise the whole table contributed to. We eventually got him decent armor (leather) and a weapon, but ran out of money before we could get him rations.

(5) Our newbie had also shown up late, so the rest of us were already in the dungeon. Our DM decided to start the newbie back at town. When he was presented with, “You’re in town. And out of food. What do you do?” His response was, literally, “Wait… This is how we do this?”

He was pretty consistently awesome throughout the entire evening. A little too eager to leap head-long down dungeon passages, but Matharl eventually resigned himself to that by simply keeping his ass as far back as he possibly could while the suicidal little runt went on his rampages.

(6) I say “runt” because in filling out his character sheet our newbie had created a 342 year old, 4′ 3″ , 184 pound human named Rico Suave. (Ricky II.) This was good, goofy fun. It was also great because the upper level of the DM’s dungeon was composed of tight passages that we were forced to crawl through (with branching tunnels that we eventually found led to the Deep, Deeper, and Deepest shafts mentioned above). While he’d insisted that everyone except my dwarf would be forced to remove their armor while crawling through these cramped passags, Rico Suave had inadvertently ended up being shorter and weighing less than I did. Ergo, he, too, was able to keep his armor on. This allowed us to travel down the passages front-to-back

(7) This prevented a repeat performance of an early disaster in which gremlins — little green balls with red-veined legs — had savaged Rico Suave from behind and stolen his food. Actually, that encounter probably would have ended okay if I hadn’t set the tunnel on fire.

(8) The session started when we received a mission from the sultan to rescue his harem. (A perfect scenario for a bachelor party game.) He offered us a 1,000 gp reward and then gave us the intel he had received from a palace guard who had followed the “swarthy, humanoid kidnappers” to a cave 4 days from the city. We couldn’t question the guard because the sultan had killed him to keep slanderous rumors from spreading about the loss of his harem…

… Matharl instantly realized that if the sultan was willing to kill his own guard for having even less information than we would once we returned the harem, that we probably wouldn’t be seeing that reward. On the other hand, there were 8 beautiful harem girls in a cave.

Before leaving town, though, we made a point of spreading rumors all over town that the sultan had lost his harem. We even mentioned the reward and the location of the cave. We figured there was a pretty good shot that other adventurers might show up, clear out the upper levels, and leave us with a clear shot at the harem girls.

(9) That didn’t happen, but it did set up the scenario by which Rico Suave joined the party. The DM staged a scene in which Rico Suave heard our 4 Int pseudo-wizard talking about the 1,000 gp reward. When he later showed up, though, we managed to convince both him and the 4 Int wizard that the reward was only 500 gp. (But  we would totally split it evenly with them.)

THE BIG FINISH

After several perilous delves, we descended the Deepest shaft and found a metal plate. We knocked loudly and waited. When it opened, a pair of glowing eyes peered out from the darkness below. I wanted to know what it was, so I dropped my torch. The DM ruled that it landed pointy-end first, rolled for max damage, and ended up having the torch skewer the furry goblinoid straight through the forehead. He plopped down dead.

Rico Suave, naturally, leapt down to the corpse. He yanked the torch free and then looked around… to find himself surrounded by a ring of more furry goblinoids and several ettins, all looking at him in complete shock. Rico Suave looked up, “Uh… guys. There are a lot of them down here. I think–”

And then he was torn limb from limb.

Thinking quickly, Matharl called out in goblin, “Quick! Over this way! The vile murderer has jumped down this shaft!”

I was able to convince the ettins and goblins that Rico Suave had killed my father. We had pursued him into these caves seeking vengeance, which we were grateful they had given to us. They offered me the honor of chopping off his head. Which I did.

It turned out that they were in a celebratory mood themselves, having recently “fulfilled the prophecy” by sending a band to the “surface of the daybringer’s bright light” to capture “the veiled ones”. We managed to get ourselves invited back to a celebratory feast of prime Rico Suave meat. (Enriquill: “Always enjoy the finer things.”)

When we got to the feasting chamber, we found four of the harem girls huddled in a corner and quickly confirmed that the other four had already been eaten. (Apparently the dwarf girl was a good cook and had been forced to cook her friends.) Rico Suave wasn’t quite enough meat for all of us, so the ettins were getting ready to sacrifice another harem girl to the pot.

Matharl, thinking quickly, offered to first perform a sacred ritual of his people to thank the humanoids for fulfilling his vengeance and to bless their feast. Although one of the ettins fell to arguing with itself over the matter and one of the goblins looking a little suspicious, Matharl convinced them to kneel in a circle around the cooking fire. He said that the ritual would bring the power of the daystar into their hearts and then doused them with the holy oil.

And by “holy oil”, I mean “highly flammable oil”.

With the monsters doused, everybody lowered their torches and started a bonfire.

As we were leading the harem girls out, we discovered that some cryptic remarks the ettins had made earlier actually referred to sea serpents and green gelloid monsters. It was during the final battle against these creatures, holding the line while the harem girls escaped, that Enriquill fell.

But we emerged largely victorious. And since Enriquill was dead, we each had a harem girl for ourselves. Since the girls were pretty certain that the sultan was almost certainly going to kill us (even if we hadn’t let four of the girls get eaten before we saved them), and they weren’t particularly enthusiastic about going back to him anyway, we decided that we’d heard some wonderful things about the city of Waterdeep.

(The DM was surprised to learn that we had been in the Forgotten Realms this entire time.)

FURTHER READING
Reactions to OD&D
OD&D in the Caverns of Thracia

OD&D - Volume 2Last year I began a series of posts regarding my reactions to the original 1974 edition of Dungeons & Dragons. Recently a post on Delta’s D&D Hotspot tweaked me to comment on one of the issues I didn’t discuss in the original series: The timekeeping and movement rules.

Here’s the most pertinent passage from Volume 3: Underworld & Wilderness Adventures:

THE MOVE/TURN IN THE UNDERWORLD:

In the underworld all distances are in feet, so wherever distances are given in inches convert them to tens of feet.

Movement (distances given in Vol. 1) is in segments of approximately ten minutes. Thus it takes ten minutes to move about two moves — 120 feet for a fully-armored character. Two moves constitute a turn, except in flight/pursuit situations where the moves/turn will be doubled (and no mapping allowed).

[…]

Melee is fast and furious. There are ten rounds of combat per turn.

I have now introduced close to two dozen people to the OD&D rules. This almost always involves walking them through the major cruxes of the rules, but even in cases where a more rapid acclimation is called for, I still make a point of reading this passage to them: That way they can fully appreciate the archaeological reconstruction of the rulebooks necessary to actually play this game.

What can we conclude from this passage?

2 moves = 4 flight/pursuit moves = 1 turn = 1 segment = 10 rounds = 10 minutes

The fact that “turn” and “segment” are used interchangeably is somewhat confusing, but what makes the passage really tricky is that they actually aren’t used interchangeably. If you can move the “distance given in Vol. 1” in one segment of 10 minutes, what does it mean that you can also make two moves in a turn of 10 minutes?

Making this even more confusing is the phrase “120 feet for a fully-armored character”. The phrase “fully-armored” means absolutely nothing in the context of the rules and the default speed for a character is 12″ = 120 feet. So if you interpret that passage to mean that a character with a 12″ movement moves 120 feet in two moves that take 1 turn, then it follows that a “move” (in the context of this passage, anyway) actually equals 1/2 the character’s speed. Which would mean that:

1 move = 1 segment = 0.5 turns

But that’s probably not what it means. What “fully-armored” probably means is the “speed of an Armored Footman (6″/turn) which is referenced as part of an example in Volume 1. (Which is not, actually, the speed of a character fully-armored character unless they’re also carrying a bunch of other equipment. Unless, of course, you decide to interpret this example as a new rule that actually implies that armor alone — separate from weight carried — can affect the speed of a character.).

But that still doesn’t clear up how:

1 segment = 1 move = 10 minutes

and

1 turn = 2 moves = 10 minutes

Can both be true. (They obviously can’t.)

MOVE TURNS vs. MELEE TURNS

But we’re not done yet.

Although the title of this section as it appears on page 8 of Volume 3 is THE MOVE/TURN IN THE UNDERWORLD, on the table of contents for this volume it appears as “The Move Turn in the Underworld”.

This separate coining of the phrase “move turn” could probably be safely ignored, if it wasn’t for Supplement 1: Greyhawk. In this supplement, Gygax casually introduces the term “melee turn”. For example, on page 6 the duration of the Monster Summoning I spell is listed as: “Duration: 6 melee turns”.

Furthermore, on page 18 of Supplement 1, giant snakes are given damage of “2-8/turn of constriction”. The use of the term “turn” here can’t possibly mean 10 minutes, can it?

TURNS vs. FULL TURNS

And then we come to Supplement 2: Blackmoor, which is credited to Dave Arneson. On page 1, in describing the abilities of monks, he writes: “…has a 75% chance of stunning the opponent for from 3-12 turns”. Much like the giant snake from Supplement 1, it seems unlikely that Arneson means that the monk can stun opponents for 30 to 120 minutes.

And this suspicion seems confirmed when, on the next page, he writes that 5th level monks can “perfectly simulate death” for a duration of time equal to “a six sided die x level for the number of full turns”.

Should we interpret “full turn” to mean something different than “turn” from the previous page? Context certainly seems to suggest it.

It’s therefore tempting, I think, to suggest that Arneson was using “turn vs. full turn” in the same sense that Gygax was using “round vs. turn” or “melee turn vs. move turn”.

If this were actually the case, it would go a long way towards explaining why this terminology is so hopelessly confused in OD&D: You had at least two different authors using the term “turn” with at least two completely inverted meanings.

Perhaps the central crux can be found when we hit Arneson’s description of the giant squid (page16): “Squids tire easily; there is a 50% chance that they will withdraw after three rounds of melee, with a 5% increase each turn thereafter.”

Here Arneson displays knowledge of the term “round”, but does his use of the term “turn” in immediate juxtaposition indicate that he’s using the terms interchangeably? To my eyes it seems almost certain, but perhaps others would disagree.

NO METHOD IN THE MADNESS

But perhaps I’m simply trying to impose rationality onto something which is fundamentally irrational. There’s certainly a fair degree of evidence that Arneson and Gygax simply used the term “turn” to mean whatever the hell they felt like it should mean. For example, on page 43 of Blackmoor:

There is a 1 in 6 chance that when entering passages marked with a dashed line or when crossing one of the bridges that 1-3 trolls will be encountered. Any fighting will bring an additional 1-3 trolls every turn the fight exists.

Arneson surely can’t have meant that 1d3 new trolls should endlessly show up every single round, right? There’s no way such a combat could ever end.

Similarly, on page 18 of Volume 3 we can read as part of the rules for large party movement:

Turn: Each move will constitute one day. Each day is considered a turn.

Which is, at the very least, suggestive that they considered “turn” to be a useful catch-all phrase and that its proper meaning is supposed to be intuited from context. (For another example of the same, consider dungeon levels, character levels, and spell levels.)

And all of this analysis ignores that neither Gygax nor Arneson were the sole authors contributing to the supplements.

HOW I PLAY

Every so often I’ll see someone praise the “elegance” or “simplicity” of OD&D. Whenever that happens, I think about passages like this and I laugh and laugh and laugh.

Here’s how we’ve been playing these rules:

1 turn = 10 minutes = 10 rounds = 2 moves

1 segment = 5 minutes = 1 move

(This matches the definition of “segment” to mean 1 move, but obviously contradicts the definition of “segment” to mean 10 minutes. We picked this interpretation because having a second term synonymous with turn didn’t seem useful, but there’s potential utility in having a term that means basically “half a turn” or possibly “an interrupted turn”.)

Speed is defined in inches according to the encumbrance table (which has its own interpretative issues, but let’s ignore those for now):

1 move = speed x 10 feet

1 turn = 2 moves = speed x 20 feet

Running = double speed

Now comes the tricky question of how far you can move in a single round. The logic here seems pretty clear: A round is 1/10th the length of a turn, ergo you can move 1/10th as far. Which mean that total movement in a round is:

1 round of combat = speed x 2 feet

In practice, we say that people get two moves per round (just as you get two moves per turn), so:

1 round = 2 combat moves = speed x 2 feet

1 combat move = speed in feet

Further, we concluded that you could either move twice or move and attack, because why else would the rules give you two smaller moves instead of just one big move? There must be some reason why you can split them up like that. As an alternative solution, we briefly played with the idea of giving each player two “actions” which they could either use to move or attack, but eventually decided against it.)

How have others interpreted these rules?

HOLMES: Holmes’s revision/clean-up of the rules in 1977 used the same values for turn-based movement. But he radically revised combat. The 1977 Basic Set states, “Each turn is ten minutes except during combat where there are ten melee rounds per turn, each round lasting ten seconds.” (Or is that not a revision after all? Assuming that there’s a “combat turn” which lasts for one D&D Basic Set (1979) - Eric J. Holmesminute and is divided up into 10 rounds of 6 seconds each would be another way of resolving the inconsistent use of the term “turn” in the OD&D manuals and supplements.) This has a minimal impact on how far characters can move in a single round, but the exact values are no longer calculable from the base values: “Movement (if any) is usually at a sprint; an unarmored man can move 20 feet per melee round, a fully armored man only 10 feet.”

SWORDS & WIZARDRY: This retro clone of OD&D oddly chooses to explicitly contradict the OD&D movement rules by stating that a walking character (traveling at speed x 20 feet) cannot map or observe their surroundings carefully. It instead creates a new half-speed category where mapping is permitted. It also fails to provide any clarification of whether or not one can move and attack in a single combat round. It defines walking speed in a round as being equal to 1/10th walking speed in a turn, but it also defines a “combat” movement rate equal to 1/20th the walking speed in a turn (which would be equivalent to 1 combat move in my interpretation above).

(Looking through both Swords & Wizardry and Swords & Wizardry: White Box, I’m actually really surprised at how many rules they just make up out of whole cloth. Even more surprising are the number of rules which are just flat-out wrong. I often talk about how open to interpretation the OD&D rules, but S&W routinely ignores the stuff that isn’t open for interpretation. And even some of the stuff that is open to interpretation is instead rendered in some completely different way lying far outside the gray area of the original rules. I just always assumed that the retro clones would look more like clones and less like cousins.)

Back to Reactions to OD&D


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