
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Dedicated to all the fantasy wargamers
who have enthusiatically played and expanded upon the CHAINMAIL Fantasy
Rules,
with thanks and gratitude.
Here is something better!
Special thanks to the Midwest Military
Simulation Association,
the Lake Geneva Tactical Studies Association,
Rob Kuntz and Tom Keogh (in memorium).
ONCE UPON A TIME, long,
long ago there was a little group known as the Castle and Crusade Society.
Their fantasy rules were published, and
to this writer's knowledge, brought about much of the current interest
in fantasy wargaming.
For a time, the group grew and prospered,
and Dave Arneson decided to begin a medieval fantasy campaign game for
his active Twin Cities club.
From the map of the "land" of the "Great
Kingdom" and environs -- the territory of the C&C Society --
Dave located a nice bog wherein to nest
the weird enclave of "Blackmoor", a spot between the "Great Kingdom" and
the fearsome "Egg of Coot".
From the CHAINMAIL fantasy rules he drew
ideas for a far more complex and exciting game, and thus began a campaign
which still thrives as of this writing!
In due course the news reached my ears,
and the result is what you have in your hands at this moment.
While the C & C Society is no longer,
its spirit lives on, and we believe that all wargamers who are interested
in the medieval period, not just fantasy buffs, will enjoy playing DUNGEONS
and DRAGONS. Its possibilities go far beyond any previous offerings anywhere!
While it is possible
to play a single game, unrelated to any other game events past or future,
it is the campaign for which these rules are designed.
It is relatively simple to set up a fantasy
campaign, and better still, it will cost almost nothing.
In fact you will not even need miniature
figures, although their occasional employment is recommended for real spectacle
when battles are fought.
A quick glance at the Equipment
section of this booklet will reveal just how little is required.
The most extensive requirement is time.
The campaign referee will have to have
sufficient time to meet the demands of his players,
he will have to devote a number of hours
to laying out the maps of his "dungeons" and upper terrain before the affair
begins.
The 3ird booklet of this set will be of
great help in this respect,
for a number of helpful suggestions regarding
how to accomplish it all have been given in order to help you accomplish
the task with a minimum of time and effort.
There should be no want of players, for
there is unquestionably a fascination in this fantasy game -- evidenced
even by those who could not by any stretch of the imagination be termed
ardent wargamers.
The longevity of existing campaings (notably
"Blackmoor" in the Twin Cities and "Greyhawk" in Lake Geneva) and the demand
for these rules from people outside these campaigns point to a fantastic
future.
Tactical Studies Rules believes that of
all forms of wargaming, fantasy will soon become the major contender for
1st place.
The section of this booklet entitled Scope
will provide an idea of just how many possibilities are inherent in DUNGEONS
& DRAGONS.
These rules are strictly
fantasy.
Those wargamers who lack imagination,
those who don't care for Burroughs' Martian adventures where John Carter
is groping through black pits,
who feel no thrill upon reading Howard's
Conan saga,
who do not enjoy the de Camp & Pratt
fantasies or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords
against evil sorceries will not be likely to find DUNGEONS and DRAGONS
to their taste.
But those whose imaginations know no bounds
will find that these rules are the answer to their prayers.
With this last bit of advice we invite
you to read on and enjoy a "world" where the fantastic is fact and magic
really works!
E. Gary Gygax
Tactical Studies Rules Editor
1 November 1973
Lake Geneva, Wisconsin
INTRODUCTION
These rules are as
complete as possible within the limitations imposed by the
space of 3 booklets. That is, they cover
the major aspects of fantasy campaigns
but still remain flexible. As with any
other set of miniatures rules they are
guidelines to follow in designing
your own fantastic-medieval campaign. They
provide the framework around which you
will build a game of simplicity or tremendous
complexity -- your time and imagination
are about the only limiting
factors, and the fact that you have purchased
these rules tends to indicate that
there is no lack of IMAGINATION -- the
fascination of the game will tend to make
participants find more and more time.
We advise, however, that a campaign be
begun slowly, following the steps outlined
herein, so as to avoid becoming too
bogged down with unfamiliar details at
first. That way your campaign will build
naturally, at the pace best suited to
the referee and players, smoothing the way
for all concerned. New details can be
added and old "laws" altered so as to provide
continually new and different situations.
In addition, the players themselves
will interact in such a way as to make
the campaign variable and unique, and this
is quite desirable.
If you are a player
purchasing DUNGEONS and DRAGONS rules in order
to improve your situation in an existing
campaign, you will find that there is a
great advantage in knowing what is herein.
If your referee has made changes in the
rules and/or tables, simply note them
in pencil (for who knows when some flux
of the cosmos will make things shift once
again!), and keep the rules nearby as
you play. A quck check of some rule or
table may bring hidden treasure or save
your game "life".
Men & Magic
(Vol. 1) details what characters can be played, potentials, limitations,
and various magical spells. Monsters
& Treasure (Vol. II) describes the beasts
and creatures which will be encountered,
as well as the kind and amount of treasure
they are likely to guard, including
magical items. Finally,
The Underworld &
Wilderness Adventures (Vol. III)
tells how to set up and actually play the campaign.
It is presented last in order to allow
the reader to gain the perspective
necessary -- the understanding of the
two preceeding booklets.
Read through the entire work in the order
presented before you attempt to play.
SCOPE:
With the various equippage
listed in the following section DUNGEONS and
DRAGONS will provide a basically complete,
nearly endless campaing of all levels
of fantastic-medieval wargame play. Actually,
the scope need not be restricted to
the medieval; it can stretch from the
prehistoric to the imagined future, but such
expansion is recommended only at such
time as the possibilities in the medieval
aspect have been thoroughly explored.
The use of paper, pencil, and map boards
are standard. Miniature figures can be
added if the players have them available
and so desire, but miniatures are not
required, only esthetically pleasing; similarly,
unit counters can be employed -- with
or without figures -- although by themselves,
the bits of cardboard lack the eye-appeal
of the varied and brightly painted
miniature figures.
Age Level: 12 years and up
Number of Players: At least 1 referee
and from 4 to 50 players can be
handled in any single campaign, but the
referee to player ratio should be about 1:20 or thereabouts.
RECOMMENDED EQUIPMENT:
Dungeons & Dragons (you have it!)
Outdoor Survival (available from your hobby dealer or directly from Avalon Hill Company, 4517 Harford Road, Baltimore MD 21214)
Dice -- the following different
kinds of dice are available from TSR
1 pair 4-sided dice
1 pair 8-sided dice
4 to 20 pairs 6-sided
dice
1 pair 20-sided dice
1 pair 12-sided dice
Chainmail miniature rules, latest edition (available from your hobby dealer or directly from TSR Hobbies, POB 756, Lake Geneva, Wi. 53147)
1 3-Ring Notebook (referee
and each player)
Graph Paper (6 lines
per inch is best)
Sheet Protectors (heaviest
possible)
3-Ring Lined Paper
Drafting Equipment
and Colored Pencils
Scratch Paper and Pencils
Imagination
1 Patient Referee
Players
CREATING THE PLAYER CHARACTER
1. Roll 3d6 for abilities
2. Choose race
3. Choose class
4. Adjust Abilities
| Class | S | I | W |
| Cleric (Wis) | 3:1 | 2:1 | - |
| Fighting-Man (Str) | - | 2:1 | 3:1 |
| Magic-User (Int) | - | - | 2:1 |
5. Choose alignment
(Dwarf = Lawful or Neutral) (Elf = Lawful or Neutral) (Hobbit=Lawful)
6. 3d6 x 10 = starting
gold. Buy Equipment.
CHAPTER 1: ABILITIES
DETERMINATION OF ABILITIES
Prior to the character
selection by players it is necessary for the referee to roll
three six-sided dice in order to rate
each as to various abilities, and thus aid them
in selecting a role. Categories of ability
are: Strength, Intelligence,
Wisdom, Dexterity,
Constitution,
and Charisma.
Each player notes his appropriate scores,
obtains a similar roll of three dice to determine the number of Gold
Pieces (Dice score x 10) he starts with, and then opts for a role.
A sample of the record of a character looks
appears like this.
| Name: Xylarthen | - | - | - | - | Class: Magic-User |
| Strength: 6 | Intelligence: 11 | Wisdom: 13 | Dexterity: 9 | Constitution: 12 | Charisma: 8 |
| Gold Pieces: 70 | - | - | - | - | Experience: Nil |
This supposed player
would have progressed faster as a cleric, but because of a personal preference
for magic opted for that class.
With a strength of only 6 there was no
real chance for him to become a fighter.
A dexerity of 9 (low average) means that
he will not be particularly fast nor accurate.
His constitutional score indicates good
health and the ability to take punishment of most forms.
He is below average in charisma, but not
hopelessly so.
Explanation of Abilities:
The first three categories
are the prime requisites for each of the three classes,
Fighting-Men, Magic-Users, and Clerics.
(See the Bonuses
and Penalties to Advancement due to Abilities table which appears
hereafter.)
Strength is the prime requisite
for fighters.
Clerics can use strength on a 3 for 1
basis in their prime requisite area (wisdom), for purposes of gaining experience
only.
Strength will also aid in opening traps
and so on.
Intelligence is the prime requisite
for magical types.
Both fighters and Clerics can use it in
their prime requisite areas (strength and wisdom respectively) on a 2 for
1 basis.
Intelligence will also affect referees'
decisions as to whether or not certain action would be taken, and it allows
additional languages to be spoken.
Characters with an Intelligence score above
10 may learn additional languages, one language for every point above 10
intelligence factors.
Thus, a man with an intelligence level
of 15 could speak 7 languages, i.e. the commoon tongue, his divisional
language, a 5 creature languages.
Wisdom is the prime requisite for
Clerics.
It may be used on a 3 for 1 basis by fighters,
and on a 2 for 1 basis by Magic-Users, in their respective prime requisite
areas.
Wisdom rating will act much as does that
for intelligence.
Dexterity applies to both manual
speed and conjuration.
It will indicate the chracter's missile
ability and speed with actions such as firing first, getting off a spell,
etc.
| 3-8 | Fire any missile at -1 |
| 9-12 | - |
| 13-18 | Fire any missile at +1 |
Constitution is a combination of
health and endurance.
It will influence such things as the number
of hits which can be taken and how well the character can withstand being
paralyzed, turned to stone, etc.
| 6 or less | Minus 1 from each hit die* |
| 8 or 7 | 40% to 50% chance of survival |
| 9 - 12 | 60% to 90% chance of survival |
| 13 or 14 | Will withstand adversity |
| 15 or more | Add +1 to each hit die |
Charisma is a combination of appearance,
personality, and so forth.
Its primary function is to determine how
many hirelings of unusual nature a character can attract.
This is not to say that the cannot hire
men-at-arms and employ mercenaries, but the charisma function will
affect loyalty of even these men.
Players will, in all probability, seek
to hire Fighting-Men, Magic-Users, and/or Clerics in order to strengthen
their roles in the campaign.
A player-character can employ only as
many as indicated by his charisma score.
| Charisma Score | Maximum # Hirelings | Loyalty Base |
| 3-4 | 1 | -2 |
| 5-6 | 2 | -1 |
| 7-9 | 3 | -- |
| 10-12 | 4 | -- |
| 13-15 | 5 | +1 |
| 16-17 | 6 | +1 |
| 18 | 12 | +4 |
Bonuses and Penalties to Advancement
due to Abilities:
(Low score is 3-8; Average is 9-12; High
is 13-18)
| Prime requisite 15 or more: | Add 10% to earned experience |
| Prime requisite 13 or 14 | Add 5% to earned experience |
| Prime requisite of 9 - 12 | Average, no bonus or penalty |
| Prime requisite 8 or 7 | Minus 10% from earned experience |
| Prime requisite 6 or less | Minus 20% from earned experience |
Note: Average scores are 9-12.
Units so indicated may be used to increase
prime requisite total insofar as this does not bring that category
below average, i.e. below a score of 9.
CHAPTER 16: THE
CAMPAIGN
PREPARATION FOR THE CAMPAIGN:
The referee bears the
entire burden here, but if care and thought are used, the
reward will more than repay him. 1st,
the referee must draw out a minimum of
6 maps of the levels of his "underworld",
people them with monsters
of various horrid aspect, distribute treasures
accordingly, and note the location
of the latter 2 on keys, each corresponding
to the appropriate level. This
operation will be more fully described
in the 3rd volume of these rules.
When this task is completed the participants
can them be allowed to make their 1st
descent into the dungeons beneath the
"huge ruined pile, a vast castle built by
generations of mad wizards and insane
geniuses". Before they begin, players must
decide what role they will play in the
campaign, human or otherwise, fighter,
cleric, or magic-user. Thereafter they
will work upwards -- if they survive -- as
they gain "experience". 1st, however,
it is necessary to describe fully the roles possible.