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In OD&D time is measured in turns (10 minutes) and rounds (1 minute), with 10 rounds per turn. You check for wandering monsters at the end of every turn, with an encounter being indicated on the role of a 6 on 1d6. Hence, the probability of a random encounter is:

1 turn16%
1 half hour (3 turns)42%
1 hour (6 turns)66%
2 hours (12 turns)88%

OD&D Volume 3Hanging around in the dungeon obviously isn’t conducive to a long or healthy life. (Not that this should come as any sort of surprise.)

However, it should be noted that — if the PCs are in a position where the wandering monster would not necessarily be aware of them — surprise is achieved 33% of the time (1 or 2 on 1d6). There’s really no way to calculate this into the numbers above (because too much depends on circumstance), but certainly in practice I found that this gave the PCs a not infrequent ability to avoid the wandering monsters. (Particularly once they realized what was going on and made certain preparations — like shutting the doors to a room while searching it — which would make it possible.)

What the 16% chance of an encounter every 10 minutes really boils down to, however, is a very active dungeon complex: The monsters are not just sitting in their rooms waiting for the PCs to kick down the door. (This is a topic I’ll probably be re-visiting in later essay.)

Working out the probabilities for wandering monster mechanics can tell you a lot about the nature of the setting. (And, conversely, when you’re designing a setting you should work out the probabilities to make sure you’re doing what you think you’re doing.)

For example, I’ve been homebrewing a structure for 3rd Edition wilderness exploratory adventures. The strucutre is based around a 4 hour watch (with 6 watches per day). The length of the watch was chosen because it’s convenient for the hex scales I’m using for my wilderness map.

Since I’ll be setting up random encounters for the various wilderness regions, I whipped up this quick cheat sheet for the probabilities involved:

Check
Per Watch
Per Day
1 in 1d6
16%
66%
2 in 1d6
33%
91%
1 in 1d10
10%
46%
2 in 1d10
20%
73%
1 in 1d20
5%
26%

(I may eventually end up standardizing these checks to X in 1d20 — 2 in 1d20 is identical to 1 in 1d10 and 3 in 1d20 is fairly equivalent ot 1 in 1d6 — but I wanted to start off with a more traditional approach.)

Obviously, the higher the probability the more likely the PCs’ journey will be interrupted. If I set the probability very high (2 in 1d6), then I’m virtually guaranteeing that their progress will be slowed to a crawl. If I set the probability very low (1 in 1d20), then I’m allowing them to potentially move through an entire region without ever meaningfully interacting with its contents.

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OD&D Voulme 3Interesting fact about the basic rules for experience point awards in OD&D: They don’t actually exist.

Instead you have to intuit them out of an example on pg. 18 of Volume 1: Men & Magic, which states that you would get 7,700 XP for killing a troll with 7,000 gp of treasure: 7,000 XP for the 7,000 GP + 700 for killing the troll (which is a 7th level monster).

From this example you are forced to intuit that PCs receive 1 XP per gold piece of treasure and 100 XP per level of a defeated monster. (A monster’s level is basically determined by its Hit Dice.)

The one hard-and-fast rule regarding XP is that: “Gains in experience points will be relative; thus an 8th level Magic-User operating on the 5th dungeon level would be awarded 5/8 experience. […] Experience points are never awarded above a 1 for 1 basis, so even if a character defeats a higher level monster he will not receive experience points above the total of treasure combined with the monster’s kill value.” But even this rule is somewhat vague, because in places it refers to “dungeon level” and in other places it refers to the “level of the monster”.

(It should be noted that the level of the dungeon was assumed to be correlated to its difficulty — with the first level of the dungeon appropriate for 1st level characters and so forth. But even in these early days it was acknowledged that harder foes could sometimes be found on upper levels and less powerful foes on lower levels, so there remains a real and meaningful difference.)

(This entire concept of adjusted XP would disappear from the game for awhile, before returning in 3rd Edition… where for reasons I’ve never quite been able to understand they mucked around with the math until it made no sense and required a chart look-up.)

Note, however, that the passage is clear that the adjustment is on a per character basis. The 8th level Magic-User has their experience adjusted, but if they were adventuring with a 4th level Fighter the fighter would not have their rewards so adjusted.

Writing this up now, I also just realized that there is also no provision given for dividing the experience award. If a party of 16 characters defeats a troll, they should all get the full XP award for it apparently. The players in my Caverns of Thracia one-shot are going to be pissed.

There’s also a recommendation that “no more experience points be awarded for any single adventure than will suffice to move the character upwards one level”, with an associated example suggesting that the character should max out 1 XP shy of gaining a second level from the same adventure.

 

XP FOR TREASURE

The practice of giving XP is much maligned. I criticized it myself when I was young. The logic usually goes something like this:

(1) “How does earning money improve your skills?”

(2) “Treasure itself is a reward. Why should you be rewarded for getting a reward?”

The answer is simple: Treasure was seen as an analog for accomplishment. The goal of the game was not, in fact, to go into a dungeon and fight with monsters. Fighting with monsters was, in fact, a really bad idea. Fighting monsters could get you killed. What you wanted to do was get the treasure without fighting the monsters.

By rewarding the bulk of XP for treasure, the game encouraged smart, strategic play instead of hack ‘n slash play. Combat was implicitly a means to an end, not the end itself. (I know that in the BECMI Basic Set, at least, it was explicitly made so. Whenever someone tries to tell you that D&D is a game about “killing things and taking their stuff”, keep that in mind.)

And this was intentional. Upon discovering that 100 XP per HD was encouraging players to treat monsters as a source of walking XP (instead of fearing them as deadly dangers), Gygax promptly revised the XP rules in Supplement 1: Greyhawk. Low level awards were drastically reduced (1 and 2 HD monsters, for example, were reduced to just 1/10th of their former reward) and experience awards were now explicitly divided among all party members. Hirelings and retainers were also given a full share (although they only benefited from half their portion).

Depending on how you read the rules, if you were in a group with a total of 10 characters (PCs and hirelings both) you could actually see your XP rewards for killing a 1 HD monster reduced to 1/100th its former level upon adopting the rules in Supplement 1: Greyhawk!

 

THE GENERAL PHILOSOPHY OF XP

This still leaves the objection that there’s no innate connection between finding a pot of gold and improving your sword-swinging ability. But this is almost utterly irrelevant because experience points — like virtually all character creation mechanics — are abstracted to the point of being virutally indistinguishable from a completely dissociated mechanic. Experience point awards are simply not any kind of meaningful model of actual learning or self-improvement in the real world — it doesn’t matter whether you give them for treasure, killing monsters, roleplaying, or just time served.

A few games (most notably RuneQuest) abandons them entirely and attempt to adopt associated mechanics that more meaningfully model the learning process. (For example, by improving skills that are used or trained.)

But if you choose to keep XP awards (and, like other dissociated character creation mechanics, I find nothing particularly problematic about them), then I think it’s important to acknowledge their role:

(1) They’re an efficient way of saying this is important. They can be an important part of the formal or informal social contract that says, “This is one of our primary goals.” If the primary source of XP is killing things, then you’re saying, “Killing things is going to be a focus of the game.”

(2) They’re a concrete way of setting and rewarding specific goals.

Of course, it’s also possible to over-emphasize the importance of these things. XP awards may feature an important part of the risk-vs-reward dynamic at the game table, but there are other rewards to be had — both in-character and out-of-character.

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OD&D Volume 1I mentioned earlier in this series of reactions that, while I respect and admire Gary Gygax for many reasons, that doesn’t change one simple truth:

He should never have been allowed to organize a rulebook.

Write? Sure. Like James Maliszewski (although perhaps not to quite the same fervent degree) I’m actually a fan of his prose and I find his style to be very evocative. But once he’s done writing, it’s time to call in the professional editors to clean up the mess.

Let me give you just two examples. First, from page 19 of Volume 1: Men & Magic, is the section “Level Above Those Listed”, which comes immediately on the heels of the various class progression tables:

Levels Above those Listed: Progressions of Dice for Accumulative Hits, Fighting Capability, and Spells & Levels may not be evident. An 11th level Lord would get 10 +3 dice and fight as he did at the 10th level; but at 12th level, he could get 11 + 1 dice and fight at Superhero + 2. At 13th level dice would be 11 + 3 with Fighting Capability at Superhero + 2. A 17th level Wizard would get 9 + 3 dice and fight as a 16th level, just as an 18th level Wizard would get dice of 10 + 1 with no change in Fighting Capabilities — the change coming at the 19th level, fighting then being done at Wizard + 3. An 11th level Patriarch would get dice of 7 + 3 with Fighting Capability unchanged; at 12th level dice would be 8 + 1 with no change in fighting; and at 13th level the Patriarch would get 8 + 2 and fight as a Superhero – the next change in Fighting Capability coming at the 17th level.

Spell progression for Magic-Users is: 17th level Wizard — 6, 6, 6, 5, 5, 5; 18th level Wizard — sizes across the board; and so on. Spell progression for Clerics is: 11th level Patriarch – 4, 4, 4, 3, 3; 12th level Patriarch — fours across the board; 13th level Patriarch — 5, 5, 5, 4, 4; and so on.

Umm… couldn’t you have just put that info on the actual class tables? I mean, you still didn’t bother to actually explain the methodology behind the progressions, so all you’ve accomplished is to take a big chunk of information and arbitrarily convey it through a different (and much more confusing) method.

The second example is the “chapter” dedicated to spell descriptions. And like every edition of the game except for 3rd Edition, the spells are grouped together according to their level.

Was there ever a less useful method of organizing that material? The only way to find the spell you’re looking for is if you’ve memorized the level of the spell. So you’re basically demanding people to achieve system mastery just to find information in the rulebook.

And then it stuck around for the next 25+ years as some sort of horrible “legacy”.

Admittedly, part of my objection here is philosophical. In organizing a rulebook you have to look at how that rulebook will be used. When it comes to roleplaying manuals, there are three uses:

(1) Learning the game
(2) Character creation
(3) Playing the game

Problems arise because these uses are not always compatible with each other. For example, organizing spells by spell level is useful for character creation because you want to quickly know which spells you can use to fill your available spell slots. On the other hand, it’s completely frakkin’ useless when you’re actually playing the game and trying to figure out how a particular spell works.

I believe that there are usually ways to structure the manual so that all three uses can be satisfied simultaneously. It can be difficult and sometimes it might mean repeating information, but it can almost always be done. And if push really does come to shove, then I think it’s better to favor utility in playing the game.

(Why? Because you spend more time playing the game than you do creating a character.)

As an example of how to do it right, you can look at 3rd Edition’s method for handling spells. There are spell lists which groups the spells together according to level (which provides the necessary utility for character creation), but then the spell descriptions themselves are completely alphabetical (which makes it easy to find the specific spell that you’re looking for). So you get the best of both worlds and full utility out of your rulebook.

(4th Edition, of course, promptly went back to doing it the stupid way. It doesn’t have spells, but they arranged all the powers by level.)

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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:”

OD&D Character Stat Block

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.

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From Volume 1: Men & Magic, pg. 5:

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 TypeNumber Appearing*
Men30 - 300
Goblins/Kobolds40 - 400
Orcs /Hobgoblins/Gnolls30-300

* Referee’s option: Increase or decrease according to party concerned (used primarily only for out-door encounters).

OD&D Volume 3And 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.

Talk about your false premises.

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