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The ADVANCED DUNGEONS & DRAGONS®
game system has grown slowly. From its original
roots in the "Fantasy Supplement" to CHAINMAIL
Medieval Miniatures Rules, the AD&D®
game grew to
encompass a growing, changing, expanding
Fantasy multiverse. Other planes of existence than our own are dealt
with, albeit rather cursorily. New <vocations>
of adventurer have been added, along with magick, monsters,
and much
else. Despite the growth and change, a
whole segment of historically based material has been neglected.
CHAINMAIL dealt principally with European
and Near Eastern history, and the same is true of the
fantasy elements included in the work.
When the DUNGEONS & DRAGONS® game system was envisioned
and created, it relied very heavily upon
the former work, medieval European history, and mythos and myth most
commonly available to its authors. Thus,
D&D® gaming followed CHAINMAIL,
and AD&D gaming followed
after the D&D
game. In its early development, the D&D
GAME was supplemented by various booklets, and in
one of these the monk, inspired by Brian
Blume and the book series called The Destroyer, was appended to
the
characters playable. So too was this cobbled-together
martial arts specialist placed into the AD&D
game
system, even as it was being removed from
the D&D game. In my opinion,
the point certainly went to the
DUNGEONS
& DRAGONS game players!
What's this? Is the creator of this whole
system about to state that Oriental character-types are unsuitable
adventurers? Never! The fact of the matter
is that the admixture of Occident and Orient was an unsuitable
combination. The games stressed a European
historical base and mythology. Even though the AD&D
game
monster roster ranges far afield, it is
still of basically European flavor. The whole of these game systems are
Occidental in approach, not Oriental-at
least not in the sense of what is known as the Far East: China, Korea,
Japan <link: Nippon>, and Mongolia.
The year 1980 had not arrived when I began
thinking about a version of the AD&D
game that would
feature Oriental campaigns and characters.
Good intentions aside, it has taken this long to achieve the desired
goal, and enlisted the talents of both
David "Zeb" Cook and Francois Marcela-Froideval in order to arrive as
early as 1985. Because the GAME
system has changed over the intervening years, the exact nature of the
approach taken herein differs from that
which was originally envisioned. 1 am convinced that the alteration is
for the better, and as you partake of the
information herein, and put it into play, I am as certain you will concur.
Oriental Adventures is a completely new
resource for the AD&D game system. As
you develop your Oriental
Adventures campaign, it is recommended
that you remove the monk character class from the European-type
campaigns. Why? Because what is found herein
is <SUPERIOR> && in the proper surroundings as well!
Oriental Adventures covers the classes
of adventurers, weapons, armor, spells, magick, and even the
special monsters that make the lejend &&
myth of the Far East so rich and varied. Now it is possible to place
the monk, <e.g.>,
in the proper setting, a place where he will encounter samurai and sohei,
combat spirit
creatures, deal with bushi and wu
jen. Of course, schools of fighting are covered. So are the differences
in
weapons between China,
Japan <link: Nippon>, and so on. Culture is also stressed. Honor,
dignity, training in social graces and
ceremonies are as important to adventurers
in this milieu as are XP and magickal treasure. Think
about that for a moment.
In fact, this new book is aimed at providing
players and DMs with the material they need to
develop the "other <0.5>" of their Fantasy
world, the Oriental portion. Once this has been accomplished, it will be
possible for adventurers to roam the whole
world, those from the Occident marveling over the mysteries of the
East, while brave characters from the Orient
Journey to the West to learn about the strange
&& incredible fore
which that land holds. Similarities will
certainly serve to highlight the vast differences.
The purpose of Oriental Adventures
is to bring a new facet to the overall game. It offers what is
essentially a whole new world for development
of different AD&D game campaigns. The
mechanics and rules
are Bassically the same. How could they
be different? We are all humans. The professions
are fairly similar, but
different enough to be xotic. Once the
xotic becomes mundane, the Time has arrived
for cross-cultural
adventuring. This single volume brings
you not only the world of the Far East, but also the meeting of East and
West when the fullness of Time warrants
such contact.
Oriental Adventures is a landmark
work in the GAME system. It brings not only new information; this
book adds a whole new world. As such, this
is a wonderful event that brings enthusiasts the best of two worlds
...literally. So with the broad concepts
behind the volume understood, it is high time to stop wasting time upon
a
Foreword. Sit down, put your feet up, and
prepare to enjoy yourself thoroughly as you read all the new material,
and note the similarities too, in Oriental
Adventures, the latest +addition+ to the AD&D
GAME system. One more
thing: Don't spend too much Time merely
reading. The best part of this work is the play, so play and enjoy!
Gary Gygax
September, 1985
Special Thanks to
Whenever a project of this size is put
together, there are many people who give their time and extra effort to
see it through.
This is particularly true for Oriental
Adventures, as there was much assembling and doublechecking of
the fine details of rules
&& culture. No doubt there are
some who have been left off this list, but they deserve every praise nonetheless.
To Jon Pickens, who produced many obscure
reference books and assumed the role of chief librarian while
doing all his other work.
To Harold Johnson, for besting the inevitable management crises that arose.
To Frank Mentzer, for his timely reviewing and eagle eye.
To Doug Niles, Tracy Hickman, Bruce Heard, and Jeff Grubb for occasionally savage playtesting.
To Jim Holloway, for advice and movies.
To Dave Sutherland, for much fine work on graphics.
To the Japanese players--Masataka Ohta, Akira Saito, Hiroyasu Kurose, Takafumi Sakurai, and Yuka Tate-ishi--for critiquing and improving the manuscript on short notice.
To Mike Martin, for being the calm in the Oriental Adventures storm.
And to Helen Cook, who deserves mention for being patient.
So to these people and everyone who may
have been missed...
Thank you!
<As well, thanks to the author of the
OA article in Footprints #9, which was used to bring OA into line with
previous AD&D releases. Thanks!>
Credits
Original AD&D Game: Gary Gygax
Original Oriental Adventures Concept:
Gary Gygax with Francois Marcela-Froideval
Oriental Adventures Design: David
"Zeb" Cook
Editors: Steve Winter, Mike Breault, Anne
Gray, and Thad Russell
Cover art: Jeff Easley
Illustrations: Roger Raupp, James Holloway,
Jeff Easley, and Dave Sutherland
Cartography: Dave LaForce
Product Design: Linda Bakk, Mike Breault,
and Steve Winter
Typography: Linda Bakk, Betty Elmore, and
Carolyn Vanderbilt
Keylining: Dave Sutherland, Coleen O'Malley,
and Linda Bakk
Proofreaders: Jon Pickens, Harold Johnson,
and Bruce Heard
Illustrations on pages 60, 69, 72, and 128
are taken from Symbols, Signs & Signets by Ernst Lehner,
Dover Pictorial Archive Series, Dover Publications
Inc.
<As well, credit must be given to the author of the OA article in Footprints #9, as some of it included here.>
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