FOREWORD
Players, players,
and more players - that's what comprises the D&D
phenomenon.
And phenomenal is what it is, as
the audience for this, the granddaddy of all role-playing games, continues
to expand.
D&D
players, happily, come in all shapes and sizes, and even a fair number
of women are counted among those
who regularly play the game - making
DUNGEONS
& DRAGONS somewhat special in this regard. This widespread
appeal cuts across many boundaries
of interest and background, which means that D&D
players are marked by a
wide range of diversity. In fact,
one could easily use the analogy that there are as many types of D&D
players as
there are D&D
monsters (after that, draw your own conclusions!). There are unquestionably
fast players, slow
players, clever players, foolish
players, cautious players, reckless players, generous players, greedy players,
friendly
players, and obnoxious players ...
As diverse as
this melange of enthusiasts is, they all seem to share one commonality:
a real love for DUNGEONS
& DRAGONS and a devotion that few other games can claim. This
remarkable loyalty is a great factor in the game's
explosion of popularity, and DUNGEONS
& DRAGONS has become a gaming cult, as avid D&Der's
have ceaselessly
"spread the gospel", enrolling new
players in expanding groups which just seem to grow and grow.
If you're reading
this, then you're a D&D player - and this book is for you! This
is the second release of the
ADVANCED DUNGEONS
& DRAGONS series, and is designed to be a player's book in
every respect - giving you all
the background you require on the
game system, as well as the information you'll need to go adventuring.
Although
this book does not stand alone in
terms of supplying all information needed to undertake a campaign, it will
complement the other two parts of
the whole (the previously released MONSTER MANUAL
and the upcoming
DUNGEON
MASTERS GUIDE) to provide the entirety of what will be ADVANCED
DUNGEONS & DRAGONS (along
with a greatly expanded version
of GODS, DEMI-GODS & HEROES which will follow).
The sheer bulk
of this book may seem considerable (and it is, of course), but there are
many things not included.
These things (such as the details
of the combat tables, for instance) are those parts of the game that rightly
fall
outside the realm of player reference,
and thus are included instead in the more voluminous DUNGEON
MASTERS GUIDE.
As the author points out, this bit
of the "unknown" outside of the players' normal reach will make the game
much more interesting and challenging.
ADVANCED
DUNGEONS & DRAGONS is a game that is demanding for players
and Dungeon Masters alike, but the
rewards in terms of enjoyment are
vast. There is nothing quite like a successful D&D
campaign, and its success is
based upon the efforts of all participants.
The Dungeon Master is pivotal, of course, but the players are just as
important, for they are the primary
actors and actresses in the fascinating drama which unfolds before them.
For that
reason, their outlook and their
conduct will greatly affect the flavor and tempo of the campaign. Accordingly,
they
should do their best to further
the success of the entire undertaking. This is often no more than a matter
of simple
etiquette, and following a few simple
guidelines will suffice to make the game experience more fun for everyone
concerned, to wit:
1) Be an organized player; have the necessary information on your character readily at hand and available to the Dungeon Master.
2) Cooperate with the GM and respect his decisions; if you disagree, present your viewpoint with deference to his position as game moderator. Be prepared to accept his decision as final and remember that not everything in the game will always go your way!
3) Cooperate with the other players and respect their right to participate. Encourage new and novice players by making suggestions and allowing them to make decisions on courses of action rather than dictating their responses.
4) If you are unable to participate in an adventure, give the other players and the DM some concrete guidelines if your character is going to be included in the adventuring group; be prepared to accept the consequences, good or bad, in any case.
5)
Get in the spirit of the game, and use your persona to play with a special
personality all its own.
Interact with the other player characters
and NPCs to give the game campaign a unique flavor and "life".
Above all, let yourself go, and
enjoy!
Enough of the preliminaries - let's get on with the game! Let's see now, where did I stash away all those material components?. . .
Mike Carr
TSR Games & Rules Editor
2 June 1978
OUT ON A LIMB
<THIS SITE IS PG13>
'Lack of Knowledge'
Dear Editor,
Getting on to other things, I read Sonia Brock’s
letter and I have to say that it was very informative. I
myself may be able to relate, in a sense, to her idea
of playing with younger people. The difference
between us is that I am one of the younger D&D
players that a lot of you older people frown upon,
without reason to, because, you see, I have been
playing D&D for about four
years and I have written
one article on wargames that was published by
the American Tolkien society last
July. I do not
claim to be a D&D expert but I do consider myself
to be a good player, both in the way I play and in
the way I conduct myself at gaming sessions.
If some of you are afraid to try us “kids” in your
gaming sessions, then your fears are unfounded.
My opinion on player compatibility is that it’s not
age that conflicts between players, but experience.
When I was an AD&D ref at the last
WinterCon, the
people playing seemed to be acting out the “kid
stereotype,” that is, acting foolishly in most everything
they did, until I realized that they were acting
out of a lack of knowledge, not just out of being a
kid.
All I’m asking is that if you can’t find someone
your age to play with, why not try some of us
younger people — we could both benefit.
Jeff Wagner
—Rochester, MI
[edit]
(The Dragon #35)
I am in favor of listing both the age of the DM
and his/her age preference of players in the DM list.
It seems to me only fair and a convenience for
those who do have a strong preference (or aversion)
for different age groups. I see it as an item of
information which could be helpful to many
people, whereas its exclusion might create problems
for some.
I hope that your magazine continues to grow
and maintain the excellent quality it has exhibited
so far. . . .
Mario Pardillo
—Bronx, NY
(The Dragon #35)
Reader Pardillo has had an interesting suggestion
and a valid point—especially if one is looking
for players older or younger than oneself. However,
such a listing could be looked at from a different
viewpoint and labeled discrimination. Any one
else have a suggestion?
—Jake
(The Dragon #35)
Dear Editor:
After having read your “Out on a Limb”
column (TD #35), I would like to comment on
the subjects mentioned in the letters from Jeff
Wagner and Mario Pardillo, since both of their
letters dealt with the age of players, and I’d like
to add my 2 copper pieces, as it were.
My husband and I are both avid FRPGers
and we game with a variety of groups consisting
of many types of people--age, gender, preferences,
etc. I've found it to be my own personal
experience that the chronological age of a player
matters very little--it's their personality, maturity,
and knowledge of the game that determines
whether the campaign or adventure is enjoyable
or frustrating.
For instance, one group we game with consists
of teenage boys 14 ot 16 years of age. They
have an exceptional working knowledge of the
game (AD&D), and for the most part
tend to
play well within their chosen alignments, use
their heads rather than their weapons when possible,
and get along very well with all of us.
Another group we've gamed with consists of
people 18 to 27 years old who, although they
have learned the "specs" of the game, tend to
try to take liberties with their actions, spells,
weapons and requests of the DM, and will quibble
endlessly when they don't get their way.
Wouldn't you say that the teenagers show more
maturity than these "adults"?
My last example is a group of college-age
people who invited us to attend (as observers
the first time, later to join if we so desired) a
campaign, in which the entire adventure was no
more than an afternoon of strategic mathematics
(everyone had tables and charts galore, and a
calculator in hand at all times), and I couldn’t
help but wonder why they even bothered to play
a fantasy game at all when it was reduced to such
cold, hard formulas. But, although I prefer more
imagination in my gaming, THEY all got along
quite well among themselves, and it came down
to a matter of personality and preference. Their
ages ranged from approximately 17 to 24.
It is my considered opinion that unless a
person is biased for some reason for or against
any particular age group, this shouldn’t be a
major factor in player compatibility. I heartily
agree with Jeff Wagner that experience counts
quite a bit, but as I said before, it’s maturity and
personality that create harmony among players
and between player and DM.
Mario Pardillo’s suggestion that age be listed
for both player and DM in the DM list could
prove to be both benefit and detriment in many
cases. Therefore, I would suggest that it remain
optional to list age, so that those who have defined
preferences could state them, and those
who do not can leave the field open for a greater
variety of responses.
(Mrs.) Lori Tartaglio
(Age-35 years)
—Mercerville, NJ
(The Dragon #37)
Hooray for kids
Dear Dragon Staff:
I would like to begin by saying that I really
love The Dragon. I’ve got all but eight
of the
issues, and hope to get them somehow as well. I
am writing this letter after receiving issue #37,
which I enjoyed immensely, especially the
article on neutral dragons
and also the Sorcerer’s
Scroll. It’s wonderful to hear
about all the
new developments.
I would like to say that realism in fantasy is
achieved by internal tangency. If a world hangs
together, the players will be able to suspend
disbelief easily; otherwise, no go, regardless of
the system used. I agree with Mr. Holsinger
when he says that game reality and not “objective
reality” is the important accomplishment in
a good D&D game.
Secondly, I really applaud Mrs. Lori
Tartaglio’s letter. I am 20 years old and am con-
sidered quite “adult.” Yet when it comes to
D&D I enjoy running kids and teenagers in my
campaign as much, or maybe more, than I enjoy
adults. Most of the kids I’ve played with are quite
mature, if they are treated honestly and in good
taste. They don’t try to overbear the DM so often
as some adults do; they really get into the spirit
of the game and they love every minute of it. I’ve
also played in some dungeons written by teenagers
and kids that were very interesting and
well thought out.
Further, I’ve never had one problem with
kids being deliberately obnoxious. Some adults,
on the other hand, knowing that as a Charismatic
Christian I do not approve of smoking,
have deliberately vexed me with their tobacco. I
do not object to them doing what they want with
their bodies and their health, but I do ask them
not to do it around me. Of course, most kids
smart enough to play D&D are smart enough not
to smoke anyway.
Thirdly: As a Spirit-filled Christian I do not
believe that God minds the use of angels in
D&D! I too believe in the Bible, but I do not feel
that God is so small-minded as to take offense at
a harmless game. There was no blasphemy in
the article (Angels in D&D, TD 35). I suggest a
reading of Matt. 22:35-40 and related scripture. <link>
As New Testament Christians we are to interpret
Scripture from this perspective, not the perspective
of legalism. (Matt. 5: 17) <link>
Lastly, I came very near to dropping my subscription
when The Dragon merged with Little
Wars. I am pleased that The Dragon has remained
a fantasy gaming magazine, basically
oriented toward D&D and other TSR products. I
hope it will remain so.
Reynolds C. Jones,
Petersburg, N.Y.
(The Dragon #39)
Age-old issue
To the editor:
After reading some of the comments on the
age of players in D&D printed
in TD 35-37, I feel
I should voice my opinion.
In response to the editor’s reply to Mario
Pardillo’s letter in TD-35, I think age should
be
listed (in the DM list) to warn all those who do
not prefer a certain age group. There are adults
who do not wish to be part of a campaign where
“kids” are involved. If they feel that way, I
would not want to play in their campaign.
As for Larry DiTillio’s article in “Up On A <link>
Soapbox” (TD-37), I think he is not examining
all aspects of play. He seems to hold the view
that all DM’s are adults and any “kids” who play
the game are innocent little players. He says the
“adult DM’s,” as it were, must strive to teach the
“kids” a moral lesson, to help mold their lives.
Why can’t D&D be a game to be enjoyed by
all ages? Why does age even have to be considered?
Mrs. Lori Tartaglio (Out on a Limb,
TD-37) has a point, in that it is the maturity level
and personality development that matters, not
the “apparent” age level.
I am age 15 and am in the process of becoming
a Dungeon Master for an extensive AD&D
campaign.
Andy Smith
Tyler, Tex.
(Dragon #41)
'Male oriented'
To the Editor:
Recently I have begun playing D&D
and
have come to enjoy the game very much. I have
also begun buying issues of The Dragon
to
further my interest in this hobby. I have, however,
found the magazines to be disappointing
because they are so strictly male oriented. The
stories in particular feature men who adventure
out on grand quests, slay beasts, and discover
vast treasures with women who remain subserviently
by their sides. I am sure there are exceptions
to my complaint, but they are few and far
between. I have found that not only is The
Dragon guilty of this, but other fantasy material
as well. It would greatly increase my enjoyment,
as well as that of other women who are becoming
interested in playing D&D, if we could more
easily identify with the articles in this magazine.
That could only be accomplished by featuring
women in them, too.
Kathleen McCauslin
--East Lansing, MI
(The Dragon #37)
Ah, were it as simple as having a file labeled
“Fiction, female protagonists,” from which to
select. I wish we did. Unfortunately, we don’t,
and I take a small amount of offense from
Ms. McCauslin’s assumption that we at THE
DRAGON are somehow discriminating
against
women.
I will not put forth the argument that the
history and legends from which heroic fantasy
fiction is drawn come from a time period that
was traditionally and culturally male dominated.
That’s a cop-out.
What I will point out is that 98% of all material
submitted to us at THE DRAGON has been
written by male authors—and this accounts for
the male orientation of the magazine. Let me
explain that a bit, for those of you who have
never tried your hand at writing. It is extremely
difficult for a writer to write from the viewpoint of
someone of the opposite sex—at least, it is difficult
to do it well. And, our primary goal here at
the magazine is to present the highest quality
writing we receive. Therefore, since the great
majority of our writers are male, the best of that
writing is male-oriented (not that we receive
many pieces of fiction written from female
viewpoints by male writers—but you see my
point).
Like Mark Twain said, “Everybody complains
about the weather, but nobody does anything
about it.” We’ve received several letters to
“Out on a Limb” from women complaining <links>
about the lack of fiction with female protagonists
and lack of articles written by women. Don’t just
write a letter about it—write an article or a short
story for us! And at the very least, don’t take the
attitude of the woman who sent in a letter last
week and, after complaining bitterly about the
!ack of material by women writers appearing in
THE DRAGON, added at the bottom of her letter,
“Do not publish this letter!”
Quality writing, regardless of the sex of the
author, is what we print in THE DRAGON. We’d
like to have more female perspectives, just for
the change in tone and feeling of what we do
publish, but we’re not about to start some sort of
quota system to insure some artificial and arbitrary
mix of gender of authors. Check out
Cynthia Frazer’s short story “Oasis” that appeared
in our March issue, or Colleen Bishop’s
article on Libraries in D&D
in this month’s issue.
They’re well written and, as it happens, written
by women. As Al Ubell might say, “Ladies, go
forth and write!”
—Jake
(The Dragon #37)
I would appreciate more female players of
D&D and of AD&D
as well. Until more females
play, the games will certainly remain male-oriented.
As to females having greater dexterity,
please give some actual examples. Assuming
that dance requires this, what female can match
the great male ballet stars? Assuming karate or
kung-fu requires dexterity, do females surpass
males? Assuming prestidigitation and escape require
dexterity, which female excels? Which has
equalled Houdini, for instance? Constitutionally,
what female compares to Rasputin? Pain
studies are speculative. We know that males
have undergone torture, ritual and otherwise,
and survived rather well. As to actual ability in
combat, as a genera! rule a good big individual
will beat a good little one more often than not.
Is a limit on strength important? Assuming
about one-third of the players become fighters,
only a few will get 18 strength. 1 in 100 of those
will be absolute, females excluded. They can, of
course, use magic to exceed this limit, just as
males can.
E. Gary Gygax
Lake Geneva, Wis
(Dragon #41)
[edit]
Quote:
Originally Posted by the
black
knight
Hey Gary,
Have you ever seen a 'perfect gaming group,' meaning one that did everything right, chose carefully balanced characters, thought everything through, acting impulsively when needed, and generally made the amazing rolls at the right moment? If not, who came the closest? Who holds that special place in your DM's heart?
Curious,
the black knight
Now there's an interesting
questionfor sure!
In AD&D
play I would have to say that the core members of my player group--Ernie,
Gygax, Rob Kuntz, and Terry Kuntz played very wellif not near perfect.
Terry would on occasion be impulsive as he became engrossed in the adventure.
Between them, and whomever else might be along such as Jim Ward and Mike
Mornard, they overcame many of the toughest challenges.
Hi RFisher,
As a player the DM is omnipotent.
You might try to plead your
case, especially one of rule interpretation and altering actionbecause
of the difference, but if he doesn't want to listen, you loose, Buckwheat!
Zip your lip and accept
with stoic grace.
Should this spoil your gaming enjoyment, thell your DM exactly what is bothering you. If an accommodation can be reached, fine. If not, leave the group and find a DM that is more acceptable to your concept of how one should be. In such case I am sure the DM won't miss you nor you him
Cheers,
Gary