by E. Gary Gygax
The Barbarian (Notes) | - | The Deva (Notes) | - | Other Topics |
Dragon #67 | - | 1st Edition AD&D | - | Dragon magazine |
A few individuals consistently voice
misconceptions about the DUNGEONS
& DRAGONS®
and the ADVANCED
DUNGEONS & DRAGONS™
games with
respect to the whole of the genre of fantasy
role playing in general and TSR in
particular. This matter would be of small
import indeed, were it not that some of
these few are also connected with commercial
ventures in the Adventure Gaming
industry in general and fantasy in
particular. Because of this basic misconception
and lack of knowledge, it is
sometimes difficult to communicate effectively.
In order to cast light on the
situation, please follow along as I draw
a
couple of analogies. Although the parallels
aren’t exact, they do demonstrate
quite amply the points to be made.
In the wide range of card games there
is poker. It is a separate and distinct
game from all others played with cards.
There is a single recognized authority
on
poker — Hoyle. Now the Hoyle rules relate
two distinct types of poker played.
One sort is pretty well free and includes
lots of house rules and hands such as the
skip-straight, straight round the corner,
blaze, and so on. The other form of the
game is that which is played according
to the rules set forth by Hoyle. If one
were to liken the DUNGEONS
& DRAGONS®
game system to
the former sort of poker, and the ADVANCED
DUNGEONS & DRAGONS™
game system to the latter, one wouldn’t
miss the mark by much as far as general
concept is concerned.
Now consider chess.
The game name
actually is a generic for many national
and variant boardgames involving pieces
and pawns which probably evolved
from the Indian game, Chaturanga. Be
that as it may, consider the chess enthusiast
who discovers the fact that there
are, indeed, hundreds of different versions
of the game in addition to that
which the Western world calls chess.
Imagine this delighted fellow then busily
taking what he considers to be the best
features of Shogi (Japanese chess),
Timor’s Chess (a variant game), and a
few of his own ideas. These he uses to
create a new game — chess, of course.
Envision the reception he would receive
when presenting this new game at a
chess tournament sponsored by the US.
Chess Federation! (But all six of the guys
who played it with me loved it!)
If one thinks of the DUNGEONS
& DRAGONS
game structure
as a book which covers most of the
forms of chess, including variants, and
tells prospective players how to put together
a board and select which pieces
and pawns will be used in the creation,
the parallel is not far from the mark.
This
is especially true if one then likens ADVANCED
DUNGEONS & DRAGONS
gaming to Western chess. In the former,
the interested party constructs the design
by steps, beginning with a small
board and simple pieces and adding
space and more complex movement as
skill and DESIRE dictate. The latter case
dictates the size and power of all pieces
and pawns immediately, but the enthusiast
must then concentrate on the skill
required to play the game well.
One letter from a reader of DRAGON™
Magazine commenting on the barbarian
sub-class (issue #63) was critical because
the approach differed from the
other established classes. Using the
analogy to chess, I suggest that the objection
is similar to criticism of the move
of the knight because it can leap over
other men while none of the other pieces
or pawns can do so. That is an aside.
Allow me to return to the major point
which must predicate what follows.
Using the relationship of games, think
about this: Would any intelligent person
purchase a copy of the MONOPOLY®
game, add in some parts of THE MAD
MAGAZINE® game, imagine it to be
somehow “better” than either one alone,
and then announce to everyone far and
wide that the end product was not only
superior, but it was still a MONOPOLY
game?
As ludicrous as that sounds, that
is pretty much what happens when even
well-meaning players of TSR games try
to mix and match different systems. Now
consider the result when some overzealous
MONOPOLY game fan blends in
what he considers “improvements” from
the LIFE game and the CAREERS game,
claiming that the result is a MONOPOLY
game — an improved version, of course
— and playable by all other MONOPOLY
game enthusiasts everywhere. (After all,
he and his group of half a dozen friends
really like the “design”!) Sounds silly,
but that happens frequently to TSR’s
ADVANCED
DUNGEONS & DRAGONS
game.
Notice that TSR owns the ADVANCED
DUNGEONS & DRAGONS
game system.
Well, they own the DUNGEONS
& DRAGONS
game, too — just as Parker
Brothers owns MONOPOLY and THE
MAD
MAGAZINE game. TSR holds the
copyrights to the DUNGEONS
& DRAGONS
and ADVANCED
DUNGEONS & DRAGONS
games.
They own the Trade Marks. Use of either
must be by TSR or with its permission.
Neither game is public domain. No other
firm can make any commercial use
whatsoever of either game without permission
from TSR. Furthermore, house
rules are as different from place to place
as can be imagined, so that of the several
million DUNGEONS
& DRAGONS
game players, the only recognized
basis for intra-group play are
the rules furnished by TSR. It is far more
tight a basis when ADVANCED
DUNGEONS & DRAGONS
gaming is considered.
Of the two or so million players
of that game system, only about 5% even
get DRAGON Magazine
and read the official
rules additions. Just as TSR sells
far more DUNGEONS
& DRAGONS
games than are sold of all
other competing fantasy role-playing
products combined, DRAGON
Magazine
has a circulation which is over twice that
of all of its competitors. To claim that
any
other FRP game system has the acceptance
of DUNGEONS
& DRAGONS
gaming is absolutely contraverted
by hard facts. When ADVANCED
DUNGEONS & DRAGONS
gaming is included in the totals, there
is
no contest — it is a laugher. Similarly,
DRAGON Magazine
dominates the field,
but even with its relatively large circulation,
it reaches less than 25% of the total
DUNGEONS
& DRAGONS/ADVANCED
DUNGEONS & DRAGONS
game audience. Now we
have some perspective.
If one plays the DUNGEONS
& DRAGONS
game system, it is
possible that material from outside that
offered by TSR to be included in the
game. Such a game becomes “house
rules” poker, so to speak. One then either
announces the special rules, or drops
them, when players from outside the
core group participate in the game.
Hoyle has even begun to standardize
house rules, and this is similar to what
TSR will be doing in the next few years
as
a special team of designers and editors
work on the DUNGEONS
& DRAGONS
game system — both to
finish it and to make a few needed
revisions.
The ADVANCED
DUNGEONS & DRAGONS
game system does not allow
the injection of extraneous material.
That is clearly stated in the rule books.
It
is thus a simple matter: Either one plays
the ADVANCED
DUNGEONS & DRAGONS
game, or one plays something
else, just as one either plays poker according
to Hoyle, or one plays (Western)
chess by tournament rules, or one does
not. Since the game is the sole property
of TSR and its designer, what is official
and what is not has meaning if one plays
the game. Serious players will only accept
official material, for they play the
game rather than playing at it, as do
those who enjoy “house rules” poker, or
who push pawns around the chess
board. No power on earth can dictate
that gamers not add spurious rules and
material to either the DUNGEONS
& DRAGONS
or ADVANCED
DUNGEONS & DRAGONS
game systems, but likewise no claim to
playing either game can then be made.
Such games are not DUNGEONS
& DRAGONS
or ADVANCED
DUNGEONS & DRAGONS
games — they are something else, classifiable
only under the generic “FRPG”
catch-all. To be succinct, whether you
play either game or not is your business,
but in order to state that you play either,
it is obviously necessary to play them
with the official rules, as written. Thus,
when you get information in these pages
which bears the “official” stamp, that
means it can immediately be used in
game play.
Certainly, even those groups who adhere
strictly to the rules may develop
certain rule extensions or cases which
differ from what is written. These individuals
are notable, for in a tournament
they are heard inquiring about how certain
rules or situations will be handled.
They play DUNGEONS
& DRAGONS
or ADVANCED
DUNGEONS & DRAGONS
games and fully
understand what that means. I do hope
that all Good Readers are now as well
grounded in the facts of the matter.
Either you play TSR’s DUNGEONS
& DRAGONS
and ADVANCED
DUNGEONS & DRAGONS
games, or you play variants of them, or
you use a hodge-podge system, or else
you play one of the systems which have
grown up after TSR’s. Unless you play
the ADVANCED
DUNGEONS & DRAGONS
game system, you probably
won’t have much purpose in reading
what is official and what isn’t. In any
event, bear in mind that the mainstream
play both game systems as they appear.
Next time someone touts some magazine
or game as being useful for inclusion
in your campaign, consider the
foregoing. Adding non-official material
puts your game outside the DUNGEONS
& DRAGONS
or
ADVANCED
DUNGEONS & DRAGONS
game system. It becomes something
else at best.
Far too often, extraneous material tinkered
onto the existing DUNGEONS
& DRAGONS
or ADVANCED
DUNGEONS & DRAGONS
campaign will quickly bring it down to
a
lower level at best, ruin it at worst.
Fads
and “new, state-of-the-art” games come
and go, but the DUNGEONS
& DRAGONS
and ADVANCED
DUNGEONS & DRAGONS
games
keep on growing and improving. The
choice is yours.
Other topics
As an aside, one letter-writer asked if
magic-users were ever going to benefit
from intelligence at lower levels, suggesting
that they needed spell help in the
form of bonuses such as clerics gain.
Not so. Magic-users are strong enough
as they are. The benefit they gain from
intelligence is the capacity to know additional
spells and the more immediately
important chance of being able to comprehend
any given spell when first presented
with it. Adding to magic-user
strength is certainly a case of gilding
gold and painting lilies. It won’t be done
here! Adding some new, useful spells at
all levels is something else again. . .
.
This same writer also asks: “Are the
characteristics for halflings still going
to
be generated by the roll of 3d6 in all
cases?” As Method
I for such generation
suggests that 4d6 be used, the question
seems rather pointless, shall we say?
The game rules hold as written, except
in
the case of the barbarian sub-class.
However, because it is not a critical rule
in the game, and character ability generation
rolls are so frequently a matter for
lying and cheating (where players really
cheat themselves, much as if they cheated
at solitaire), methods of generation
which develop a reasonable spread and
do not exceed the 18 maximum dice total
are acceptable “house rules.” The credence
of a campaign using such variant
systems might be suspect, even with so
small a matter.
Simply put, variants of this nature too
often give undue advantage or penalty
with regard to the probability spread as
presented in the rules. Thus, how well
will a player used to such undue advantage,
or suffering from lack of experience
in some class or race because of
unfair restrictions, do in a tournament
where the correct systems are used? It
should not take a mathematical wizard to
determine that there is a radical difference
in the probability curves of the totals
of the highest 3 of 4d6 -1 compared
to the total of 4d4! Curves which improve
the character’s chances for high ability
scores are more acceptable — cheating
always takes place in beginners’ campaigns
anyway. They do penalize participants,
however, as they do not prepare
them for the “facts of life” in a real
campaign
let alone a tournament situation.
Overall, the probability curves given
should be respected. They work exactly
as they should in relationship to the
whole game system.
Another aside pertained to height and
weight. The letter-writer held that height
should determine weight. Perhaps that
chap has never seen a short, fat person
or a tall, thin one. Somatyping could be
interesting, but why put it into a game
already fraught with many tables and
charts?
Speaking of tables and charts, I do
have one severe problem with my own
game system. I got talked into doing the
complicated and time-consuming series
for grappling, pummeling, and overbearing
in a weak moment. I have regretted
them ever since. I tend to use a very simple
system which we initially developed
for such close-quarters combat in about
1974. Being a glutton for punishment, I
am now asking all of you Gentle Players
to give me your comments on the matter.
Am I alone in disliking the rules and systems
for weaponless combat as presented?
Do you wish something different?
Should the whole matter be more precise?
Would you enjoy such combat
more if it was accomplished with greater
alacrity and simpler rules? Here is your
chance to influence the course of the
matter.
I
would like to compliment Arthur Collins on
his well written and very
informative article in
issue #93 entitled
"The making of a milieu." This
article and others like it
in DRAGON Magazine
have helped me immensely
in preparing my
world and campaign.
Although I have played the
AD&D
game on
and off since 1979, I have
not started to DM
other than for a few ?trial
runs? because I feel
that I am not quite ready.
I have some questions I
would like to put forth as
a means of starting
some discussions among the
readers of
DRAGON Magazine.
The main question I have concerns
many of
the rules and their implementation.
In issue #67
of DRAGON Magazine,
Gary Gygax wrote an
article entitled "Poker,
Chess, and the AD&D
system," subtitled
"The official word on what?s
official." In this
article he wrote that ?The
AD&D
game system does not allow the injection
of extraneous material. .
. . Either one plays the
AD&D
game, or one plays something else. . . .?
As far as adding ?spurious
rules and material,?
he says that ?no claim to
playing either game can
then be made. Such games
are not D&D or
AD&D
games.? In the next paragraph he writes,
?. . . Either you play TSR?s
D&D or AD&D
games, or you play variants
of them, or you use a
hodge-podge system . . .
Next time someone
touts some magazine or game
as being useful for
inclusion in your campaign,
consider the following.
Adding non-official material
puts your game
outside the D&D or AD&D
game system.?
Yet in the same issue he also
writes this, concerning
the AD&D game's
official rules on grappling,
pummeling,
and overbearing: "I have
regretted them ever since
[their publication]. I
tend to use a very simple
system which we initially
developed for such close-quarters
combat in
about 1974."
In issue #83 Roger
Moore offered what I think
is an excellent system for
unarmed
combat. Yet,
since it is not official,
does that mean that when I
use it, I am not playing
the real AD&D game? If
it does, then I guess Mr.
Gygax isn't either, if he
continues to use a different
system than the one
in the DMG. However,
since Mr. Gygax did
invent the game, you might
say that whatever
system he decides to use
is official. Fine ? but
then why isn?t it published?
Overall, I agree with Mr.
Gygax about the use
of non-official rules. I
subscribe to DRAGON
Magazine mainly to keep track
of official rule
changes. If I decide to use
a new system, or pass
one on to my DM, I will only
use ones published
in DRAGON Magazine
since it is, for me, the
?official? AD&D
game magazine. I hope that I
am correct in assuming that
what Mr. Gygax
meant by ?extraneous material?
would be, for
example, replacing the AD&D
combat system
with that of another FRPG.
Or making major
changes to the armor class
system, ?making up?
your own character classes
for PCs, etc. I have
seen so many people doing
exactly that, and
when they do, as Gary said,
they are no longer
playing the AD&D
game.
However, the weaponless
combat system in
issue #83 doesn't
seem to be a major change. It
doesn?t replace a set of
rules, rather, it simplified
the existing ones, and created
a practical, usable
system. In issue #65,
Lenard Lakofka wrote an
article entitled "Keep
track of quality." He offered
a system by which a character
could, for
example, buy a longsword
not as good as a
magical +1 sword, but better
than the standard
15 gp longsword
listed in the PH.
In issue #92, the
article "Let the horse buyer
beware"
presented what I thought was an excellent
system for buying quality
horses.
In my opinion, these systems
and ones like
them do not seek to replace
any rules. They don?t
make any drastic changes
in the game. They are
tailored to the AD&D
gaming system. If a person
playing the game has a DM
who uses Lakofka?s
weapon quality system and
later switches to a
DM who doesn?t, the most
that can happen is
that the player gets a bit
baked at having laid out
500 gp for a longsword that
is now only just as
good as the longsword his
partner paid 15 gp for.
Still, the bottom line is,
if Gary hasn?t said it?s
official, then it isn?t.
Again, I hope that what Mr.
Gygax meant when he referred
to ?extraneous
material? was the ?major
change? and ?other
game system? type of material
I gave examples
of. Although this might seem
like a moot point to
some, it is important to
me, because I try to
adhere to the ?official?
rules of the game.
Up to now I?ve discussed new
rules. Now I?d
like to ask about the present
ones: Mainly, does
anyone use them? From what
I?ve seen, it doesn?t
look like it. (I have never
been to a GEN CON
convention, AD&D
tournament, etc., which may
be one reason why it seems
this way.) I?ve never
played with a DM who took
weapon speed factors
into consideration. If I
had a gold piece for every
5?4? half-elf I?ve seen carrying
a 4?6? bastard
sword, I could build myself
a castle. If I had a
silver piece for every time
someone used a bastard
sword in a crowded bar without
hitting
anything or anyone except
his opponent, I could
put a kidney-shaped moat
around it. As for
encumbrance: I had a friend
who wanted to give
the AD&D game
a try. I introduced him to some
people who were going to
play that night. After
the game, he showed me the
list of monsters his
character had encountered,
treasure and magic
items obtained, and told
me about the adventure.
When I looked at the list
of money alone, I
almost had a heart attack.
By the rule of 10 gp =
1 pound, he was carrying
about 2 tons of gold
and silver. The character
was already 2nd level,
and he had magic items that
I would expect to see
possessed only by characters
of much higher
level. And on and on.
Do DMs ?out there? go through
the process of
totaling the weight being
carried by PCs prior to
an adventure and every so
often during it? Do
they use that weight to determine
movement rate,
and use the movement rate
as a means of telling
how much time has passed
in the dungeon? I?ve
never seen a DM do this yet,
but I intend to
when I become one.
Another example: When an outdoor
encounter
occurs, do DMs use the system
given in the
DMG for determining
the
distance between the
parties, by rolling the appropriate
dice and modifying
results based on the terrain?
Or do you just
make an intelligent estimate?
All the DMs I?ve
played with have done it
the latter way.
I believe in making up a character
history,
based on race, class, alignment,
secondary skills if
any, social status, religion,
and country or land of
origin. I feel that this
history is a very useful tool
for a DM, when he or she
has to decide whether
or not a character would
have prior knowledge of
a particular person, place,
or event. I feel it also
makes each character an individual.
Yet, I have
seen many people play all
the characters they
have exactly alike. The person
who DM?s for our
group now doesn?t require
a written history on
our characters (which I provided
anyway), but he
does recognize the value
of character history and
takes it into account.
Overall, it seems that the
people who follow all
the ?nitty gritty? rules
and consider things like
character history and world
history in their
campaigns are in the minority.
Although the rules
are official, I would like
to know if DMs ?out
there? really take the time
to use them. I?ve tried
DMing a few times using everything
down to the
?nitty gritty? rules, and
it can really be a pain.
Of course, there are going
to be situations where
a given rule just doesn?t
apply, or no rule exists at
all, and you must use common
sense when you
make your decision. Overall,
though, I feel that
the rules should be followed
for the system to
work correctly, and to keep
the game from degenerating
into a ?Monty Haul? scenario.
So, before
I start to DM regularly,
I would like to find out:
Do people really use the
?nitty gritty? rules, or
do they just ?guesstimate?
a lot? I would really
like to know!
Joseph M. Dornbierer
CTT1 USN
NRRT Box 1364
Imperial Beach CA 92032
Dragon #96
* * * *
I just
read the Forum column of issue #96 and
am impressed with the thoughtful
insights offered
by the author on the problems
with "<O>fficial
rules." The publication of
his letter clearly called
for further comment from
readers, so here are my
thoughts on the subject.
It is absolutely true that
several of the ?official
rules? are too unrealistic,
unplayable, cumbersome,
or, worst of all, simply
not fun. As mentioned
previously, the
hand-to-hand combat rules
published in the DMG
are a
good example of this.
There is no doubt that Mr.
Gygax is a renown
authority on the game, and
he deserves the title
"Sorcerer.? The game system
that he put into
print is simply awesome,
and the vast majority of
the rules are fine. The fact
remains, however,
that he is one individual,
who, like the rest of us
non-demi-humans, is prone
to making mistakes
as well as building better
mousetraps.
Another example of a mistake
in the rules is a
portion of the ?specialist
rules? for fighters,
which were published in an
earlier ?Sorceror?s
Scroll? column. My group
reviewed the ?official
? rules and dutifully incorporated
them into a
new campaign starting at
first level.
The campaign started with
TSR module N1, <link>
The Cult of the Reptile
God, which I have
DM'ed 3 times. That <mod>
is <prolly> one
of the most challenging products
ever published
by TSR, Inc., because it
involves a variety of
adventures in a town,
outdoors, and a dungeon,
and offers a terrific mystery.
When we played it
with the specialist rules,
however, combat was a
crashing bore. At the front
of the party was an
elven bow specialist with
a good strength and
dexterity; anything that
he shot at was slaughtered
or maimed. The main villain
of the module,
who is supposed to be tough,
died on the 2nd
|or| third arrow. (I don?t
recall which and it
doesn?t matter, because it
was on the first round
of melee anyway.) In short,
the group was not
challenged, because of the
death-dealing elf who
nailed any monster before
it closed to engage in
melee. It was simply an exercise
of the elf shooting
arrows, the party mopping
up what little was
left, and the looting afterwards.
As a result of this experience,
we kept the
specialist rules for melee
weapons only. These
rules are well thought out
and Mr. Gygax should
be given credit for dramatically
improving the
fighter class with a fun
and playable rule change.
The ?official? bow specialist
rules were discarded
because they destroyed game
balance. We did
allow bow specialists, but
under much different
rules (+2 to hit, in addition
to racial and dexterity
bonuses, and +1 to damage
per level of
experience). This made the
bow specialist a good
character, but not so formidable
a character as to
eliminate the challenge of
a good adventure. We
sacrificed much of the realism
of the ?official
rules,? but did so in order
to have FUN.
Notably, I have not been to
a convention where
an "official" bow specialist
was one of the prerolled
characters, and I don?t think
anyone will
ever see one in that setting.
If you do, keep him
close to the head of the
party with an arrow
nocked and a good line of
fire, and you should
have few problems with monsters.
The point is this: My group
is no different
from any other group. We
are not so locked into
?official rules? as to discard
them when they do
not work or when they detract
from playing the
game with fun. So what if
we do not use all of the
official rules? We are still
playing the
AD&D®
game, not something else.
For that matter, I have been
to several conventions
and tournaments, and not
once have all of
the ?official rules? been
used in the conduct of a
tournament. Even at the GEN
CON® XV convention,
when I participated in the
"official"
AD&D
tournament, the rules on weapon SPEED
were NOT used, even though
there were several
opportunities to use them.
In another tournament
at the same convention, the
DMs used an initiative
system very different from
that in the DMG.
Heresy, you say? The fact
was that it made the
action more realistic without
sacrificing playability,
and it gave further credit
to the individual
character's DEX.
We still use this system
today.
I do agree that The
Game system should not be
changed in ways involving
major rule changes. It
is a shame, however, that
certain gaps and unworkable
situations in the rules are
left to linger
for so long for those who
want to play as ?pure?
as possible. Again, I do
not know why excellent
ideas promulgated in DRAGON®
Magazine are
not referred to Mr. Gygax
(better yet, a committee;
two or more heads are better
than one) for
the issuance of an official
rule change.
This point is illustrated
by the excellent article
by Katharine Kerr in issue
#96
on creating
character histories. What
an outstanding idea it
would be to require every
player to maintain a
background history of his
character, to include an
account of how each magic
item was obtained,
plus certification by the
DM that the story was
authentic. Not only would
this tend to make
certain players more honest
(you know who you
are), it would alert a DM
on the experiences of a
new character to determine
whether he/she fits
into the milieu. More importantly,
it would tend
to encourage real role-playing,
which is difficult
for many players, particularly
some of the younger
players under 18. Best of
all, such a rule
would probably further the
educational development
of the younger players by
encouraging them
to write and to write well.
In short, nothing but
good could come of this.
The question here is why Ms.
Kerr's article
was not presented in the
context of an official rule
change requiring the writing
of player histories,
even though she did not advocate
this as a rule.
Specifically, why wasn?t
there at least some consideration
given by someone to the thought
of
making such an "<O>fficial"
rule?
Some readers, I am sure, will
disagree with the
requirement that they write
a history for each of
their characters, but that
is because I am one
person with one opinion.
(Maybe Ms. Kerr will
make the count two.) The
point is that as long as
only one person with one
opinion continues to
have the final word on what
is ?official? and
what is not, there will be
flaws in the rules, and
sometimes these flaws will
be major ones. There
must be some flexibility
in adjusting to the improvement
of the game as it becomes
more fa
Some readers, I am sure,
will disagree with the
requirement that they write
a history for each of
their characters, but that
is because I am one
person with one opinion.
(Maybe Ms. Kerr will
make the count two.) The
point is that as long as
only one person with one
opinion continues to
have the final word on what
is ?official? and
what is not, there will be
flaws in the rules, and
sometimes these flaws will
be major ones. There
must be some flexibility
in adjusting to the improvement
of the game as it becomes
more famous.
TSR, Inc., should recognize
that other
folks are capable of having
good ideas, too, and
that these ideas should be
considered for the
status of ?official rules.?
In short, there can be no
monopoly on creativity; just
review a few issues
of DRAGON
Magazine and you will see what I
mean.
In the meantime, all players
and DMs will do
what they have always done:
"Official" rules that
are poor will not be used
no matter how official
they are, and other rules
will be used in their
place to allow for a more
enjoyable time at the
gaming table. "Official"
rules that are well
thought out, playable, and,
above all, fun will
always be used. Having FUN,
after all, is what the
AD&D Game
is all about.
Paul F. Culotta
Snohomish, Wash.
Dragon #98.
* * * *
I would like to reply to Joseph
Dombierer's
letter to the Forum in issue
#96,
concerning <link>
rules, approximations, and
the AD&D Game
system in general.
In his letter, after presenting
an astounding
string of past experiences,
Mr. Dornbierer concludes
his treatise with the question:
?Do people
really USE the ?nitty gritty?
rules, or do they just
?guesstimate? a lot?? Well,
since he so kindly
asked the readers. . . .
In all my years of role-playing,
one thing has
become very clear to me concerning
Dungeon
Masters. A very good one
runs a game with a
complete knowledge of the
rules, yet tempers play
through intelligent estimations
that allow
events
to retain their inertia.
Assuming that everyone participating
in
The Game is honestly trying to prove their
playing
skills, a campaign of any
merit will be very
complex. It will have individual
character histories,
idiosyncrasies, and interactions.
There will
be detailed maps, intriguing
current events, and
important missions for the
players to perform.
So, if such a game is being
run, how can one
person, responsible for all
this and keeping the
players interested, active,
and assertive, manage
this without making any estimations?
The answer
is: He could not. No one
is a perfect computer for
whom such a plethora of statistics,
numbers, and
events would be child?s play
to monitor and
compute. Even if arranged
on charts for easy
reference, this would be
no easy task; basic
combat alone requires a chart
for each character
class, so imagine the tower
of paper required to
run an entire game exactly
by the rules! And
what about the time involved?
For this reason, I think approximations
and
estimations are imperative,
and common sense is
more than essential. All
too often, I have been in
games where either the rules
are strictly obeyed,
almost totally disregarded,
or where approximations
were over-used. Imagine a
DM roughly
estimating your favorite
paladin's
?to hit? versus
an evil lich,
and getting things so incorrect that
the situation becomes laughable!
The obvious answer to this
dilemma, albeit a
difficult one to achieve,
is an equitable use of
both rules and estimations.
I use approximations
and common sense to solve
rule disputes, game
discrepancies, and to expedite
play. I use the rules
to keep estimations within
the confines of the
game system. I use both to
present an extremely
interesting, exciting, and
constantly moving
Game.
It has taken me over eight
years to get to the
point where I can estimate
logically, without a
significant loss in the AD&D
game structure. Yet
even I am not perfect, and
still have a long way
to go. For those who wish
to start on the path to
this lofty goal, I recommend
conservative play,
where the DM thinks carefully
before relating the
consequences of the players?
actions, using logic
and estimation if logic and
rules are not applicable.
Accept player criticism,
and use it to help
your common sense solve game-related
problems.
I guarantee that your games
will be more fascinating
and consistent if the DM
and players
strive to use rules and estimations
in a logical
manner.
Richard W. Emerich
New Canaan, Conn.
* * * * *
I would like to offer an answer
to Joe Dornbierer
?s letter to the Forum in
#96. While I?m
sure there are a number of
people who will agree
with me, there are probably
the same number
who won?t.
From my experience in playing
the D&D®and
AD&D®games
(approximately 9 years), I have
found, in my opinion, that
adherence to all of the
guidelines as published is
the most accepted and
best method of play.
Granted, all the additions
and changes do
make things a trifle hard
to keep up with, and
one is tempted to change
things a bit to make it
easier, but I think I have
some very good reasons
not to do so.
1) Differences in DMs:
When you have more
than one DM in a playing
group, there are
always going to be some differences
in opinion
and interpretation. But the
situation worsens
when, for example, DM #1
plays by the accepted
guidelines, DM #2 utilizes
double damage rolls
for hits, and DM #3 uses
a critical hit table either
made up or taken from another
fantasy game.
When a situation like this
occurs, DMs #1 and #2
(when acting as players under
DM #3) will, in
most cases, be at odds during
game play and
detract from the overall
enjoyment of the other
players. While different
interpretations will and
do exist, these add an enjoyable
amount of flavor
to each different campaign,
if made with moderation
and overall Game balance
in mind.
I have found that if one or
more DMs play in a
group that uses the guidelines
as printed, there
seems to be more cooperation.
Unless hidden
circumstances prevent it,
the players help the
current game master when
combat or some other
type of action gets particularly
heavy. I once
played in a group like this
in which there were 2
DMs and 5 players. While
one DM ran the
scenario, the other was keeping
track of Time,
thus relieving the game master
of one tremendous
burden. Players that fully
understand the combat
system outlined in the DMG
also prove invaluable
to smooth game play.
2) Player's point of view:
In careers such as
Joe's and mine, long-term
settlement is out of the
question, as the military
requires us to move
once, on the average, every
3 years. When we
relocate, in most cases,
a character brought from
one campaign to another is
not allowed to continue
play. I quite understand
not allowing a
32nd-level paladin join a
party of 2nd-level
adventurers, but that isn?t
the only reason used in
a lot of cases.
I am more concerned with players
who are
afraid of using their characters
in a new campaign
because of critical
hit tables or some other
such nonsense that they are
not expecting. If
you've been playing an official
AD&D
game in
one locale, then move and
watch your character
die in the first melee because
of a critical hit, your
reaction will probably be
to walk out -- mine
would be.
If everyone used the official
?guidelines,?
exclusive of any mutations,
relocating would not
be a terror but an opportunity
to experience
different campaigns and playing
styles, without
worrying about that 32nd-level
ninja/cleric/
magic-user dusting off your
character.
3) Tournament play:
I have been to only 4
fantasy role-playing tournaments
featuring
AD&D
games. If you come from a group that
plays AD&D
games without other additives,
you?re not going to feel
"inhibited" by the rules
that are enforced by the
better judges. I have
noticed that the people whose
only experience is
from mutated games sometimes
have a hard time
adjusting to certain things,
like a saving throw of
1 always being a miss no
matter what the adjustments.
So, in a rather large nutshell,
here is one
answer your question. I encourage
your efforts
to play official AD&D
games and would like to
see feedback from other people
on this issue.
Dennis E. Jones, Jr.
Loring AFB, Me.
* * * *
In the Forum of issue #96,
Joseph
Dornbierer
wanted to know if the majority
of the people who
play the AD&D
game use the ?nitty gritty? rules
or if they just ?guesstimate.?
In response to this,
I would like to make a few
comments.
Through the course of playing
AD&D
games, I
have lived in three different
states and had exposure
to many different gamers
and styles. A few
of them were ?nitty gritty?
players and some of
them were ?guesstimaters,?
but the majority of
the players were a combination
of both. They
played by the book but also
included things such
as Mr. Moore?s weaponless
combat system (issue
#83), which was simple
and helped the game
move along smoothly.
These DMs were not concerned
about following
every single rule in the
book. They followed
the majority of the rules,
but they ?forgot? about
the rules which had a tendency
to slow the game
down. A game that is played
using all the ?nitty
gritty? rules would be an
official game, but by
including an extra table
or ability of some sort,
such as Mr. Routley?s "The
handy art of forgery"
-- (issue #96), you
add more flavor to the
game.
You must not forget that Mr.
Gygax had the
rules published in 1979.
Since then, the game has
had thousands of hours of
more game time,
which helps make the game
better by discovering
which rules detract from
the game and finding
out what could be added to
improve the game.
DRAGON
Magazine seems to be accomplishing
this quite well, by printing
things that are meant
to add to the game as a whole.
Todd Breneiser
Rochester Hills, Mich.
Dragon #98
* * * *
I would like to comment on
Mr.
Dornbierer's
letter
in the Forum of issue #96. He asked if DMs
really use the "nitty gritty"
rules of AD&D
games. Well, speaking from
experience, the best
answer I can give is "no."
I have never encountered a
DM (including
myself) who ever used a Weapon
Speed Factor
table. The first character
I ever started out with
was an elf well under 5'
who carried a 6' two-handed
sword! I know of other, greater
infractions
of the rules as well.
One reason so many DMs allow
impossible
characters is to get the
players interested in
gaming. Then, little by little,
the DM might
apply more rules. I don?t
think that any DM ever
makes good use of all
of the rules.
There may be DMs who use all
or nearly all of
the rules, but the AD&D
game is so complicated
that it would take literally
years of practice to
master them. I myself have
never been to a
convention; perhaps they
use those rules there. In
general, I allow anything
that is not obviously
wrong, and most of the DMs
I have met do the
same. You may wish to be
more strict, but using
all of the rules can take
away from the enjoyment
of the game by making it
lengthy and boring.
Each DM must decide for himself.
Chip Myers
Outlook, Wash.
Dragon #98.
* * * *
In regard to the current debate
over the importance
of the "official" rules,
I offer the following
words of Mr. Frank Mentzer,
TSR's Creative
Aide to the President, from
POLYHEDRON
Newszine #9:
"An emphasis on role playing
comes closer to
the original concept of the
game than does an
obsession with details. Gary
[Gygax] doesn?t run
a straight AD&D®
campaign; he?s too creative to
feel comfortable in that
rigid system. You say you
are, too? How many games,
modules, and articles
have you written lately?
Have you given the
system, as published, a chance?
Have you tried
the D&D® game,
a flexible and adaptable framework,
instead of the far more complex
and regimented
AD&D
system?"
The letters in the Forum in
DRAGON
issue
#98
all extol either a ?nitty-gritty? rules fixation,
a more flexible interpretation
of the word "official,"
or a combination of the two.
Unfortunately,
none of the correspondents
mention gaming
experience or creativity,
two factors which I feel
cannot be ignored in this
discussion. I use my
own experiences to illustrate
this point.
I started my first D&D
game eight years ago,
having no experience with
the rules or even
RPGs in general. Back then,
all we had were the
classic "blue
book" and D&D module B1, In
Search
of the Unknown. Beyond that, we made
our own dungeons, in which
yellow mold lined
the only passage into an
orc?s chamber and
nobody said anything. How
did the orc get its
food? Nobody wondered and
nobody cared.
Since then, I have almost
doubled my age and
have grown in all respects.
I am not the same
person I was then, and I
don?t play the same
game. Today I play a highly
modified form of the
AD&D
game which is nonviolent. Very few parts
of the game are unchanged
from their published
form, yet enough has been
salvaged so that the
game is at least recognizable
as an AD&D game.
Eight years ago, I would have
laughed at
anyone who suggested that
I play a nonviolent
game. We played the D&D
game for its wonderful
combat system, and giving
that up would be
like removing your left arm,
if not your heart.
But even if I had the inclination
to create a
nonviolent game, I still
could not have pulled it
off. I simply did not have
the knowledge or skill
to manage a game like the
one I play now.
One of the most important
steps in the creation
of my present campaign was
the switch to AD&D
gaming in one $50 swoop.
The game was somewhat
overwhelming in its scope,
but we played it
exactly as published for
some time. As we progressed
through our campaign, we
began to
notice flaws in the game
and started to create
ways to change the game to
our own ends. The
eventual outcome was our
current campaign. The
campaign will end soon, and
the game will
change further.
There is no question that
the AD&D game, as
published, is both ?complex
and regimented.?
But it must be fully comprehended
to be altered.
Otherwise, the results of
change will never be
noticed. The only way to
understand the game is
to play it, at least for
a short amount of time, as it
is written. After some experience
with the game,
you may feel your creative
impulses suggest
changes in the system. You
may wish to borrow
from other games, from other
gamers, and from
other sources of literature.
By all means, do it.
But at least know what it?s
like to play without
the changes you and your
players wish to install
in the game. It will make
the changes that much
more rewarding.
One note: If the AD&D
game does seem too
?rigid? to you, try the D&D
game. It is a good
system in itself which allows
a more freeform style
of gaming. It is designed
to be added to by individual
DMs in a manner that cannot
be done
with the AD&D
game.
Michael D. Selinker
Seattle, Wash.
Dragon
#100.
* * * *
In issue #96,
a letter by Mr. Joseph Dornbierer
was printed in the Forum
section of your magazine.
Since then, several people
have given their
answer to his question: "Do
people really use the
"nitty gritty" rules, or
do they just ?guesstimate? a
lot?" In answer to Mr. Dornbierer?s
question, let
me say the following. Every
DM I?ve ever
known, myself included, has
changed something
in the ?official? AD&D
rules to meet with his
particular tastes.
I agree with Mr. Paul F. Culotta
(we are not
related, to my knowledge)
when he said in his
letter
to the Forum (issue #98), "It is absolutely
true that several of the
"official rules" are too
unrealistic, unplayable,
cumbersome, or, worst of
all, not fun." Such "rules"
as weapon speed
factors and weapons' AC adjustments
just slow
down and complicate a game
that should be
relatively fast-paced. No
DM I've ever known
has used these in his campaign,
and I seriously
doubt that most do.
On the other hand, some very
?reasonable?
rules are often ignored.
Such things as encumbrance
and weapons restrictions
for short characters
add a touch of realism to
the AD&D game. (I
know many feel that realism
has no place in a
fantasy game, but I feel
that it does.) For example,
I took part in a campaign
in which a halfling
thief was armed with a large
trident. Sure, I?ll
change a few things here
and there, if I feel it?s a
must, but that is going overboard!
Needless to
say, I was slightly annoyed
at the ?breaking? of
what seems to be a perfectly
logical ?rule,? but
because I was not the Dungeon
Master, I said
nothing about it.
Many articles in DRAGON
Magazine are
great for AD&D
play, and it seems idiotic to me
that someone couldn't use
one because one man
hasn't declared it an "official
rule." Some of these
articles include the Creature
Catalogs and Treasure
Troves,
as well as the "Pages from the <Magic Items>
<links>
Mages" and "Ecology" series.
These, along with <Monsters> <links>
many other articles, have
been priceless in aiding
my campaign.
Many new
character classes have been added
to the AD&D
game. On occasion, I have heard of
a player who could not belong
to one of these new
classes because his DM didn?t
believe in using
?unofficial? material. I
myself have used classes
from the pages of DRAGON
Magazine (though
altered slightly to fit into
my campaign), and my
players think they're great,
even though they
weren't official.
To be sure, I?m not saying
that I disagree with
everything Mr. Gygax says
is official. He is
indeed the "founding force?
of the AD&D game,
and without him we would
most likely not have
it. Yet, he is still a man,
and no one man has
ALL the great ideas. I don?t
wish to sound insulting,
and I hope I?m not, because
I have great
respect for Mr. Gygax. I?m
only trying to make a
point: Something doesn?t
have to be official to be
fun.
Chad P. Culotta
Shreveport, La.
Dragon
#100.
* *
* *
I am writing in reference
to a letter I saw in
issue #96. I wish to commend
Mr. Dornbierer for
some excellent and thought-provoking
material.
First of all, yes, there are
some judges who use
weapon speed factors and
?to hit? adjustments.
Encumbrance, too.
This is my fifth or sixth
campaign. I can say
that, with more experience,
as you go along, they
all get easier to do. And,
for the most part, more
realistic and more enjoyable,
too.
No, I don’t believe in going
by the book and I
think Mr. Gygax may have
sent out that article
he wrote too hastily. Instead,
maybe he should
have let it sit overnight
and re-read it the next
morning. It’s more than likely
he wrote it when
something was irritating
him, and thus, he should
be forgiven. The Dungeon
Masters Guide clearly
tells us that it is to be
used as guidelines to aid the
referee.
There are plenty of dungeon
masters who can
carry out a legitimate campaign.
What’s legitimate?
Anything is legitimate. Some
people like
going up four levels in a
one-hour session. That’s
fine for them. Don’t spoil
their fun by telling
them that they aren’t adhering
to the “true
spirit” or the “right way”
of gaming. Not that I
endorse this type of gaming.
My guys have been
playing in my current campaign
for six months
and they’re only about third
level and they love
it. Believe it or not, Monty
Haul campaigns are
legitimate as long as the
players like it. It is not
fair to use the word “degenerate”
in reference to
someone’s Monty
Haul campaign when the
players are loving every
minute of it.
When players don’t
like it, that is another
story. I really feel sorry
for those players afflicted
with the sadistic dungeon
master syndrome. If
you’ve got one of those dungeon
masters around,
tell them to go fly a lurker
above. Then go find a
decent one. It’s people like
that who give the
game a bad name. I once almost
clobbered a
clerk when I went to buy
a module. I placed the
module, along with my $5.50,
on the counter. He
proceeded to tell me what
a great dungeon it was
and how he’d already killed
three parties in only
two weeks. Needless to say,
I told him what kind
of dungeon master he must
be, watched his
incredulous expression, and
left.
All you dungeon masters guilty
of this sort of
thing: Stop. You don’t
have to kill your players’
characters to prove how good
you are. Any Tom,
Dick, or Harry can kill a
character. You have to
show your players a good
time and help them
enjoy playing with you. Don’t
have them throwing
dice, screaming, yelling,
arguing, and stomping
out your back door in fits
of rage. If you show
them a good time you won’t
have to get them to
play. Instead you’ll be fending
them off for lack of
adventures.
Jim Ayotte
Southwick, Mass.
Dragon
#101.
‘Official AD&D’
Dear Editor:
Two points which I must bring
up regarding
material in DRAGON
#35 (March).
In her “Sage Advice” column,
Jean Wells
states that a magic-user
can cast spells while one
of his or her hands is engaged
in holding an
object such as a dagger,
wand, staff, or the like.
This broad affirmative must
be modified. The
magic-user can cast spells
with one hand provided
the spell has no material
component(s)! It
is also true if the spell
has no somatic component,
of course. However, any spell
with V, S,
and M components requires
the caster to have both
hands free. (This is official
AD&D).
<SLINGS>
There are a few clarifications
and comments
I wish to make regarding
“Forsooth, Fantasysmith!”
too. Slings outranged many
ancient
bows, (presumably the simple
types, the recurved
cane bows, and so forth)
and had penetrating
power, when slinging lead
bullets,
greater than most bows. Simple
bows are fairly
easy to make, the exception
being a truly fine
simple longbow. Compound
bows are far more
difficult to make, and when
compound recurved
reflex bows such as the Mongols
fashioned are
considered, the mind boggles
at the time and
labor expended in the manufacturing
process
for weapons sufficient to
equip a tuman or two.
Slings are very simple to
make, easier than a
simple bow by far. The ammunition
for slings,
even metal pellets, is likewise
easier to find or
make than arrows are to fabricate.
Slings were
never as popular as bows,
and disappeared from
the military scene for a
very simple reason. It is
very hard to employ a sling
with accuracy.
Slingers have to grow up
with the weapon and
continue practicing constantly.
Also of importance
is the fact that slingers
must skirmish in
relatively open order, while
bowmen can form
and volley in close order.
The same frontage of
bowmen will generate many
more missiles than
slingers can.
<BOWS>
The bow never dominated Europe.
The English/
Welsh longbowmen certainly
influenced
English, French, and Scottish
history, but the
crossbow played a far more
important role in the
history of the entire Continent.
Longbowmen
had to be trained from boyhood,
fed exceptionally
well as compared to other
foot troops so that
their strength would be up
for pulling their weapons,
and the bows were hard to
make. The
slower-firing heavy crossbow
could, in fact, outrange
the longbow in any event,
and eventually
masses of easily trained
crossbowmen, with
easily manufactured weapons,
were pretty well
standard in all European
armies. . .the English
certainly used them also.
Light crossbows were
employed by horsemen, it
is worth noting. Asia
was, on the other hand, pretty
well dominated
by the bow until the advent
of the musket. If
medieval Europeans had trouble
with Asiatic
archers, so did ancient ones—consider
the
Romans versus the Parthians.
Alexander didn’t
seem to have such problems
with the Persian
host-which gives one pause
until it is remembered
that generalship and troops
are key factors
to date in the history of
warfare. Anyway,
“field plate” for Europeans
circa
1239 wasn’t
much compared to their armor
a century or two
later when Mongol-type bows
for employment
on horseback couldn’t pierce
it. Longbow shafts
could, so could heavy crossbow
bolts, so could
balls from arquebuses.
<SLINGS>
Aztecs and Incas didn’t employ
the bow in
warfare—they used slings
to propel egg-sized
stones at the Spanish. These
missiles were
known to crack steel breastplates.
A single hit
would fell a horse in its
tracks. These slingers
were good, but such heavy
stones meant short
range, and the Spanish crossbows
and firearms
easily outranged them.
Whatever the weapon use. I
am more and
more convinced that the morale
of the troops
was usually the deciding
factor in battle. Numbers,
position, leadership, and
logistics are also
crucial, of course. Now if
the English could have
fielded a few regiments of
longbowmen during
the Napoleonic Wars, we’d
have historical proof
of just how much better that
weapon was than
the musket which had displaced
it. Lack of
archers, bows, and training
were all that prevented
such an occurrence . . .
.
Gary Gygax
—Lake Geneva, WI
(The Dragon
#38)
-
What's official?
--
Dear Editor:
I have read in "Out on a
Limb" in issue #80
that ". . . . anything you
use from an article or
feature is not a rule change
that would be recognized
in any official tournament
or competition
. . ." But I also read (in
a place which I cannot
recall) that submissions
by Gary Gygax are to be
considered official changes.
Which is correct?
Christopher Gray
Naperville, Ill.
(Dragon
#88)
I can't blame you, Chris,
for being confused by
the use of the word “official.”
The difference, as
it applies in these two
cases, is this:
We call Mr. Gygax's articles
official because
(by their very nature)
they have been sanctioned
by him. In other words,
the creator of the
AD&D®
game has contributed additional material
which, although it's not
part of the actual
rules, is compatible with
what has already been
published in the hardbound
rule books or certain
AD&D game supplements,
such as the WORLD
OF
GREYHAWK Fantasy Setting. On rare
occasions, material written
by other people has
been given this official
status after its original
“unofficial” publication.
Two examples that come
to mind are the faerie
dragon in Monster Manual
II and the weather
system in the new WORLD
OF GREYHAWK package,
both of which first
appeared in the magazine.
However, when Mr. Gygax
writes an official
article, that still doesn’t
mean that the information
is to be considered part
of the actual rules.
And, as such, these articles
cannot fairly be used
in official (there’s that
word again) AD&D game
tournaments. In a large,
structured competition
such as the AD&D
Open Tournament that’s
conducted at the GEN CON®
Convention, it
would be inappropriate
— and, indeed, illegal —
to use (for instance)
information about the cavalier
character class that Mr.
Gygax has created,
because not everyone can
be expected or required
to possess the issue of
the magazine in which the
cavalier was introduced.
An official tournament
relies only on what’s
in the actual rule books, and
does not penalize participants
for a lack of knowledge
they may not be able to
do anything about.
An official article may
someday become part of
the rules, but unless
and until it does, it’s not fair
game for tournament play
I sure hope that
explains the difference,
because I just ran out of
space.
— KM
(Dragon
#88)