D&D Chronologically

The Dragon #28, Vol 4.2

Cover by Dean Morrissey

What’s new
  • The Dungeon Masters Guide is out!
  • New column – Up on a Soap Box
  • Full board game – The Awful Green Things From Outer Space
The Dungeon Masters Guide
  • Extensive Q&A with Gygax about the DMG
  • It’s an attempt to give more structure to the game to avoid the craziness OD&D could lead to and allow campaigns to go longer without the players becoming too powerful too quickly (ha, rather different to 5e)
  • He doesn’t envision there being a lot of supplements like OD&D – the 3 books will be sufficient – there may be a second edition but it will be a long time in the future
  • And female dwarves have beards
  • And a bunch of comments by a panel of people involved in its creation – mostly about which sections they like the most
Sorcerer’s Scroll
  • Gygax delves into the evil alignment, particularly what it means to be lawful vs chaotic or neutral
Articles
  • The Politics of Hell – a half real-world mythological/half made-up account of the history of hell
  • A Short Course in D&D – describes an experience of teaching D&D to 55 people and the logistics involved
  • Six Guns and Sorcery – Allen Hammack gives a character conversion table between Boot Hill and AD&D, both from and to
  • Fantasy Smith’s Notebook – a new column about miniatures – in this one reviewing various manufacturers
Up on a Soap Box
  • Conventions: The manufacturer’s view – Gygax gives a good overview of the various costs vs profits an exhibitor can expect – basically it costs a lot but that’s the price of exposure
Variants
  • Level Progression for Players and Dungeon Masters – a way of scoring yourself – x amount of XP for DMing a campaign, for having a character die etc and then being able to say something like I’m a level 4 DM and a level 7 player, one of those nice ideas that will never take off
Giants in the Earth
  • Leigh Brackett’s Eric John Stark
  • Lord Dunsany’s Welleran
Bazaar of the Bizarre
  • Len Lakofka gives us Potions of Forgetfulness, Rings of Silence, Horn of Hadies, Chime of Warning, Book of a Magic User, Leomund’s Plate and Cup, and Apparatus of Spikey Owns (!?)
Dragon’s Bestiary
  • Slinger
Out on a Limb letters
  • Various rants about D&D that aren’t worth detailing

The Dragon #27, Vol 4.1

Cover by Thomas Canty – you can’t beat a knight on a horse!

What’s new
  • New Dragon title logo! The logotype would essentially remain the same till #274, albeit with lots of variations including a change to a 3D style in #225
  • At the start of volume IV, Kask takes a look back at what they’ve achieved with the Dragon and what plans they have – more Tom Wham games, contests, more colour, layout re-designs, etc
Sorcerer’s Scroll
  • Guest column by Bob Bledsaw from Judges Guild about what they’ve done to help D&D with all their playing aids
Articles
  • Brief report by Gygax on Cangames ’79 – says it was great
  • A quick look at Dwarves
Variants
  • Elementals and Philosopher’s Stone – creates some sort of 18 sided thingy that adds more elements such as dry, cold, etc and the corresponding elementals
  • Mythos of Africa – you know the drill
Giants in the Earth
  • Alan Garner’s Durathor
  • Fritz Leiber’s Fafhrd and the Gray Mouser
  • Edgar Rice Burrough’s John Carter of Mars
Bazaar of the Bizarre
  • Gygax – Bag of Wind and variants
Dragon’s Bestiary
  • The Horast
Out on a Limb letters
  • Rebuttal to the harsh LOTR movie critique in #25
Ads of note
  • Best of The Dragon – on sale at at GenCon XII (August) and shipped by mail Sep 1

The Official AD&D Coloring Album

This sure is an odd product. You can read a bit about the background here: https://2warpstoneptune.com/2013/11/25/the-story-of-troubador-press-an-interview-with-malcolm-whyte/

If that doesn’t work, try the archived version.

The book is initially a bit confusing. On each double page spread there are 3 sections – a full page illustration, and then a facing page with a top half that has a story that goes along with the illustration, and a bottom half that has rules for a dungeon game you can play by yourself. What is confusing and gradually becomes apparent is that the story and the game have absolutely nothing to do with each other!

The story has the party coming across all the biggest monsters in D&D, including Tiamat. The adventure has none of that.

The adventure is called, prosaically, “Adventure In The Dungeon”. There’s a map in the middle and some very basic rules about how to move and fight the monsters in each room. The connection to the AD&D rules is by the thinnest thread. There’s even a monster that doesn’t appear anywhere else – the Iron Skeletons of Grusyin.

Anyway, the story is fairly silly. A lot of it is taken up with descriptions of the monsters, mainly the colours of all their parts so that you know how to colour between the lines in the, shall we say, serviceable illustrations.

I guess the next attempt to capture the young market would be the D&D cartoon.

Date Information

Well on Goodreads, someone has put June. In the interview linked above, Malcolm Whyte mentions that shortly after it was published, James Dallas Egbert went missing, which was on August 15, 1979. So June and July are likely. I’ll happily go with June.

The Dragon #26, Vol 3.12

Cover by Roger MacGowan

What’s new
  • New assistant editor Gary Jaquet. Joe Orlowski has moved on to TSR Hobbies as GenCon Co-ordinator from TSR Periodicals
  • Reintroduction of Featured Creature as The Dragon’s Bestiary
  • New Giants in the Earth column by Lawrence Schick
  • New column Bazaar of the Bizarre – new magic items/spells etc
Sorcerer’s Scroll
  • Gygax talks history, saying the act of role playing (separate from specific rules) had been a part of wargaming for years before D&D, some history about the Lake Geneva Tactical Studies Association, the C&C Society, etc. Gygax’s sand table sounds awesome. And then finally the history on the publication of D&D and supplements. He then goes on to talk about how AD&D is a different game – whereas D&D is wild and woolly and can be used in all sorts of crazy loose ways, AD&D is meant to be much stricter and have more rulings about how things work, reducing grey areas. This will mean players can move from group to group more easily and tournament play can be more easily judged.
Articles
  • Deck of Fate – basically using a Tarot deck as a Deck of Fate and the results that will happen to a PC for each card
  • D&D Meets the Electronic Age by Rick Krebs who wrote Gangbusters – basically a description of his group using BASIC to do things like roll dice and determine hit success and even provide simple text adventure stuff like “You are standing in an east west corridor. Which way?”
Design Forum
  • Putting together a party on the spur of the moment – Gygax discusses quickly creating a party, for example at a convention, and gives a bunch of tables to generate said party – unlike a lot of these random table articles, this one is actually good
  • The Thief: A deadly annoyance – some suggestions for players of thieves to do more than just climb walls and pick pockets
  • Hirelings Have Feelings Too – bunch of considerations to not treat hirelings as just dumb yes-men
  • Notes from a Very Successful D&D Moderator – awful article by an awful puffed up DM who ends it all by wishing his players -8 on their saving throws – what a douche-bag
Variants
  • Chinese Undead – various special vampires and such
  • Another View of the Nine-Point Alignment Scheme – a table showing a bunch of things and the alignment’s approach to them – eg whether someone of that alignment would use poison
  • Strength comparison table – extending the strength table down to 0 and up to 27
Giants in the Earth
  • Jack Vance’s Cugel the Clever, Karl Edward Wagner’s Kane, Talbot Mundy’s Tros of Samothrace
Bazaar of the Bizarre
  • Overly detailed instructions on how to create a lich
Dragon’s Bestiary
  • The Barghest

The Dragon #25, Vol 3.11

First cover by Phil Foglio!

What’s new
  • Editorial notes that although the letters column has been revived, it’s already in serious doubt of continuing due to lack of submissions
  • Not a lot of D&D in this one – lots of Gamma World and other stuff
Sorcerer’s Scroll
  • Gygax discusses why character generation in D&D doesn’t have random tables for social class – basically it will be highly dependent on the DM’s campaign – the setting, government etc, so it’s not sensible to have generic tables
  • As an example campaign setting, the World of Greyhawk gets a mention – which wasn’t published till August 1980, one and a half years later
  • He mentions that the DMG is practically finished! He thanks a bunch of people
Articles
  • An article categorising orcish miniatures from various manufacturers
  • Varieties of Vampires – a whole bunch of variations from the real world to spice up your campaign
  • To Select a Mythos – some suggestions for creating your campaign setting
Out on a Limb letters
  • Critique of the new (animated) Lord of the Rings movie – pretty harsh!

Understanding Dungeons & Dragons

This was a 4 page promotional flier given to retailers.

More info and a screenshot can be found on The Acaeum.

I’m including this here for completeness even though I haven’t read it.

Date Information – Early 1979

I’m placing this in April for no particular reason.

The Dragon #24, Vol 3.10

Cover by Elrohir (Ken Rahman)

What’s new
  • now combined with Little Wars again going forward
  • Though only 48 pages, not 56, due to paper costs
  • Out on a Limb letters column makes its debut
  • Joe Orlowski leaving the mag to become convention director for TSR and Gary Jaquet replacing him
Sorcerer’s Scroll
  • Melee in D&D – a fairly lengthy but good and comprehensive article reiterating that D&D combat is not meant to be a realistic simulation but instead an abstraction that’s sufficient enough to make it somewhat realistic and also fun without getting bogged down. Gygax also notes that Jean Wells and Lawrence Shick have joined the TSR Design Department
Articles
  • Featured Creature #2 – winners announced – low number of entries means they won’t run the competition again – 1st place to Robert Charrette and Erol Outs gets an honourable mention
  • The Society for Creative Anachronism – Allen Hammack tells of his experiences (with photos) attending an SCA event – it’s not just about whacking other people with fake swords!
Design Forum
  • Keeping the Magic-User in his Place – DM advice of ways to nerf magic-users if they’re too powerful
  • In Defense of Extraordinary Characters – a rebuttal against the odd criticism that high level characters are unrealistic – they’re called games people!
Variants
  • Chinese dragons – alters and expands what’s given in Gods, Demi-Gods & Heroes
  • Another look at Lycanthropy – a bunch of extra rules – if you like that kind of thing
  • Narcisstics – another one of those really bad humourous monster things
  • Psionics Revisited – ugh – when will it ever end?! – this is a bunch of new powers as far as I can tell
  • Disease – random charts for duration and symptoms
  • The Ramifications of Alignment – an attempt to add extra delineations within the alignments and descriptions of gods that would be appropriate for these – eg Law is further split into things like Harmony, Justice, Knowledge, War, etc
Out on a Limb letters
  • Several criticisms of various articles and a bit of defensiveness on the part of the editor in response

The Dragon #23, Vol 3.9

Cover potentially done by DCS according to this.

What’s new
  • Back to 32 pages as the last standalone Dragon magazine not combined with Little Wars
  • Not a lot in this issue due to large page count given to fiction
Sorcerer’s Scroll
  • Gygax – random tables for generating lower plane creatures – as indicated, this was included almost verbatim as Appendix D in the DMG, although the article version has some drawings
Articles
  • Editorial about conventions, particularly Origins and how it seems a bit of a mess in terms of how it’s administered
  • A short article by Gygax about the growth of RPGs at the Annual Hobby Industry Convention and Trade Show
  • Notes on the weight of armor – it’s not as heavy as you may think in real life
  • Damage Permanency – random tables for damage to create permanent impairments to characters – with an editor’s note that this should not be used in D&D!
  • Dungeons & Prisons – a short article suggesting how a DM can use prisons to get rid of high level characters
Variants
  • Mind wrestling – a kind of board game marker thingy variant for handling psionics

The Dragon #22, Vol 3.8

The image in the bottom left is by Steve Swenston. Otherwise the cover is a complete mess.

What’s new
  • Now 56 pages! Because…
  • They’ve combined The Dragon and Little Wars into one magazine
  • Sneak peek at the DMs Guide! – editorial notes it’s coming out in August at Gencon
Articles
  • The First Assassins – real historical stuff
  • Bad to Worse – Gygax reviews some amateur magazines – he completely ridicules them – maybe deserved but this kind of thing is so small minded and petty and not worthy of inclusion in the Dragon
  • And another comment by Gygax on a review of the Players Handbook in Strategy & Tactics – sigh – get over yourself Gary!
  • International DM Search – a massive list of DMs and campaigns
  • D&D – what it is and where it’s going – first in an ongoing series – finally a decent article – has interesting data about printing numbers of early D&D – talks about putting out the simplified Basic Set and mentions that newer sets will have a module instead of geomorphs. Funnily, he says he’s not interested in always coming out with new and improved editions every so often and considers AD&D will be somewhat done and final with maybe small alterations here and there. New material will come in the forms of modules etc. Also speculates that there will be computerised D&D in the future.
  • First Invitational AD&D Masters Tournament results – using a scenario called “The Quest for the Holy Grrale” (sic) which they say will be published by TSR – though as far as I can tell, they never did. A who’s who of players
  • DM’s Guide sneak peek – descriptions of magic items from the G&D modules, attack matrices, assassin, saving throw and psionic tables
  • The Nomenclature of Pole Arms – by Gygax – this was surprisingly readable and interesting!
Ads of note
  • Ad for B1 – In Search of the Unknown!

The Dragon #21, Vol 3.7

Cover by Paul Jaquays – bit sketchy but pretty decent

What’s new
  • An adventure! – The Hall of Mystery by Don Turnbull – I actually don’t think it’s all that great
  • There’s an error on the cover. It says Vol III No 6 but it’s actually No 7
Articles
  • The Other Humorous Side of D&D – an anecdote from a player about a really bad/ridiculous DM
  • A bunch of tables to come up with fancy titles for characters like “The Captain General, His All Triumphant Magnificance, The Duke Rogor, The Colossal, Destroyer of Evil”
  • Monty Strikes Back – just doesn’t interest me
  • Although not D&D related, it’s worth mentioning there’s an extensive article about “Rail Baron” by Gary Gygax
Design Forum
  • An article suggesting you spice up your monsters by just picking a real world creature and fancying it up – eg giant scorpion
  • An article that’s basically a rogues gallery of NPCs with interesting descriptions and motivations to add flavour to your campaign
Variants
  • Inflation in D&D – characters got too much gold? Just inflate the prices of things! Whatever floats your boat I guess
  • How To Counter Foretelling Spells – DM tricks to deal with powerful characters
  • Sensible Sorcery – how to put some limits on spell research
Reviews
  • The Silmarillion! The reviewer, T Watson, is fairly enthusiastic but with notes of caution about how dense it is.
Ads of Note
  • Ad for S1 Tomb of Horrors!

The Dragon #18 Vol 3.4

Cover by Dean Morrisey, who also did #16 – it’s ok but he definitely improves with later covers

Articles
  • Editorial gives recap of Origins ’78, mentions how huge it was. One mention of the tourney which will be reported on in Dragon 19 and that the 3 modules (ie the G modules) are commercially available
  • Article by James Ward about how to crossover D&D characters to Metamorphosis Alpha and vice versa
Design Forum
  • Article about magic laws – this is actually quite a cogent description of various laws that govern the multitude of magic systems throughout literature – which you could choose to use to add flavour to your campaign
Variants
  • Insanity – saving throw chart based on intelligence and wisdom and an effects table and descriptions
  • New spells – bunch of new magic user spells to use as you see fit
  • The chamber of the Godgame – uh, this is some sort of puzzle chamber thingy – not to my taste
  • Monkish weapons and monk vs monk combat – one of those very detailed things, kind of like the jousting matrix – I guess some people like that
  • Poisons – very short article which splits poisons into 3 different types and their effects
  • NPC stats – random roll tables for pride, greed, and quality of work
Reviews
  • Not D&D related but of note – the new SF game, Traveller, gets a thorough review and description
Comics
  • McLean has 3 pieces – all quite funny. He manages to make something funny with just one panel. And they’re nice drawings too. Tom Wham on the other hand is an excellent artist but I really don’t find Wormy funny in the slightest
Ads of note
  • Same ad for Players Handbook as last issue

Module D3 – Vault of the Drow

What’s New
  • First 32 page module – a huge leap. So from G1 to D3, the page counts are 8, 8, 16, 16, 20, 32. Admittedly 4 of those pages are blank.
  • The Background is clearly now fully geared to be read to the players, completing the transition that started in a partial form in D2
  • Finally, the land of the Drow is described
Art
  • Cover by DCS III as usual, but this time the back cover is by Trampier
  • Considering the page count, there’s very limited artwork in this module – only 2 pieces by DCS III and 4 by Tramp
General
  • In D1 and D2, on the way to the main big caverns, there were 2 encounter areas on the way that couldn’t be avoided without taking circuitous routes. In contrast, in D3 there’s basically a choice between 3 paths and the ability to avoid 2 of the encounters. Apparently when this was played in the Gencon tournament, almost all the groups took the same route and died, as related in Dragon 19 and here https://playingattheworld.blogspot.com/2021/11/the-deadly-illusion-of-gencon-1978.html
  • There’s an idol that has a particularly horrifying outcome of turning a player into a spider over the course of 66 days
  • This is a really impressive setting – the vault of the drow is massive and has a wonderfully alien feel
  • This module is jam packed! Even though there are 6 pages of maps, there’s still not enough room for maps of the bugbear cave complex, the troglodyte tunnels, nor the multi-level black tower, let alone all the merchant villas and noble houses. Oh yeah, and there’s Erelhei-Cinlu, the city itself, which has roughly 10,000 inhabitants…
  • I have no idea how this module was supposed to be dealt with in 1 day’s worth of tournament play
  • There are a number of references to Q1, which wouldn’t come out for ages
Date Information – August 1978
  • See info on D1 page
  • There’s more info about the release at GenCon in the history at DriveThruRPG

Module D2 – Shrine of The Kuo-Toa

What’s New
  • First 20 page module
  • First module to have 2 new monsters
  • The Background seems more clearly geared to be read to the players, with expressions like “your map shows” and “you must all exercise great care”. This is definitely a development and a refining from the previous modules
  • First module to have a map which shows multiple levels superimposed on top of each other – this can at times be a little confusing and is very rarely used in future. See those dashed lines? – those are to indicate a 10 foot wide passage underneath the top level
Art
  • DCS III front and back cover
  • Most internal art by DCS III but quite a few by Trampier as well
  • After the sequence of back covers for the G’s, and D1 showing the main 3 monsters, the back cover of this one just shows the players encountering a rust monster – an odd choice, considering rust monsters are only in the random monster tables. Again, the Australian version doesn’t have a third panel – instead the back cover is the hex map
General
  • There were two and half pages of random monster tables in D1. This module ups it to three and a half pages.
  • The 2 minor encounter areas on the way to the main area are quite interesting – Gygax seems to be adding more and more flavour as he does more and more design – names and motivations for the monsters, and descriptions of various reactions depending on what the players do
  • The massive main temple room is something else! I mean, the main cavern in D1 was big, but the jaggedness of the edges gives it a smaller feel. In this module, the players enter on to a gigantic 260’ x 270’ room with a huge statue at the centre – it’s pretty awesome as a set piece
  • I haven’t got much else to say. Rather than a bunch of random monster cupboards, the layout of the Kuo-Toan city makes a decent amount of sense. The main question I have is “why do they have money?” It’s not like they have any shops or anything…
  • The two and a half pages just for Kuo-Toans is the most extensive monster description yet
  • There’s an article in the October Dragon mag, #19, that details how they scored the tournament with a little commentary about this module
Date Information – August 1978
  • See info on D1 page
  • There’s more info about the release at GenCon in the history at DriveThruRPG

Module D1 – Descent Into the Depths of the Earth

Cover – UK, Aus What’s New?
  • First module with tear off hand-out map for the players!
  • First module with 2 versions of a map – one for the DM, a matching partial one for the players
  • First module to have 1 map level go over 2 panels
  • First modules to have Wizard logo, not Lizard logo
  • First mention I can see of the expression “The Game Wizards”
  • First module to have the Underdark! Not that it was called that at this time
  • First TSR module to have a hex map
  • Gygax cautions the DM to read the whole module and the next two to figure out how much help the elves will be to the party, depending on their numbers and level strength
Art
  • DCS III front cover, like G1 and G3
  • Back cover by DCS III – nice for the players to see because it shows the 3 main monster types they encounter – trolls, troglodytes, bugbears
  • DCS III had the lion’s share of the incidental art as well – another 8 pieces, with Trampier only providing 3
  • The giant slug picture is just such classic D&D
Back cover – UK, Aus General
  • Interesting that the module cover mentions the forthcoming Q1 which would take years to come out
  • It’s nice to have a bit of art at the start showing the hoists across the river of lava from the end of G3
  • Gygax says this module should not be as difficult as G3 and is more of an introduction to the underworld for the players
  • Besides the main route through the underdark, there are lots of side passages and big encounter areas that are “to be designed by the DM or in a Forthcoming Module”, (which they never were)
  • Seeing as there are a lot of passages and travelling, two and half whole pages are given to random encounter tables and descriptions
  • Lots of caverns, lots of monsters
  • Like… lots of monsters – caverns and caverns of 12 bugbears, 14 bugbears, 10 trolls, 18 trolls, no treasure – as Gygax says at the start “Here are the bones of the adventure. You must breathe life into this framework after you flesh it out.”
  • There also seem to be more monsters with names than in the previous modules, eg bugbear chief Grubblik and his son Bruzblid
  • Somewhat oddly, the new monster described at the end, the Jermlaine, only appear in the random monster table for tertiary passages
Date Information – August 1978
  • See info on G1 page
  • Like the G series being released at Origins 78 after the tournament, a month later these were released after the tournament at GenCon
  • The most confirming bit of evidence for their release at GenCon is oddly enough an ad in the October Dragon mag – it’s a full page ad for the G series with a line at the bottom that states “Plus three new modules to be released at GenCon!”
  • Then next month, there’s a full page ad for the D series in the November Dragon mag #20
  • There’s more info about the release at GenCon in the history at DriveThruRPG
  • Official copyright is 1978-09-26, ie September, but that was registered on 1983-01-27

The Dragon #17 Vol 3.3

Ooh boy, that cover – schlocky 70’s fantasy art at it’s finest

What’s new
  • new comic artist – Will McLean – I love his funny comics and style
Articles
  • vampires – how to run them and how player’s can deal with them
  • Faceless Men & Clockwork Monsters – basically a session recap by Gygax of an D&D adventure that teleported into a Metamorphosis Alpha setting – to tell you the truth, this bored me to tears and I couldn’t finish it
  • Tesseracts – how to confuse the map makers with a fiendish/confusing dungeon 4D cube thingy
  • Boredom and the average D&D dungeon – basically how to design a level – give it a theme, eg Ancient Egypt, etc – this was pretty good
  • a breakdown of the upcoming Gen Con schedule
  • a short history of Adamanite – this starts off talking about armor classes and then turns into a made-up legend/history thing – it wasn’t clear what kind of article it was trying to be
Variants
  • Jousting – modifications to the Chainmail rules to include adjustments for D&D character levels
  • Wizards with a difference – basically spells for magic-users that specialise – eg a Wizard of Defense which has a lot of defensive spells, many of which are boosted in some way in addition to totally new spells
  • Sights and Sounds in D&D – random tables to provide atmosphere
  • bunch of joke monsters – like Munchkins – not particularly funny
  • Angels in D&D – there are demons, so here are some counterpart angels
Ads
  • for gen con
  • for the Players Handbook – “Now Available!” – also has new Wizard logo

Module G3 – Hall of the Fire Giant King

What’s New?
  • First 16 page module (G1 & G2 are 8 pages)
  • First 3 panel/3 map cover (although the Australian version doesn’t have a 3rd panel)
  • First to have a new monster description at the end of the module
  • Drow!
  • Mind flayers!!
Art
  • Back to DCS III for the cover. I like how the armour of the middle fire giant (I assume King Snurre) puts me in mind of a fire salamander
  • The backs of G1 and G2 showed aerial shots of the top levels of their maps. That’s not really possible with this one because the dungeon is in a hill. So instead we get a picture of the front doors. Though the proportions don’t really make sense because the two dudes are, I suppose, meant to represent your party (arriving on hippogriffs from G2) and the doors are human size instead of giant size. Anyway, cool picture by Trampier.
  • Otherwise, there seems to be less art in this, but I think that’s because it’s 16 pages, many of which are just walls of text. There are some nicely appropriate ones, like the hell hounds and the evil priest. I count 7 art pieces, about half by DCS III and half by Tramp.
General
  • The Notes for the DM are a bit more extensive this time. There’s even a nice bit where Gygax describes some of what happened to the play-testing group and how he handled it
  • Note: spoilers from here
  • It’s interesting that the titular Fire Giant King Snurre is basically in the first room – area 3. So what’s in the rest of the module?!?
  • An interesting note for the headsman in the torture chamber – if he hits with a natural 20, he may sever an arm, leg or head – this goes against the general idea that hit points in D&D are an abstract thing. It makes sense, seeing as he’s a headsman but still, it’s a bit tricky to then have to play a character with only one leg or one arm!
  • What’s in the rest of the module? Wait a second – what the heck is this way-creepy temple on level 2? Don’t go touching that altar boys and girls! And who are these weird drow?
  • If you thought the treasure was good in G2, wait till you find the red dragon here and behold its treasure hoard – it’s immense!
  • Level 3 – lots of drow
  • Mind flayers!
  • Like G2, again, it’s very hacky slashy – there’s very little description about what any of the drow are doing – it’s a case of: here’s a room – it’s filled with x number of drow with these stats and equipment – and that’s it. Occasionally you get a name and a little bit of motive.
  • The monster description of the Drow is interesting – giving history and hints at more discoveries to come
Image Information
  • From left to right in all pictures, US 4th print, UK print, Australian print.
Date Information – July 1978

Module G2 – The Glacial Rift of the Frost Giant Jarl

US, UK, Australian prints What’s New?
  • Huh, anyone familiar with painting 5E minis? Well one treasure item in this module is Nolzur’s Marvellous Pigments! As far as I can tell, this is their first appearance and their description wouldn’t even be explained until the DM’s Guide came out much later
  • It has dragons! (G1 didn’t, so it’s a first for a TSR module)
Art
  • Cover by Tramp this time
  • I like how, as with G1, the back cover shows an aerial perspective very closely matching the first map, in this case the rift, so if the DM has this propped up, the players can see where they are
  • very nice image in the middle by DCS III
  • there are 4 more incidental pictures, 2 by Tramp (including a pretty cool Remorhaz) and 2 by DCS III
  • as with G1, the Australian module has a different back cover (the 3rd outer cover panel from G3!)
General
  • This is more like a typical dungeon crawl module – lots of caverns with encounters in each
  • Likewise, the wandering monsters aren’t anything special – just random monsters appropriate to the climate
  • Notes for the DM is almost word for word the same as G1
  • There’s an odd comment on a room with snow leopards. The party is surprised on a 1-3 and completely surprised on 4-6. What’s the difference?
  • White Dragons!
  • There’s a heck of a lot of treasure in these modules – definitely need some mules to carry it all out
  • And again, it’s very hacky slashy – lots of caverns with lots of giants/monsters and that’s about it
  • I think the Jarl’s trophy hall win’s the prize for one of the most extensive lists of treasure/random crap – eg a giant boar head, claws of an umber hulk, a giant lynx pelt, etc etc
Image Information

From left to right in all pictures, US 3rd print, UK print, Australian print.

Date Information – July 1978

Module G1 – Steading of the Hill Giant Chief

US, UK, Australian prints

I’m so excited to get to the first official module. The adventure modules are what I enjoy reading the most.

What’s New
  • Its’ the first D&D module designed, produced and distributed by TSR – woohoo! (Lost Tsojcanth wasn’t distributed by TSR, Vampire Queen et al were written by others. Temple of the Frog was a scenario contained in a rulebook, not a standalone module).
  • It’s the first AD&D product besides the Monster Manual (and the Players Handbook released just a touch later)
  • This is the last product to use the Lizard logo (as far as I can tell). That’s on the first printing and the Australian print.
  • Instigation of the module letter/number scheme
  • Concept of a series of modules is introduced – “First of 3 modules” (basically as a consequence of the 3 part structure of how it was used at the Origins tournament)
  • Instigation of the cover wrap around cover with map inside and separate module booklet
  • Note – map style is not new – that style was introduced in the Geomorph products
Art
  • Pretty cool cover and art throughout by DCSIII with the exception of a kitchen scene by Tramp
  • I really like how the back cover is a high perspective shot of the Steading which matches the map
  • Oddly, on the Australian edition, the back cover has no product info and is just the same picture of bugbears from the 3rd panel of the cover of D1. (Note, first US printing only lists the G modules, not the D modules.)
General
  • What’s great about this module is that it’s actually coherent! The environment and layout makes logical sense. The “wandering monsters” are not just random monsters but various of the giants and other creatures moving from location to location. There’s also a hint at a guiding force behind the banding together of giants, to be revealed in later modules.
  • Uhhhh, the chief hill giant, described as a sly, backstabbing, despicable creature, has the name Nosnra, which is suspiciously close to Arneson backwards…
  • In being logically coherent, it means most of the rooms are empty of inhabitants because they’re almost all in the main hall – which makes for one enormous battle if the party takes that on – 29 giants, 8 ogres and a bear!
  • It’s pretty darn short at 8 pages but it still crams a lot in – this is definitely still the era where the DM was meant to come up with a lot of stuff
  • On to G2 next!
Image Information

From left to right in all pictures, US 3rd print, UK print, Australian print.

Date Information – July 1978

The dating of this one is fairly clear. The 3 G modules were used for the tournament which ran at Origins ’78 and put on sale immediately after the end of the tournament. So July it is. You can read a bit about it on DriveThruRPG. More info at The Acaeum.

Further timeline information:

  • Ads in June and July Dragon mags for Origins (July) saying D&D tourney modules (and Gamma World) will be available at the booth and Players Handbook available at GenCon (August)
  • G’s were played at Origins in July
  • G’s have Lizard logo (1st print)
  • Gamma World has Lizard logo (1st print)
  • Judges Guild Journal Issue 10/S June/July lists the G’s and Gamma World for sale
  • Players Handbook available in August with Wizard logo (1st print)
  • Ad in August dragon mag saying PH is available
  • D’s were played at Gencon in August
  • D’s have Wizard logo
  • second print of PH has date of September and Wizard logo
  • the ad in the Oct Dragon for the G’s says they’re available and 3 more (the D’s) to be made available at GenCon (plainly should have been in an earlier issue – but then it’s always hard to figure out the lead times of the Dragon mags)

The Dragon #16 Vol 3.2

What’s new?
  • it’s 36 pages instead of 32 – to accommodate the size of the L Sprague deCamp Green Magician story
Editorial
  • why do so many people take themselves and their hobby so seriously – have fun and a laugh!
Articles
  • a rebuttal to the letter about Cthulhu in Dragon #14 – too much detail for me to care less
  • Adventures of Monty Haul 3 – I find these tedious and just skim them
  • Sorcerer’s Scroll (always my most enjoyable part of the magazine) – Gygax talks about the same theme as the editorial – that D&D is a game which is meant to be fun and that one of the most frequent ways other people try to ‘improve’ it is to try and make it more realistic – which generally just makes it more tedious, not fun. An example he gives is of the Vancian system D&D uses vs making it more complex by having spell points. He also has a go at fanzine type publications, which to my mind always makes him come off as having a chip on his shoulder when he should really just ignore them. I guess some of the personal attacks just got to him.
  • Ward writes about game balance – basically the advice is: don’t make things too easy or too hard for your players
Variants
  • near eastern mythos – ie Sumerian, Babylonian, Canaanite
  • an extensive (5 pages) new class – the ninja
  • some variant to allow clerics and magic-users the use of swords but with big downsides (or something – I didn’t take the time to fully grok the mechanics)

AD&D Players Handbook

It’s exciting to be reading this. Growing up, I definitely read large sections of it and used it as a reference but I’ve never read it cover to cover.

Note that most of my comments will be about things I personally find interesting, not an extensive discussion of everything in the book. (That goes for all my reviews I guess.)

Introduction

Instantly the Introduction is of interest because, having read everything up to this point, it specifically describes some of the changes in AD&D compared to Original D&D – eg stronger Fighters and Clerics.

The overview of the Game is a great bit of visualisation. It’s not about the mechanics – it’s about the flavour, the feats, the adventure. Even after all these years of playing these games, I find this an exciting read – it makes my imagination soar.

Character Creation

So, character creation, and the obvious first odd thing is how to generate your ability scores – use a method given to you by the DM from the DM’s Guide – which at this point wasn’t published yet! Further to that – no combat tables either!

Huh, I remember there being class/race limitations but not to this extent. No Dwarven clerics or magic-users, no Elven rangers etc. And so many other limitations on min/max ability scores and max character levels attainable depending on race/class.

Another rule I’d forgotten about – the fighter and fighter sub-classes can attack once per level of their experience per round if fighting monsters of less than one hit die.

There are all sorts of small details for each class that we never made use of when we played as kids. The monk takes the cake for all its specific rules.

Hit Points, Weapons and Armour

Now here’s an interesting rule – the DM can choose to keep the hit points of the characters a complete secret and only describe roughly how they feel – eg very weak.

It’s nice how Gygax describes the rationale for the hit point system – that basically the increasing hit points gained per level reflect increasing skill at dealing with attacks and damage – eg while 8 hit points of damage may kill a 1st level character, a 10th level character with 50 hit points will have managed to use their skill to mean proportionally they’re not in such a bad way from those same 8 hit points of damage.

Another rule we overlooked – shields can only be counted against a certain number of attacks per round.

The weapon type armour class adjustment tables make sense but are a bit of a nightmare. I remember a friend of mine having the combat computer to do all the calculations.

Spells

Spells, so many spells…

You know, when you really study some of the spells, you find some that can be incredibly useful. For example, lots of people complain about how hard Tomb of Horrors is, especially things like the spoilers! … thing that completely annihilates you. And yet, there’s a simple second level cleric spell called Augury which will pretty much tell you it’s a bad idea to put anything in it.

Gygax obviously has a sense of humour – some of the material components for spells are quite funny – eg for Wall of Fog, you need some split dried peas (ie pea soup fog) and there’s even a fart joke – for Gust of Wind you need a legume seed.

Without knowing it, Gygax has also described a dance rave spell, the Hypnotic Pattern – where the illusionist uses a crystal rod fill with phosphorescent material to mesmerise creatures into dumbstruck awe by waving it around in fancy patterns.

Adventuring

Now we move on to a smattering of sections about Adventuring – time, movement, light, etc. It’s a long time since I’ve read this and even then, I’m not sure I ever read a lot of these sections – there are quite a few tips that Gygax gives for how to deal with things like traps and tricks.

Combat

And then we come to Combat. I’d forgotten that you’re supposed to roll for initiative each round. Seems a bit tedious besides being a bit odd. To tell you the truth, I am rather confused by the example combat given. Eg how surprise doesn’t give a full round of actions, just some extra segments to the surprisers. And how the illusionist at one point has initiative and goes to cast a spell but is then interrupted by the thief attacking. There’s definitely not enough information given to explain how all this works. It must have been a very frustrating wait for the DM’s Guide to clarify all this. This is a recurring pattern. Eg for saving throws – “Your Dungeon Master has tables which show the saving throw scores…”

Although come to think of it, with regards to combat, I don’t think we ever played strictly by the rules. We probably played more of a bastardised AD&D/Basic combination of rules.

I like how Gygax at numerous times points out that this is a game. When it comes to modelling hit points, how combat rounds work, how experience points are gained, he very clearly states that of course it’s not very realistic in some respects but then neither are 12 foot tall giants. To model those things in detail does not make for a fun swashbuckling adventure!

Appendices

Appendix I – Psionics

Huh, reading Appendix I, I think I’ve finally got a grasp on how psionics works. I was totally confused by the explanations in the OD&D Greyhawk supplement. This explains it much better. I still think it’s a totally unnecessary part of the game when there’s already a magic system.

Uhhhh, no. Wait. I still don’t get it. I understand the numbers and the Disciplines, but there are still things that are unclear. A Psionic Blast is the only thing that works against non-psionics, but it doesn’t actually tell you what it really does – like, are the recipients incapacitated for a round or something? I guess there’s more on this in the DMs Guide.

Appendix II – The Bard

The Bard is pretty much exactly the same as described in Strategic Review 2.1 with the exception that they now get Druid spells instead of Magic User spells.

Appendix IV

The known planes of existence finally get a very clear overview.

Overall

Commenting on the book as a whole, like the Monster Manual, the step up in quality is pronounced – the design, layout and organisation is fantastic.

In terms of what’s new, in some ways it doesn’t feel that there’s actually much that’s new conceptually. Rather, it’s a consolidation, distilling, refinement and extension of all the combined OD&D plus supplements plus extra bits from Strategic Reviews and Dragon mag. There’s also a notable culling of over-powered spells along with some other things that weren’t deemed good ideas like hit location.

Oh, and we get the new Wizard logo instead of the Lizard logo.

Oh, and I almost forgot to mention the art by DCS and Tramp – it’s all fantastic! (Except the picture of the races – that’s a bit how-ya-going.)

Date Information – June 1978

Acaeum says June, Of Dice and Men says it was available just in time for Gen Con in August.

The copyright says June, but to tell you the truth, I’m not so sure that it was actually available in June. Oddly, Dragon mag doesn’t mention the Players Handbook in its editorials or even Gygax’s Sorcerers Scroll column. The only place it gets a mention is in some ads saying it will be available at Gencon in August. And in the August issue, it says it’s available now. Oh well, I guess it was just widely available for most people at Gencon and available in small quantities in June. Also, as far as I can tell, the first printings have the G and D series modules in the catalog in the back. Which weren’t really available till July at Origins. I guess that was just forward planning. Also of note, the official copyright registered is August 15th (but it wasn’t registered until 1980). Oh and one other thing, they were already into a second printing in September! So all in all, it’s a bit tricky – it’s probably really July or August but I’m going with June anyway.

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