The Other Side

#AtoZChallenge2024: Y is for Yeti (and Other Cryptids)

Yeti It is another Monstrous Monday in the A to Z Blogging Challenge, so let's talk about a Y monster. And really there is only one I am going to need for today. The Yeti.

I have often done the Yeti and other cryptids for my A to Z.

And in regular postings,

Pursuing the AD&D Monster Manual back in 1979, I could not help but notice that while most of the monsters were obviously mythological in origin, one stood out.  There are on the next to last entry stood tall and proud, was the Yeti.

Yeti from the Monster Manual

Now you have to remember what the late 70s / early 80s were like.  Bigfoot fever was all over the place then; there were no less than a dozen movies about Bigfoot in the '70s alone. Only the 2010s exceed it.  So seeing a Yeti, who I knew was a relative, was very interesting.  At first, I didn't want to use him; it seemed so "off" to me.  But over the years, I have changed my mind, and now I use all sorts of hominid cryptozoological creatures.   

I think that is one of the great things about this game. I can have my Greek Myths monsters right next to my Horror Movie monsters and my urban legend cryptids. 

The monsters do feel different of course, but that is also part of the fun. But D&D doesn't have to be about fighting monsters all the time. A perfectly acceptable adventure would be a group of cryptid hunters that don't hunt the monsters but instead discover these hidden, supposedly legendary creatures. 

This is one of the things I have wanted to do with my own NIGHT SHIFT game; modern-day cryptid hunting. So not just yetis, but sasquatches, skunk-apes, chupacabras, moth men, greys, and lake monsters. All sorts of fun. Bring the grocery store tabloids to life!

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Tomorrow is the Last Day of the Challenge with Z Day, so I'll discuss the Z-Library of Dungeons & Dragons.

 Celebrating 50 years of D&D.

#AtoZChallenge2024: Sunday Special, D&D 5th Edition

Our last Sunday we will cover the newest version of the game at this moment, the extremely popular Fifth Edition of Dungeons & Dragons.

Dungeons & Dragons 5th Edition

Dungeons & Dragons, 5th Editon

Sadly, D&D 4e did not last, nor did it ever recover the lost players who switched over to Pathfinder and the various retro-clones. While the game made money, it did not make the money Wizards of the Coast and their parent company, Hasbro, wanted. 

In 2012, Wizards announced a massive Open playtest of a system they were calling D&D Next. The materials were given out for free, and they asked for all sorts of feedback. I played an early version of the Warlock class that I liked, but he lost Charisma as he leveled up (I was not a fan of that), but that changed. The company was generating a lot of goodwill at this point, and their stated aim was a D&D that could do anything the previous editions could. 

I went back and forth on whether or not to get the new rules. I am not sure why really, I had every other edition. So I picked up the new Starter Set and I really liked it. Then on August 8th, 2014, at Midnight, my kids and I piled into our minivan, got some tacos at Taco Bell, then drove to our Favorite Local Game Store, and we all bought copies of the new D&D 5 rules.

And it has been a blast. I ran three games of D&D 5, each with a slightly different focus. One was played like and as a 1st Edition game, the other like a 4th Edition game, and one Rules-As-Written (RAW).  Within these rules, I can see elements of all the past editions. I really believe that this time they really tried to get the rules right.

I even got the Spanish Language editions as a gift to help me with my Spanish.

D&D 5e, English and Spanish

This is also the most popular ruleset to date. By any measure, D&D 5e is the most successful version of Dungeons & Dragons ever sold. Maybe to ever be sold if I am being honest. But some of Wizards of the Coast's own actions, starting the 2023 fiasco of trying to "revoke" the Open Gaming License and other debacles, have really destroyed the goodwill they have been building over the last 10 years. 

Since then, even I have talked about converting my last two campaigns over to Pathfinder 2e and Castles & Crusades.

Right now we are in a strange time. 

There have been playtests for what WotC/Hasbro has been calling "One D&D."  Unlike previous versions of D&D, this one is supposed to be backward and compatible with 5e. Many have referred to it as D&D 6th Edition, but 5.5 or (my choice) "fifth edition revised," 5r, might be a better one.

I must say that Wizard's has dropped the ball here for an anniversary, especially a 50th anniversary. There should've been so much more going on this year.

Well, we are only 1/3 through the year, so maybe there will be more.

Tomorrow is Y day, and I am going talk about Yetis and other Cryptids.

 Celebrating 50 years of D&D.

#AtoZChallenge2024: X is for Xanathar

 Something different for me today.  While I have been writing about D&D all month, they are all topics I have quite a bit of knowledge about. This is not one of those days.

In the past I have used X for "Expert" which not really a cheat since X was always used for the Cook/Marsh Expert set, but I already did Expert this year

So today I am going to talk about a character, or a series of characters, all named Xanathar.

Xanathar's Guide to Everything covers

Xanathur, Beholder Crimelord of Waterdeep

Greyhawk Supplement I

Xanathur is not a typical character for me to like. I lean more toward magic-using types. If I want a big bad, I have plenty of demons, devils, faerie lords, vampires, and witches. I am flush with choice. 

So what is so special about Xanathur? 

Well, for starters, he is a beholder. What's a beholder? Well...it certainly began as a joke or pun in Gary's games. It is a giant floating sphere of eyes and teeth.  

They are evil, psychic xenophobes who hate everyone and everything that doesn't look like them. Even other beholders often fail to meet their standards. 

They are one of the original creations for D&D and were even featured on the cover of the Original D&D Supplement I book Greyhawk.  But even in Gary's Greyhawk world, I don't think he had planned for what Ed Greenwood was going to do in his Forgotten Realms world. 

Though Ed has done a lot of GREAT things to expand D&D's world-building, I consider beholders to be part of the World of Greyhawk, and they found their way to the Forgotten Realms

Xanathur

Xanathur, or more to the point, the first Xanathur, was odd by beholder standards. He lived in the city of Waterdeep where he acted as the hidden crime lord of the city. Think Kingpin from Marvel or even The Godfather.  He had only a few close aides who knew who he truly was.  

"He" (and I am not sure if beholders have a gender, to be honest, but this is how he is referred to) was introduced to us in the 1st Edition Forgotten Realms book, Waterdeep and the North. In fact, he was on the cover with his trusted lieutenants.  

Shindia Darkeyes, Xanathur, Shadowheart, and SinéadShadowheart and Sinéad seek information from Shindia Darkeyes and Xanathur

As editions came and went, we learned that the first Xanathur was killed by another beholder, who took over his business and name and ruled the crime of Waterdeep as "The Xanathur." This would happen a few more times. In total, there have been five Xanathurs

Why am I posting about this guy? I mean, I very, very little about him. I remember that Waterdeep book at Waldenbooks, and I thought it looked cool, but the idea of a Beholder hanging out with humanoids and not eating them felt weird to me. Never mind, he was a criminal and working them all. Ok, he was their overlord, and his opinions about non-beholderkin had not changed. 

But this is why he is also great. Ed Greenwood when he started building the Forgotten Realms began to challenge us early on as to what was true about a D&D world. The Realms are NOT Greyhawk, and nor should they be. This is exactly the crazy sort of thing that doesn't sound it should work, but it does and it works well. I mean I never would have done this myself, and that bothers me that I didn't think of something like this. It is so great.

This is the strength of this game. You can do anything you want with it! There is no such thing as too crazy really.

Floating cities? Of course. Dragons sleeping under a city to rise in a time of great need? Ah...hello Ansur still sleeps under Baldur's Gate! Undead tyrant leaders of a xenophobic nation of mages? Ok, that one is actually really easy to believe. 

This is why we game. This is why, 45 years later, I am still finding something new!

Tomorrow is Sunday, and so I'll talk about Dungeons & Dragons 5th Edition for my last Sunday Special.

 Celebrating 50 years of D&D.

#AtoZChallenge2024: P is for Pathfinder (and Paizo)

 A bit of a divergence today for, well, a bit of divergence.  Let me set the stage a bit. It is 2007, and Wizards of the Coast has decided to end the publication of the wildly successful Dungeons & Dragons 3rd Edition line and will now produce Dungeons & Dragons 4th edition.  D&D 3e was the edition that brought many back to the game. It was the edition that rekindled my enjoyment of the game after so many years. The idea that this would end only after 7 years (10 years per edition had been the average) seemed a bit odd.

In any case, 4th edition was released, and ... well, I'll talk about that on Sunday. But people were not ready to give up their 3rd Edition rules. Enter Paizo and Pathfinder!

Pathfinder Core Rules

Back when 3rd Edition was popular, Wizards of the Coast had licensed out the RPG Hobby's flagship gaming Magazines, Dragon and Dungeon, to Paizo, Inc. Here they helmed both magazines for many years and built a few 3rd Edition compatible products thanks to the Open Gaming Licence. In 2007 Wizards of the Coast announced 4th edition they did not renew the contract with Paizo to produce material. So Paizo went on to produce their own Pathfinder periodical, a set of publications similar to the Dungeon magazine. 

In 2008 D&D 4e started out with good sales, but soon they began to fall. Fall faster than expected. Paizo saw there was still a market for 3rd-edition compatible material, but they also wanted to make some changes. Thus, in 2009 the Pathfinder RPG rules were born.

So in 2009, we both did D&D 4e, which was not compatible with D&D 3x or any other D&D rules set. And Pathfinder, which was 95% compatible with D&D 3.x.  That last 5% is for the differences in the D&D 3 and 3.5 rules and the extras Pathfinder added in. But honestly, you could take your D&D 3.0 characters, fight D&D 3.5 monsters while the Game Master ran Pathfinder rules, and everyone would be fine.

Sadly, Wizards of the Coast/Hasbro has a very bad habit of firing people. The good news here though is that some of those people would go on to be hired by Paizo to work on Pathfinder. I mentioned before that Pathfinder is often thought of as being "Dungeons & Dragons 3.75" and there is a lot of truth to that. There is a lot here that feels like D&D 3.x perfected. They certainly had the advantage of 9 more years of playing and writing to help them out. 

Pathfinder then did the impossible, it dethroned D&D as the best selling Fantasy RPG. They beat D&D at their own game. If the OGL was one of the reasons 4e got made, it was 4e's failures that got 5e made. In the meantime, Pathfinder just kept moving along and doing its thing.

Pathfinder 2nd Edition came along in 2019. It was different. While the rules were still very much tied to the OGL and the system first created for D&D 3, these rules had more divergence. The Pathfinder 2nd Edition rules were created to go after the D&D 5th edition, which by this time had reclaimed its market superiority. 

This would change again in 2023 when Wizards announced they were going to "revoke" the OGL (something they actually could not do legally). Pathfinder relied on the safe harbor of the OGL (as do many publishers) so in April of 2023 they announced their Pathfinder 2e Remastered. This would be their 2e ruleset, rewritten to avoid using the OGL and instead their own ORC license. While this did not deal the blow to D&D 5e that Pathfinder did to 4e, it was enough to have some people (myself included) move from D&D 5e to Pathfinder 2eR. 

Pathfinder 2e and 2eRPathfinder 2e and 2eR. I am still a sucker for a ribbon in my book.

I can find no significant differences between the Pathfinder 2e rules and the Pathfinder 2eR ones. I know Paizo is no longer selling the 2e rules in favor of the 2eR, which is as it should be. Pathfinder 2e is a fine game in its own right, and I like it better as long as I am not trying to compare it to either D&D 3e or 5e. And then only because they can all do the same sorts of games, just in different ways.

Tomorrow is Q Day, and I am going with a tried and true one. I will talk about the various Queens of Dungeons & Dragons.

 Celebrating 50 years of D&D.


#AtoZChallenge2024: O is for Original Dungeons & Dragons

 I can't properly celebrate 50 years of Dungeons & Dragons and not talk about where the game started. So let's go back to 1974 and the Original edition of Dungeons & Dragons.

Original D&D

This is the original 3-Volume set of Dungeons & Dragons, plus the Chainmail rules for fantasy minatures.

The rules...are arcane to say the least. These rules assumed that the player and the Referee (what would later be named Dungeon Master) already had a background in wargames or had access to those who did. Some have even gone as far as call the rules indecipherable, but I think that is obviously not the case. These rules say several reprints into the 1980s, with the 6th reprint being the most common. Mine is a mix of 3rd and 4th printings. You can still buy copies of it on DriveThruRPG if you are curious (it sells for the same price as it did back then), OR if you are super serious about it, score one of the collectible editions Wizards of the Coast did 10 years back

I will warn you, they are going for a lot of money now. But they are still cheaper than the OD&D rules from the 1970s.  Even the relatively common 6th printing goes for thousands of dollars now. I hate to think what 3rd printing would sell for.

Original D&D Reprint from 2013
Original D&D Reprint from 2013
Original D&D Reprint from 2013

There were only three character classes back then: Fighting Men, Magic Users, and Clerics. Races were humans, dwarves, hobbits/halflings, and elves, who had to decide whether to begin their day as Fighting Men or Magic Users.

Even the rolling of a d20 (twenty-sided die) was the "optional" rule for combat.

I did not start with this one. However, in 1987, I played a summer session with these rules. It was an educational experience, and I am certainly happy I did. I don't know if I will repeat it like that; I would add in more of the later supplements that made it into the game I know now. But it is something every gamer, especially every D&D player, needs to try at least once. 

These rules, though, were the absolute standard for gaming from 1974 to 1977, when TSR launched the Advanced Dungeons & Dragons line. Even other game companies mimicked TSR's approach.

A prime example is Traveller, the premier science fiction RPG, which began as a same-sized box with three books. If the D&D game books were called "The Three Little Brown Books, " the Traveller books were  "The Three Little Black Books." 

OD&D and Original Traveller
OD&D 3LBB and Original Traveller 3LBB

These little books are a very humble start to what would become a worldwide phenomenon. As the game grew and progressed, so did its players. We are now at a point where there is truly a game out there for everyone's needs and wants. And if the game you are playing doesn't do that, well there are thousands of choices. 

I still love reading these little books. They never get old to me. 

Tomorrow is P Day, and I'll talk about Pathfinder, the divergence of Dungeons & Dragons.

 Celebrating 50 years of D&D.


#AtoZChallenge2024: N is for Appendix N

Appendix NThe original 1st Edition Dungeon Master's Guide for Advanced Dungeons & Dragons is a treasure trove of material for running an AD&D game. It is also a treasure for running any sort of game. What it lacks in organization is something 2nd Edition attempted (and had some success with) to fix, but it makes up for in sheer volume and charm.

The tome, in addition to various details for the AD&D game, also has many informational appendices. One famous one was Appendix N.

Titled Appendix N: Inspirational and Educational Reading it is the only Appendix that doesn't offer direct advice above "read these."

Now, over the years, there has been something a cottage industry with the circles of "old school" gamers to study these books as if they were some sort of literary canon, ancient wisdom handed down from sages to us mere mortals.

Well...yeah, I mean there are some good books here sure, but you can play and enjoy D&D and never have read any of them really.

There are many links to explore these texts. Here are just a fraction.

There are even books about it.

Now, I am not trying to discount the effect these had on the writing of Dungeons & Dragons. I think I made clear at least some of these on H is for Hobbit day. Even the new 5th Edition D&D Player's Handbook revisits this list.

At the time I started playing D&D I had read the Hobbit. And that was about it. I was working through Lord of the Rings at the same time. I would quickly pick up Moorcock's Elric saga which is a natural step before getting into H.P. Lovecraft.

I actually found that a similar list in the Moldvay Basic book was much better. I also created my own "Appendix O" (the DMG has Appendix O) because it comes after N (and O for occult) of my own books that influenced my writing.

The Witches of Appendix N

A little project I have been planning is "The Witches of Appendix N." This would cover the various witches in these books and how I could represent them as AD&D characters. Some are easy, like Morgan Le Fey from Poul Anderson's Three Hearts and Three Lions or the winter witches of Fafhrd's homeland in Fritz Leiber's Fafhrd & Gray Mouser series. Others have close ones, like the works of H.P. Lovecraft. And some don't have any at all. 

I have never read some of these books despite knowing about them for 45 years, and others I have not read in a very long time. So, it might take a bit for this project to see the light of day. 

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Tomorrow is O Day, so I am taking us back to where it all began with Original D&D.

 Celebrating 50 years of D&D.


#AtoZChallenge2024: M is for Monster Manual

 Today is Monday. It is also "M" Day. Here at The Other Side, Mondays are used for Monstrous Mondays, where I talk about monsters. Since I am doing the A to Z of Dungeons and Dragons my topic for today was pretty much handed to me.  Today I am going to talk about the Monster Manual.

All printings of the 1st Edition Monster ManualAll printings of the 1st Edition Monster Manual

Monster Manual for AD&D 1st Edition

This is the book that got me into D&D and RPGs. Along with The Hobbit, this is where my journey began. 

The Monster Manual was the book for me.  The one that got me hooked.  The book I borrowed from a friend to read in "silent reading" back in 1979 at Washington Elementary School in Jacksonville, IL, was the one that made me the über-geek you all know today. How über? I used the freaking umlauts, that's my street cred right there.

Back in '79 I was reading a lot of Greek Myths, I loved reading about all the gods, goddesses and monsters. A particular favorite of mine was D'Aularires' Book of Greek Myths. So I saw my friend's Monster Manual and saw all those cool monsters and I knew I had to have a copy. Though getting one in my tiny near-bible-belt town was not easy.  Not hard mind you, by the early 1980s the local book store stocked them, but I was not there yet.  So I borrowed his and read.  And read.  And read.  I think I had the damn thing memorized long before I ever got my own game going.
D'Aularires' Book of Greek Myths and the Monster Manual
Since then, I have judged a gamebook on the "Monster Manual" scale. How close of a feeling do I get from a book or game compared to holding the Monster Manual for the first time? Some games have come close, and others have hit the mark as well. C.J. Carella's WitchCraft gave me the same feeling.

Also, I like to go to the monster section of any book or get their monster books. Sure, sometimes there are diminishing returns—Monster Manual V for 3.5, anyone? But even then, sometimes you get a Fiend Folio (which I liked, thankyouverymuch).

This book captured my imagination like no other gamebook.  Even the 1st DMG, a work of art, had to wait until I was older to appreciate it.  The Monster Manual grabbed op to me from the start and took me for a ride.

The Book (and PDF)
The Monster Manual's PDF has been available since July 2015. The book has three different covers from the various printings in 1977, 1983 and 2012.

Monster Manual 1977Monster Manual 1983Monster Manual 2012
Regardless of what cover you have, the insides are all the same. The book is 112 pages long and features black-and-white art from some of the biggest names to grace the pages of an RPG book.
This book was the first of so many things we now take for granted in this industry. The first hardcover, the first dedicated monster tome, and the first AD&D book.
The book contains 350+ monsters of various difficulties for all character levels. Some of the most iconic monsters in D&D began right here. Mostly culled from the pages of OD&D—even some of the art is similar—and the pages of The Dragon, this was and is the definitive book on monsters.

Eldritch Wizardry gave us the demons, but the Monster Manual gave us those and all the new devils.  The Monster Manual introduced us to the devils and the Nine Hells. We also got the new metallic dragons, more powerful and diverse undead, and many more monsters.  There were new sub-races of the "big 3". Elves get wood, aquatic, half, and drow.  Dwarves get hill and mountain varieties. Halflings get the Tallfellows and Stouts. So, there are not just more monsters but more details on the monsters we already know.

While designed for AD&D, I used it with the Holmes Basic book. The two products had a similar style and seemed to work great together. It was 1979, and honestly, we did all sorts of things with our games back then. The games worked very well together.



Flipping through one of my physical copies or paging through the PDF, I now feel the same sense of wonder I did 45 years ago.

Thankfully, you can get the PDF of the Monster Manual for just a little more than the hardcover cost 45 years ago.

Gary Gygax's Daughter with the Monster ManualGary Gygax's oldest daughter, Elise, with the Monster Manual

The original Monster Manual is still so popular today that Wizards of the Coast is still making minis for D&D 5th Edition in the style of the monsters from AD&D 1st Edition. Granted, those sets are not aimed at casual 5e players but rather old gamers like me with fond memories and more disposable income than we had in the late 1970s and early 1980s.

I feel it is difficult for me to truly convey how I felt when I first read this book. But I think I have approached explaining it.

One thing is certain. This is the reason I have been working on my own Basic Bestiary.

Tomorrow is N Day. I plan to discuss the infamous Appendix N from the Dungeon Master's Guide.

 Celebrating 50 years of D&D.


#AtoZChallenge2024: Sunday Special, D&D 3rd Edition

This is another Sunday special to talk about another edition of D&D. Today, we are going to visit the year 2000 and the Third Edition of Dungeons & Dragons.

Dungeons & Dragons, 3rd Edition

Dungeons & Dragons 3rd Edition

Ok, let's get caught up. By 1997 I was married, had a new house, a new job and we were planning on starting a new family. I was also really, really burned out on D&D. I was tired of the nonsense that TSR kept pulling on their fans, I was tired of the infighting between the fans of different settings, and the power creep in the books was getting to be way too much. 

In April of 1997, TSR was not just in dire straits; they were failing life support and hemorrhaging money. In comes Wizards of the Coast, flush with cash from the success of Magic the Gathering. They buy TSR, and Dungeons & Dragons, and wipe out all of TSR's debt. 

For a while, things seemed, well, weird. Wizards ran TSR as an extension, and books were still produced using the TSR trade dress.  However, in late 1999, I got an email. I want to say it was December since that roughly corresponds to my 20th anniversary of playing. This email, which I was told was ultra-confidential, was the play test documents for the new Dungeons & Dragons 3rd Edition.

Then 2000 rolled around. On September 11, 2000 (not *that* 9/11) I went into my Favorite Local Game Store and bought a copy of the 3rd Edition Dungeons & Dragons Player's Handbook. 

This edition was new. So new that unlike the past editions this one was not very backward compatible. This was fine since Wizards of the Coast (now dropping the TSR logo) had provided a conversion guide. The books were solid. All full color and the rules had expanded to fix some of the issues of previous versions of D&D. Armor class number got larger as the armor got stronger, as opposed to lower numbers being better. Charts for combat were largely eliminated, the number on the sheet was what you had to roll against. Everyone could multiclass, all the species (races) could be any class without restrictions, though some were better at it than others, and everyone had skills. 

But the most amazing thing about 3rd Edition D&D was that aside from a few protected monsters and names, Wizard of the Coast gave the whole thing away for free! Yes the books with art cost money. But the rules, just a text dump, were free for everyone to download. It was called the System Reference Document or SRD. It was all the rules so that 3rd-party publishers could produce their own D&D compatible material. With these rules you could play D&D without the books. There was no art and no "fluff" text, but everything was there.

Eventually the system was updated to a 3.5 with various levels of compatibility with 3.0. It was I still say 98% compatible, except for where it wasn't.

Dungeons & Dragons 3.5 Edition - Special covers

The books were larger, and had some new art, but they were still largely the same. They were close enough that originally I did not feel the need to buy them. But when the "Special Edition" leather-bound covers came out, I had to have them. Plus I am a sucker for a book with a ribbon. 

D&D 3rd edition had a very solid run from 2000 to about 2008. 

The rumor I have heard was that the higher-ups at Hasbro (who now owned WotC) demanded a 4th edition because they could not believe that WotC was just giving away the game in the SRD. The way the license was written though they just could not pull it. They tried this back in December 2022/January 2023 and the fans and the publishers revolted. Hasbro's stock fell and subscriptions to their online tool, DnDBeyond, tanked so bad that Hasbro not only backtracked, they dumped the whole 5th Edition SRD into the Creative Commons.  I might to cover that in detail someday.

D&D 3rd Edition, though, still lives on. The Pathfinder RPG was created by people who worked with WotC on D&D 3.x and is often called "D&D 3.75." Pathfinder 1st Edition was published in 2009 and directly competed with D&D 4. By many measures, it out-sold and outperformed D&D 4. Pathfinder 2nd Edition was published in 2019. While not as backward compatible as the 1st edition, we are now at a point where the D&D 3.x (also known as d20) rules are approaching 25 years old.  That is some longevity. 

I still enjoy 3rd Edition. I played it a lot with my kids and had a great time. It rekindled my love for D&D, and that was no small achievement.

Dungeons & Dragons 3.x Edition was also the edition which Wizards really embraced PDF format. So to my knowledge nearly everything is available at DriverThruRPG.

Tomorrow, we will be back to regular A to Z posting. It is M day and Monday, so you know I am going to talk about Monsters!

 Celebrating 50 years of D&D.


#AtoZChallenge2024: L is for Larian Studios

 I have been talking a lot about D&D history this month, but today I want to shift focus for a moment and talk about D&D's present. Honestly, the best Dungeons & Dragons content is not coming from the current owner and publisher, Wizards of the Coast (Hasbro), but from other companies. One in particular is Larian Studios, and the content is Baldur's Gate 3.

Larian Studios

It is not really hyperbole to say that Baldur's Gate 3 is the biggest video game of the last couple of years and might be the best video game I have ever played.  Larian is a smaller independent video game company located in Belgium. They have had a great track record of producing engaging, high-quality games for a small studio. Their big claim to fame prior to BG3 was their Divinity series. In their game Divinity: Original Sin 2, you can see the elements that would later be enhanced and perfected in BG3.  They are notable for their constant and rapid support, their desire to listen to their fans and give them what they want, and their games do not have microtransactions. These are little features in other games. Want some cool armor? Great, just $0.99 on your credit card. Cool sword? $1.99. For Larian, if you want those things, they are in the game for you to find somewhere.

They are a small independent studio producing games that rival, and in many cases surpass, the ones made by larger and more well funded companies.

Baldur's Gate 3

Baldur's Gate 3

Larian Studios shocked me with this. Baldur's Gate 1 was released in 1998, and Baldur's Gate 2 was released in 2000, with updates up to 2016. They had been rumors before of a Baldur's Gate 3, but nothing ever came from it.

Then in 2020 Baldur's Gate 3 went into "Open Beta" with little fan fare and almost no mention in the wider Dungeons & Dragons community.

In August 2023 it got its official release on PC and PlayStation with Mac and Xbox versions close behind.  To say it blew up is putting it rather mildly.

Right now, the game has an aggregate score of 96/100 from all reviews. I has also won pretty much every Game of the Year award for 2023 there is, including sweeping all five of the industry's top Game of the Year Awards. It even won more BAFTA awards while I was writing this post!

Like all the other Baldur's Gate games, this one takes place in the Forgotten Realms, but 120 or so years after the first two events (and a few months after the published book adventure Descent to Avernus). This corresponds to the published Forgotten Realms game books and novels, which had 100 or so years between the 3rd and 4th editions. This game uses some of the same mechanics and feel of Divinity: Original Sin II, and it is heavily influenced by the Dungeons & Dragons 5th Edition rules.  It feels like a 5th Edition game. The classes, spells, magic, and combat are all from the 5th edition rules.

Want to know how D&D plays but don't have people to play with? This is not a bad substitute.

I am currently on my third play-through with an eye toward's completion. I am half way through Act II. In this one I am running as a "companion run" to my 2nd play through. Same basic outline with similar characters, only swapping who is the main character. 

My first full play-through was with Larina. This was followed by Sinéad. Now, I am mirroring my Sinéad run with Taryn. They were "NPCs" in each other's run.

LarinaLarina
SinéadSinéad
TarynTaryn

I have incomplete runs with Kelek, Skylla, Rayne (Bloodrayne), and, of course, my Paladin Johan.

RayneRayne
Kelek and SkyllaKelek and Skylla on an "evil run."
Larina and JohanJohan's run with NPC Larina
JohanJohan

I have been using a combination of hirelings, "Withers" (an in-game guide), and the "Magic Mirror" to turn the various NPCs into previous playable characters. So my Johan run for example has Larina in it, She can't interact like Johan can, but game-play wise she is the same. 

Same with my Taryn/Sinéad runs. In my mind they are the same run, just from each character's point of view. 

This has also allowed me to try out different "romance" options. Karlach for Johan, Gale for Taryn, Shadowheart for Sinéad, and Shadowheart, Halsin, Wyll, Mizora, Sorn and Nym Orlith, (!) all for Larina. She is a lover. She is also a fighter, but mostly a lover.

Bloodrayne *might* go for Astarion. She is based on the video game character Rayne from Bloodrayne, after all. But I have never had my approval rating high enough with him in any run. My Kelek and Skylla runs are all about violence, not romance. Which come to think of it, might be what I need to do for Astarion. 

The game is bloody, violent, very often NC-17 and NSFW, and an absolute ton of fun.

I am just over 350 hours into all my runs and I am STILL finding new material. Both of my kids play it, and they tell me about things they found that I haven't! I even found another hidden door last night in Act II. So yeah, I have in no way exhausted all of this game's options. 

This is the most fun I have had with a video game in a very long time.

Sadly Larian will not be doing Baldur's Gate 4 despite their overwhelming success. They have been super gracious about it online, saying they loved doing BG3, but they want to do new things now. Reading between the lines, it was obvious that Hasbro was asking for a LOT more in licensing fees for the Forgotten Realms world, and Larina didn't want to lay people off to pay for it. So, kudos to Larian Studios.

Wizards of the Coast / Hasbro now has full rights again to all these characters. Back when Baldur's Gate 2 came out Wizards published game material to support it. Now? Nothing for Baldur's Gate 3. I hope they do something; otherwise, they are leaving money on the table. 

Tomorrow is Sunday, so there will be no A to Z post, but I will continue my Sunday Specials. So tomorrow is Dungeons & Dragons 3rd Edition.

 Celebrating 50 years of D&D.


Kickstart Your Weekend: Djinn Unboxed - NSFW Artbook LAST 48 Hours!

 I am sharing this one again. Why? Well, mostly because I want to, but I also think there will be images of my little witch Larina in it! At least I saw some in the previews. So I am quite happy about that!

 A very special one today! This is from my very good friend Djinn and she has a new art book coming out.

Djinn Unboxed - NSFW Artbook

Djinn Unboxed - NSFW Artbook

https://www.kickstarter.com/projects/djinnintheshade/djinn-unboxed-nsfw-artbook?ref=theotherside

Djinn has been a good friend for a long time. She began doing illustrations of her D&D character, Solaine, a witch with a knack for all sorts of trouble, and they took off.

If you have seen her work in the past, you know what to expect here, and it should all be fun. She is in Italy, so the books will be shipped from there, which will cause extra charges for shipping and handling. 

I am hoping this is a big success. Djinn is a great person and we all want to support real human artists. Here she is!

Get on this one right away we are in the last 4845 hours.

Unless I am mistaken, this looks like a few of the images that will be included in the book.

Larina by Djinn
Larina Broom
Larina Bar fight



#AtoZChallenge2024: K is for the Known World

 Today I am going to talk about the Known World, or the campaign setting implied in Basic D&D.

the Known World

When the D&D Expert Set was introduced, it included a two-page map of part of a continent. This was described as "The Known World," and that was good enough for us back then. A lot of strange cultures were crammed into an area about the size of the North Eastern portion of North America. But hey, it was D&D, and we thought it was great. It was certainly enough for me. In fact my characters rarely left this area. There was plenty to adventure here.

At the time, I did not know the work already done here and where this world would go in the next few years.

The Schick-Moldvay Known World

Before working on the D&D Basic Set, Tom Moldvay had a game with future D&D heavyweight Lawrence Schick. In their games they had a campaign world they were calling "The Known World."

A while back, Lawerence Schick posted "The “Known World” D&D Setting: A Secret History" over at the Black Gate site.  A nice history of how he and Tom Moldvay came up with the Known World for their own games and then ported it over to D&D Basic/Expert.  It is a fascinating read if, like me, you are a fan of the Mystara world and/or of maps in general.



James Mishler (who also did the Mystoerth map) takes this one further and provides the above map for the Moldvay/Schick known world.
It is interesting how so many familiar names and even locations exist in different places. It is like looking at a world you know but through some sort of distorted lens. What is also quite interesting to me are the new lands—places, and names that are entirely new to me.
The Known WorldThe Known World Replica Map by James Mishler

There is so much here I can use and honestly I have yet to grow tired of exploring this map. BUT it is not the map we ended up with. No once the Known World left the hands of Moldvay and Schick it became a different world.  That world would eventually be called URT! (ok and then Msytara).

The Known World of Urt Mystara

Spend any time here, and you will know that the Known World of the Basic/Expert Sets (B/X) was the first world I played in.  While I would move on to AD&D and Oerth, the Known World would also move to Mystara.  It would be the world introduced to us in the Companion Set and expanded on the Gazeteer Series, the D&D Rules Cyclopedia, and even into the 2nd Edition age and beyond.

But it was in the Companion and Master Sets that Mystara got its start.


The B/X Known World only occupies the East-most lower gray box, this is the same as the very first map on the top of this page.   The BECMI World, Mystara, is going to be bigger.  Even this is just the continent of Brun.

I am not sure who came up with the idea for Mystara to look the way it does but there are some obvious parallels.

From the Master DM's Book,



Here is Mystara, courtesy of http://pandius.com/





If it looks familiar, there is a good reason.

(image from here, http://www.scotese.com/earth.htm)
That is the Late Jurassic, the early Cretaceous period of the Earth, 150+ Million Years Ago.

Long-time readers here already know of the Paleomap Map project of Earth History.  It has many maps of the different stages of Earth history and potential future maps.  I will admit when I first saw maps of the really old Earth it was disquieting to me.  I love maps, and throughout all of human history, the Earth has been the same. Not so throughout ALL history and prehistory.

It's also kind of cool to see where the places of Mystara will line up to our world.

Mystara and the Lands Beneath the Waves by Grimklok
At first, the Known World was known by Urt or even Urth by Frank Mentzer and was designed to be similar to Gary's Oerth of the AD&D game. We also learn in the Immortals Set that Urt did not look like Earth 150 MYA it WAS Earth at that time. 
Though I think (and I have nothing to support this) that the "Urt" version of the Known World was scrapped after Frank Mentzer left TSR. His good friend Gary had already been ousted. It seems like Urt was a casualty of that regime change. So "Urt" was out, and "Mystara" was in. 
Mystara 
The Known World of Mystara was later expanded and given more detail in the wonderful Gazetteer Series, Hollow World Series, and Challenger Series.

While delving into everything Mystara would take me another month or another year, there is still a vibrant and active community on the web to support this world.  In fact, I would say it is far more active than most other worlds. Starting in the early days of the MPGN listserve lists run by TSR. The MYSTARA-L listserve was active back in the days when my access to the Internet was via a mainframe.  Many of the same people on those lists then are still active in the various Facebook groups and websites today.
Mystoerth

For me, I always had a soft spot in my heart for Mystara. It was the world of my Basic era days, and when I moved on to AD&D, I still kept the world as "my own."  It was understood that when I was a player, it was in Greyhawk/Oerth, but when I was a DM, it was in the Known World/Mystara.  Eventually, right before college, we merged our worlds into one. I got the western half, and my DM got the eastern half.  
So you know, I was thrilled when I found the James Mischler/Chatdemon Mystoerth map.  The worlds share a lot of details in common, so a merge was inevitable. I no longer have the original map my then DM made, but this one is a better rendition anyway.

Click for larger
This appears to be the original map. While researching this, I found an old post by Rich/Chatdemon that offers an alternate name: Oerstara. I kind of like that. A lot. It sounds like Ostara, the pagan holiday from which Easter comes. Oestara could have been an alternate name for the planet, like Earth and Terra.

Regardless of which version of the Known World I would use there is more than enough in any of them to last me another lifetime of gaming and exploration.

Isn't that what it is all about?

Tomorrow is L, and I will talk about Larian Studios and Baldur's Gate 3

 Celebrating 50 years of D&D.


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival


#AtoZChallenge2024: J is for Jennell Jaquays and Judges Guild

Jennell JaquaysA double one today, but related topics. You can't talk about the early days of Dungeons & Dragons and not mention the Judges Guild. And you can't talk about the Judges Guild or D&D and not mention Jennell Jaquays.  She was there at the start, but now sadly both have passed.

Judges Guild

The Judges Guild began in 1976 in Decatur, Illinois. Just on the other side of Springfield from where I grew up. Being situated between Chicago/Lake Geneva and Carbondale (SIU) with U of I in Urbana and Judges Guild in between put me on a pipeline of D&D materials that, honestly, I thought everyone in the country had access to. That was not the case, as I discovered later. 

I discovered the Judges Guild very early on. Back then they were one of the very few companies allowed to print D&D compatible products. Among their contributions were a set of Ready Ref Sheets to be used by Dungeon Masters (originally called Judges) and character sheets.  They began to expand out with their own journal and a series of adventures.  From the Judges Guild Journal I came across the Mystic and the Warlock classes. While I didn't like them as such, they convinced me that a Witch class was a viable option.  Though they would also do their own witches with the Psychic Witch and in the adventure Witches Court Marshes. There was also The Illhiedrin Book, which was a fun, if simple adventure. 

But what they are most well known for are two adventures. One is Dark Tower, which I will talk more about below, and the other is The City State of the Invisible Overlord. Both are considered among the best of all of the early D&D products.

I am using them in the past tense. Yeah, they are still around, but they have been dropped by everyone. You used to be able to buy their PDFs from DriveThruRPG, but they are no longer there.  Why?  Well blame it on the son and grandson of the late owner Bob Bledsaw, Sr. BBII and BBIII turned out to be rather racist and held some pretty awful beliefs. You don't have to take my word for it, but I did document it all in a couple of posts a while back.

So, yeah, they might still be around, but they are dead to me and many other gamers. Which is too bad because they once had some quality products.

Jennell Jaquays

Sadly, we lost Jennell earlier this year.  I had never met with her face to face, though we had spoken together many times online. She was a compassionate, understanding, and wonderfully funny soul. I had been looking forward to seeing her at Gary Con this year. BTW, they had a wonderful tribute to her and to Jim Ward, who had also passed this year.

Jennell was there in the beginning.  You can't go through the early days of our hobby and not see her name on something. Whether it was early Judges Guild material, articles in Dragon magazine, or her works, both as a writer and artist, for Dungeons & Dragons, Traveller, The Fantasy Trip, and Runequest.  Her work in the Judges Guild Journal and the Dungeoneer pages are still some of my favorites from the dawn age of RPGs.

While her work on Central Casting is justifiably lauded, it was her Dark Tower adventure in which she gained her highest accolades. It was so good that it not only made the list of The 30 Greatest D&D Adventures of All Time, it is the only non-TSR/WotC entry on the list. It was also updated for D&D 3.5 and again for 5e.  Though I admit, I am also rather partial to her TSR adventure "Talons of Night." Her adventures were so non-linear in their design that the style is now known as "Jaquaysing a Dungeon." With this being the proper spelling.

Her continued work in video games, like Quake, kept her close to RPGs. 

Her wife, Rebecca "Burger Becky" Heineman, has a GoFundMe. Initially, it was to cover medical expenses, which, sadly, she still has.

she created the adventure Dark Tower which 

Goodman Games (a good company) has been producing their Original Adventures Reincarnated series, and Dark Tower is again the only one in the series that is not a TSR adventure. They are also producing a line of material that Jennell had been working on prior to her death. Materials of hers she bought back from Judges Guild.

I don't have the new Dark Tower 3-book set yet. It is the only one I am missing.

Both these topics represent a loss. One, Jennell the loss due to her death. The other, Judges Guild, the loss because the current owners decided to burn up 40 years of goodwill and fandom in a week. 


Tomorrow is K, and I will talk about the Known World

 Celebrating 50 years of D&D.


#AtoZChallenge2024: I is for Imagination

 It has often been said that all you really need to enjoy Dungeons & Dragons is some rules, dice, paper, pencil, friends, and Imagination!

Products of your ImaginationTSR 1983 Product Catalog

This is pretty much true.

Unlike Monopoly, Scrabble, or even war games from which it is descended, D&D largely exists as the "theater of the mind." There is no board. Your character sheet is just a collection of items and numbers. Same with the monsters being fought. The Dungeon Master, DM, describes what is going on, and you have to picture it in your mind.

This was particularly true in the early days. Yes, there were miniatures, in fact, Original D&D recommends them, but they were only being made by a few companies, and they were expensive (relatively speaking), and you had to paint them yourself. As opposed to today where those options are still available and there are cheaper plastic minis and even ones you can design on your own.

There is no board. Today, we can get maps where 1" = 5', perfect for 25mm minis. If you wanted to see what was going on, you had to imagine, and that was pretty good, really.

Back in 1983 TSR, the company that published Dungeons & Dragons, had an ad campaign with the tag line, Products of Your Imagination. It worked really since by 1983 they had moved out to other types of games and toys as the 1983 Product Catalog above reveals.  

They also had a somewhat cheesy TV spot with a very young (Pre-Farris Bueller) Alan Ruck and very young (Pre-Lost Boys) Jami Gertz. It's a bit silly, but does capture the excitement well.

If you have been reading here since B-day, you will see that the actors are playing the Moldvay Basic set, but the ad appears to be for the Mentzer Basic set. Which tracks well with 1983.

Today we have all sorts of great things we can use for D&D. But there is something to be said about the whole use of your imagination to see how your adventure unfolds.

Tomorrow is J, so I will talk about Jennel Jaquays and the Judges Guild.

 Celebrating 50 years of D&D.


Mail Call: Black Magic Ritual Kit (1974)

 Well, I finally picked up another "Holy Grail" item. It makes me glad I didn't spend a lot at Gary Con.

This is the "companion" game (I am not sure that is what this really is) to the Witchcraft Ritual Kit (1974) I talked about back in 2020. Both are from Avalon Hill.

Black Magic Ritual Kit (1974)

Let me just start off with this. Man, the '70s were weird. 

This "game" has a board that looks like an altar set up from an occult bookstore's own manual of rituals. There are a lot of pieces here with various names of demons and angels on it. There is a "Rule book" and a "Manual of Interpretation," just like the Witchcraft Ritual Kit. It is also written by the same "Dr. Brooke Hayward Jennings," whom I still have found nothing of.

Manuals of Interpretation for Black Magic and Witchcraft

What I said about the Witchcraft Kit holds true here, too. It's 1974. The biggest movie in the world right now is "The Exorcist." Time Magazine is talking about the Occult Revival and the Return of Satan. An maybe, just maybe, Avalon Hill knows about a game featuring fantasy magic and wizards coming up. Well, they do know about it; they rejected it just a bit back.  Hippies have not yet become the Yuppies and they are searching for "alternative experiences."  What is a game company known for its war games and battle simulations to do?

Knock together some vaguely occult-looking games, put them into their standard "bookcase games" box, and slap some softcore porny covers on them. Next step...profit! 

Maybe. I don't think these games ever sold very well. There are so few of them on the aftermarket and the ones I do find are really expensive. I got this one from eBay from someone who I don't think knew what they had (based on their other sales), but I was bidding against someone who did know. Thankfully, the amount I set aside for this was much less than my final bid.

I got it just over the weekend.

What treasures are to be found here?

Black Magic Ritual KitI love it for the cover alone!
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents

AND, as a special bonus (and one of the main reasons I like buying these used games), someone included their own spell!

Black Magic Ritual Kit box contents New Spell!

It has the same production values as the Witchcraft Ritual Kit and the same head-scratching "What do I even do with this?"

Witchcraft and Black Magic kits"Hey babe, come back to my pad, and I'll show you some magic."
Witchcraft and Black Magic kits

You've got to love the covers, though. It makes me wonder what Avalon Hill product 712 was. (ETA doesn't look like there was one.)

According to BoardGameGeek, quoting the company history, "Top management decided to leave the realm of games and produce a couple of do-it-yourself kits entitled BLACK MAGIC & WITCHCRAFT." These were both advertised for a short while as a "Leisure Time Game." Neither come with, or need, dice (an Avalon Hill staple) and candles and incense are not included.

Both of these "games" are very strange, and I am not sure what events led to their publication, except for the ones I have outlined in speculation above. Neither game appears in the catalog included in the box.

Avalon Hill catalog

Long-time readers know of a condition called "Traveller Envy," where I am constantly looking for board games to supplement my D&D experience, particularly my campaign "War of the Witch Queens." This is certainly why I bought it, but I am still stumped on how to add it. 

I mean, the demons all seem to be taken from The Lesser Key of Solomon, so I have that working in my favor since so many other games do the same thing. 

Honestly, just reading through it all is fun. It also gives me some ideas for my 1976 and 1979 campaigns. Though in different ways.

In any case, it is a wonderful curiosity from the 1970s Occult Revival and is sure to confuse anyone who tries to clean out my collection after I am gone!

#AtoZChallenge2024: H is for Hobbit

The Hobbit "In a hole in the ground there lived a hobbit."

A very unassuming start to an epic adventure. Not just the epic adventure that propelled the hobbit, Bilbo Baggins, and his dwarf companions from the quiet of the Shire to a dragon's hoard and a great battle, but also how it shaped what would become Dungeons & Dragons.

It doesn't take a scholar of either J.R.R. Tolkien or of Dungeons & Dragons to see the similarities between the two. Elves, Dwarves, Orcs, Dragons, Were-bears, Goblins, Trolls, Hobbits-er Halflings, and Dragons. Ancient underground areas, dark forests, and a grand adventure. 

It was enough that "Chainmail" and the first version of Dungeons & Dragons (often called the "Original Edition" or 0 Edition), had Hobbits, Ents, and Balrogs in it. Which got TSR a lot of threatening letters from the Tolkien Estate. So instead, we now have Halflings, Treants (Tree + Ent), and Balors (like the Irish Balor, but in name only).

Where it Began, Part 1: Chainmail

Prior to D&D there was Gary's first game, Chainmail, described as "Rules for Medieval Miniatures."  These rules were for War Gamers and not Role-Playing games, which did not really* exist yet.

*Yes there were and have been close games and others that were RPGs in all but name, but the term and the genre did not exist yet.

Chainmail allowed you to play medieval war games with minis. Most often made of lead and played in a large sandbox.  It was released in 1971, but there are claims that the rules in one form or another, existed in Gary's basement since 1968 after the first Gen Con. As people played with these rules, they expanded on them. One of the expansions was the Fantasy Supplement. Here, creatures like dragons, orcs, elves, Balrogs, Ents, and Hobbits were added.

OD&D 1st Print and 3rd Print with Chainmail

These additions proved to be very popular among some, and not so popular among older War Gamers. Yes. Even then the Edition Wars had their first salvos. 

This popularity and the notion that people wanted to play individual characters led to the first drafts of what would become Dungeons & Dragons.

The Tolkien Estate, of course, noticed. 

While sales stopped on TSR's "Battle of the Five Armies" (1975), copies of Dungeons & Dragons and Chainmail had to be edited to change to the more "Tolkien-approved" terms. My copy of Chainmail above still has Hobbits, Ents, and Balrogs. My 1st printing of OD&D has them, my more complete 3rd-4th printing does not.

Of course, there were missives in Dragon Magazine on how D&D was not even remotely inspired by Tolkien, but honestly they rang as hollow as the ones of D&D and AD&D being completely different games. Likely for similar reasons.

Years later on TSR had the chance to do a Lord of the Rings/D&D game and somehow managed to mess that deal up.  Competitor Iron Crown Enterprises (I.C.E.) would have their own Middle-Earth Role-Playing Game, and it was wildly successful. 

Where it Began, Part 2: Rankin/Bass

It is hard to think about a time when The Hobbit and Lord of the Rings were exclusive to literate geeks. We are far removed from the time when you could see patches on student's backpacks that proclaimed "Frodo Lives!" While today we have the massive Peter Jackson movies, back in the 1970s we had Rankin/Bass and "The Hobbit."

The Rankin/Bass Hobbit movie, appearing on TV in 1977, was my generation's gateway drug to D&D. I consider myself the 2nd (maybe a little on the 3rd) generation of D&D gamers. I did not come to this hobby because of wargaming. I came here because I read The Hobbit.  In fact, the book pictured above was the one I got for Christmas in 1981 along with my Moldvay Basic set because I was tired of borrowing other people's copies.  I had first read it in Jr. High and had already been exposed to D&D; this was exactly the right book at the right time in my life. I would later go on to read the Lord of the Rings and try to read The Silmarillion. I would finally succeed years later. 

For me, and many others, the Hobbit/Lord of the Rings and D&D are deeply linked. I have even joked that everyone is allowed one "Tolkien rip-off" character while playing D&D. Mine was a Halfling with the completely uninspired name of "Bilbo Perrin."

I reread the Hobbit and Lord of the Rings every few years or so. They are still among the best "D&D" tales out there, even if Gandalf only has the spell-casting power of a 6th-level D&D Wizard.

--

Tomorrow is I, and I will talk about Imagination.

 Celebrating 50 years of D&D.




#AtoZChallenge2024: G is for Gary Gygax, Gen Con, and Greyhawk

Gary Gygax I can't talk about Dungeons & Dragons and not at least mention the man who made it all possible, Gary Gygax.

Gary is often credited for creating Dungeons & Dragons and Advanced Dungeons & Dragons, but he really co-created with fellow game enthusiast Dave Arneson (gone 15 years ago yesterday). I discussed this a bit with Advanced Dungeons & Dragons on A Day.  In truth, it would have been difficult for either man alone to have produced this game, but one thing is certain: it was Gary's vision (and thanks to Gary's oldest daughter for the name) to make Dungeons & Dragons the worldwide phenomenon it is today.

I spent a lot of time last month talking about Gary and his games. Dungeons & Dragons, Mythus (1992), and Lejendary Adventure (1999). Yes, that is spelled correctly.  I also was at Gary Con this past month, a celebration of his life and games well played. 

It is kind of strange in a way, my relationship with Gary. I grew up, like all gamers my age, knowing and even revering his name. I went on and began to recognize some of the all too human flaws we all have. To a point where he emailed me out of the blue to thank me for my "Mystery Science Science Theatre 3000" parody of "Dark Dungeons."  We share a writing credit, Unearthed Acania, and chatted online until his death in 2008. 

Before D&D, he created Gen Con, the world's largest gaming convention. It was named because it took place in Lake Geneva, WI, a play on the Geneva Convention. Gen Con is now in Indianapolis, IN, and Gary Con is held in Lake Geneva. This con was initially devoted to his love of war games. 

Dungeons & Dragons itself grew out of these classical wargames and soon became its own new thing.

Greyhawk

He also created the World of Greyhawk, a fantasy world he created for his Dungeons & Dragons games. It was the forerunner to the Forgotten Realms and is still preferred by many of the old guard.

The name of the planet of the World of Greyhawk was Oerth and was supposed to be an alternate Earth. It is the world I combined with Mystara (from D&D Basic) to get Mystoerth.

There is no way I can do Gary's story justice here. So instead I am going to refer you all to some books that talk about him and the creation of Dungeons & Dragons.

There is also a DVD/BlueRay I meant to pick up at Gary Con but forgot to.

I spent a lot of time trying to dig up an obituary I wrote for Gary back in 2008, but it has eluded me.  Which might be better, really. My opinion of him has changed over the years; reading about his life, reading his games, and mostly talking with his children. I had a wonderful conversation with Luke Gygax at Gary Con. We talked about his dad, Dave Arneson, and the recent loss of Jim Ward. 

Sometimes we forget that these "Big Names" we read about are human until they do something all too human. But also, it is nice to remember that they are human and quite approachable. 

Tomorrow is H, and I will talk about Hobbits.

 Celebrating 50 years of D&D.


Larina Nix for Advanced Dungeons & Dragons 2nd Edition

Larina by Beatriz SanguinoLarina by Beatriz SanguinoAgain, I'm surprised I haven't posted something like this already. Given that I talked about AD&D 2nd Edition earlier today, I thought this might be a good time to discuss the different witches from the AD&D 2nd Ed era. 

I have talked in the past about how the AD&D 2nd edition era was a good time for all sorts of witch classes. By my count, there were at least four official classes from TSR (and later WotC) for AD&D 2nd Ed, and quite a few unofficial ones. 

I have compared a few witch classes with each other at varying levels of detail over the years and will likely do it more when I take my deep dive into the Forgotten Realms for AD&D 2nd Ed. But looking back, I see I never taken the time to compare the AD&D Second classes to each other. The closest I have come was comparing two AD&D 2nd Characters to each other, Nida and Sinéad, and Sinéad is no longer even a proper witch. 

One day, I'll do more, but I want to look at one official witch and two unofficial ones for today.  I think I'll save Nida when it comes time to discuss the other official witches. Plus, using Larina here is much more appropriate. 

As I mentioned earlier today, AD&D 2nd Edition can be seen as an extension or continuation of the AD&D 1st Edition line. The games are very compatible. So, my characters often moved from 1st to 2nd Edition without so much as getting a new sheet. Larina here is no exception. She began in 1986 with AD&D 1st Ed and moved to AD&D 2nd Ed in 1989 without a blink. But I did make new sheets for her eventually.

Let's go back a bit before AD&D 2nd edition came out. Back in July 1986, I created a witch character, Larina, to test some ideas I had about doing witches in (A)D&D. When Dragon Magazine came out in October of 1986 I started using that. But all the while, I am collecting my notes and ideas. Moving forward to 1989, AD&D 2nd Edition was released. There were a lot of new ideas in that and I was looking forward to trying out my collected notes. One set of notes became my Sun Priest kit for Clerics, another became a pile of notes for the Healer, another the Necromancer/Death Mage, but the largest would become the Witch. It would be almost 10 years before it would see publication but it did and Larina was a central figure in that work.

In those 10 years, there was a lot of writing and playtesting. 

While I kept my Dragon #114/AD&D1st ed witch version of her, I created a parallel version using my new witch rules. This version was supposed to be the same person, just with a different set of rules to govern her. While that happened, two other witch classes were published to help me make other choices. I also set her up for these rules and played all three (or four, really) versions to see how she worked in different situations.  So, if you have ever wondered if I have run out of things to say about witches or even this witch in particular, the answer is no, I have spent more hours with her than any other character I have.

So I would like to present her for AD&D Second Edition, but three different witch classes.

Various AD&D 2nd Ed Witches
Larina Nix for AD&D 2nd Edition

This version(s) of Larina is just the continuation of her AD&D 1st Edition incarnation.

Base Stats (same for all versions).

Larina Nix
Human Witch, Lawful Neutral

Strength: 9
Dexterity: 17 
Constitution: 16
Intelligence: 18 
Wisdom: 18
Charisma: 18

Movement: 12
AC: 1
HP: 86

Weapons
Dagger, Staff

Defenses: Bracers of Defense (AC 1)

Languages: Common, Alignment, Elven, Dwarven, Dragon, Goblin, Orc, Sylvan
Ancient Languages: Primordial, Abyssal, Infernal

So, in this version, her dex and con were raised by some magic.

The Complete Wizard's HandbookThe Complete Wizard's Handbook

Class: Wizard
Kit: Witch
Level: 15

Saving Throws (Base)
Paralyze/Poison/Death: 11
Rod, Staff, Wand: 7
Petrify/Polymorph: 9
Breath Weapon: 11
Magic: 11

THAC0: 16

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
3rd level: Familiar
5th level: Brew Calmative
7th level: Brew Poison
9th level: Beguile
11th level: Brew Flying Ointment
13th level: Witch's Cure

Spells
1st level: Burning Hands, Charm Person, Comprehend Languages, Copy, Chromatic Orb
2nd level: Blindness, ESP, Tasha's Hideous Uncontrollable Laughter, Knock, Ice Knife
3rd level: Clairvoyance, Hold Person, Hovering Skull, Iron Mind, Pain Touch
4th level: Dimension Door, Fear, Magic Mirror, Remove Curse, Fire Aura
5th level: Advanced Illusion, Cone of Cold, Feeblemind, Telekinesis, Shadow Door
6th level: Eyebite, Dragon Scales
7th level: Shadow Walk

--

 WitchesMayfair Role-aids: Witches

Class: Witch / Wizard
Tradition: Classical
Level: 15 / 1

Saving Throws (Base)
Paralyze/Poison/Death: 13
Rod, Staff, Wand: 9
Petrify/Polymorph: 11
Breath Weapon: 13
Magic: 10

THAC0: 16

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
Herbalism

Spells
1st level: Feather Fall, Identify, Read Magic, Sleep, Chill Touch, Protection from Evil, Color Spray
2nd level: Flaming Sphere, Locate Object, Forget, Ray of Enfeeblement, Strength
3rd level: Cure Light Wounds, Dispel Magic, Clairvoyance, Delude, Mystery Script
4th level: Call Lightning, Fear, Fire Shield, Magic Mirror, Wall of Fire
5th level: Feeblemind, Shadow Magic, Dream, FAlse Vision
6th level: Geas, Legend Lore, True Seeing
7th level: Shadow Walk

--

 WitchesThe Complete Netbook of Witches & Warlocks

Class: Witch (Priest Sub-class)
Level: 15

Saving Throws (Base)
Paralyze/Poison/Death: 5
Rod, Staff, Wand: 9
Petrify/Polymorph: 8
Breath Weapon: 11
Magic: 10

THAC0: 12

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
1st: Turn Undead
3rd level: Read/Detect Magic
6th level: Chill Touch
9th level: Candle Magic
12th level: Immune to Fear
15th level: Fascination
11th level: Brew Flying Ointment
13th level: Witch's Cure

Spells
1st level: Create Fire, Katarine's Dart, Witch Light, Dowse, Wall of Darkness, Painful Wounds
2nd level: Burning Wind, Acquire Witch's Familiar, Blackfire, Dance Trantra, Minor Hex, Pain Armor, Protection vs. Elementals
3rd level: Lesser Strengthing Rite, Beguile III, Astral Sense, Lethe, Witch Writing, Rite of Remote Seeing
4th level: Spirit Dagger, Cloak of Shifting Shadows, Broom, Cleanse, Card Reading, Grandmother's Shawl, Middle Banishing Rite
5th level: Rite of Magical Resistance, Starflare, Dolor, Bull of Heaven
6th level: Anchoring Rite, Greater Banishing Rite, Kiss of Life
7th level: Demon Trap

--

The biggest differences are in the powers and the spells. 

I kept her HP the same in all three cases to keep combat a fixed variable, the same with her weapons and non-weapon proficiencies. 

The Wizard's Handbook from TSR strikes a good balance of powers and spells. The Mayfair Role-aids Witches book has some great spells. Of course I am fond of my own Complete Netbook of Witches & Warlocks. Of course, after 25 years, there are things I would do differently now.

Playing All Three

Playing all three in a game was interesting but also a lot of fun. I'd generally alternate between them, choosing which one to use in combat beforehand so I could measure the utility of the spells. So when I say I have played her more than any other character, I really mean it. I kept her "real" sheets as notes in MS Word 2.0/95/97 to make easy changes to them as I played with my CNoW&W one as the "official" character sheet. 

This also gave me the idea that all her incarnations are aware of each other. It has nothing to do with any of the game mechanics I have written, but it is aa fun little role-playing exercise. 

In 1999, on October 31st, I was sitting in the hospital. My wife had just had our first baby, Liam, and I had my laptop. Just after midnight, I released my "The Complete Netbook of Witches & Warlocks" for free on the web. Larina was featured in that book as a 6-year-old who discovered she was a witch.

All the playtesting would then lead to my "The Witch: A sourcebook for Basic Edition fantasy games" released exactly 14 years later.  It would also lead to my 3rd Edition books on witches, but I'll talk about them next week.

#AtoZChallenge2024: Sunday Special, AD&D 2nd Edition

I know that in the A to Z Challenge we skip posting on Sundays, but since we have enough Sundays here I am going to use them to talk about the various editions of D&D that otherwise would not get talked about.

Up this Sunday?  AD&D 2nd Edition.

Advanced Dungeons & Dragons, 2nd Edition
 

Advanced Dungeons & Dragons, 2nd Edition

AD&D 2nd Edition was released starting in the spring of 1989, 12-10 years after AD&D 1st Edition. The game was met with great anticipation by many, myself included, and by trepidation by others.

Trepidation since was going to be the first major edition of Dungeons & Dragons with Gary Gygax's name on it. Now to be fair, the Mentzer BECMI also did not feature Gary's name on the cover, but his fingerprints if not his tacit and implicit blessings were all over it.

This edition did not have that and there were some that felt it could not live up.

I was not necessarily a Gygax loyalist. Sure I knew he had been ousted from TSR, the publisher of D&D and the company he helped create, but D&D by this time had had a lot of names on it.  D&D, in my mind then, was bigger that Gary Gygax alone.  

So when AD&D 2nd came out I was in. I got my books as soon as they were released and I went head first into this new game. For reasons that seem silly now, I always felt I was behind the curve when it came to AD&D 1st Ed. That there were people who had gotten in early and "knew" more than me. This was not going to be the case for 2nd Ed! 

In truth, I enjoyed the game for a very long time, but it was also the game that would nearly turn me away from D&D.

I bought AD&D 2nd Edition and I put up, and eventually loaned out, all my older D&D rule books. That was a HUGE mistake. First off, save for minor details, AD&D 1st Ed and AD&D 2nd Ed were still very compatible. I could move characters, monsters, and adventures between the two with relative ease. In some cases the changes were also improvements in my mind. The Bards were better; the initiative used a d10 and not a d6, which made a lot more sense, and the monsters were far more detailed.  In fact, I spent a whole series of posts on the monster books.

Though it was not without it's own problems. The "splat" books (called that because the * often used as a wild card is also called a 'splat') began to get out of control, and each one introduced new levels of power creep. For example, I loved the new Bard class and HATED "The Complete Bards Handbook." 

There was also a level of enforced morality in the game. Spells like Bestow Curse were now gone, Assassins and barbarians as classes were gone, and demons and devils were also gone. Now honestly I didn't mind all of that, I could, and did, add my own material.

The Campaign Settings

The REAL selling point for AD&D 2nd Edition for many of us were the Campaign Settings.  I talked about the Forgotten Realms yesterday and I'll talk about Ravenloft later. Mystara had a few brief moments, and there were others. And that was part of the problem. Ravenloft people like me didn't buy Forgotten Realms books. Forgotten Realms fans didn't buy Birthright or Red Steel or Mystara. People who bought Planescape never bought Spelljammer. There were too many settings and too many books in each one and no one was buying them all. Or at least not enough to matter.

So when TSR finally went bankrupt and was deep, deep in debt, it was not a surprise really.

My History with AD&D 2nd Ed.

When AD&D 2nd Edition was released, I was living in the dorms at my university as an undergrad. When the next edition was released in 2000, I had been married for five years, had been living in a new house for three of those and my oldest son was nearly one year old.  Talk about changes. 

AD&D 2nd Ed books, revised and original

Also, at that time, I went from "AD&D 2nd Ed is the game for me" to "I will play ANYTHING but AD&D."  A few factors went into that. First was the power creep I mentioned above. The worst books for this were the Skills and Powers books, an attempt by TSR to patch all the leaky holes the AD&D system (now 25 years old) was showing.  Also, AD&D didn't support the type of game I wanted to play anymore.

Then, there was the issue with how TSR was treating the D&D players online.

In the early days of the Internet, there was a rush to share ideas, particularly D&D ideas. Netbooks became very popular. TSR responded by trying to sue anyone that talked about D&D online. So much so they became known as "They Sue Regularily."  Hard to imagine in today's post-OGL and Creative Commons world. People also forget how bad it was and how Wizards of the Coast, the next publisher of D&D, essentially gave away their rules for free to use.

Today. My stance on AD&D has softened a lot, and I am back to loving it again. 

Will I ever play AD&D 2nd again? I don't know, I'd love to, to be honest.

Tomorrow, we are back to the regular schedule, and I have G for Gary Gygax.

 Celebrating 50 years of D&D.


#AtoZChallenge2024: F is for the Forgotten Realms

 This one might feel like a bit of a recycle; I have been talking about the Forgotten Realms all year long so far and will keep at it. But today is different, I think.

My collection of Forgotten Realms books

For people new to D&D and my blog, the Forgotten Realms is a campaign setting, a world filled with people, creatures, gods, and history for use with the Dungeons & Dragons game. It was created as a world to tell stories in by Ed Greenwood. It was first published for the Advanced Dungeons & Dragons 1st Edition game system back in 1987. I reviewed that set earlier this year. Now I was playing D&D when this game came out; I was about ready to enter my second decade of playing, so I was not a newbie. But I felt the Forgotten Realms was the "Johnny come lately" of D&D, and I really wanted no part of it. 

That was a mistake on my part.

Well...I mean at the time I going to University, my funds were limited and soon I would be HARDCORE in another campaign setting, Ravenloft. I will talk a bit about the Campaign settings for AD&D tomorrow and about Ravenloft on R day. 

So, going back a few A to Z Challenges (2016), I posted about how I was changing my mind about the Forgotten Realms. It actually began back in the 3rd Edition days, and solidified to me in 4th Ed days. Now, in the later days of 5th Edition, I find myself drawn to it more. And I have REALLY had a great time with it. 

The Realms are wildly popular. There is over 35 years of RPG publications, hundreds of books with many as New York Times best sellers, a few dozen or so video games including the amazing Baldur's Gate 3, comics, an actual play podcast (I am sure there are more), and yes the most recent Dungeons & Dragons movie.

I freely admit, I was gearing up for a big push into the Forgotten Realms anyway, but it was Baldur's Gate 3 that really pushed me over. 

Me and the Realms

My regular readers know I have a campaign world that I really love, Mystoerth, which combines aspects of two other published campaign worlds Mystara (published with Basic D&D) and Oerth, the World of Greyhawk (designed for Advanced D&D). These two worlds were smooshed together so my old High School DM and I could have one world. This suited me well for a very long time. 

But there is something to be said about living in a shared world. You can talk to others about adventures in a place, and they have their own stories. It makes the world alive in a way I can't really do with my Mystoerth. 

These blog pages document my attitude shift towards the Realms fairly well. However, they don't really capture how much I disliked them initially, especially in the 1990s. 

I was never a fan of Forgotten Realms. I dismissed it in the 1980s as an "upstart," ignored it in the early 1990s, and actively disliked it in the late 1990s. But it seems my ire was misplaced. Around the time the 3rd Edition Realms book came out, I was beginning to soften my stance. By the 4th Ed era, I considered moving a campaign to the Realms. In the 5th Ed era, I made it official, more or less.

It was my coverage of Ed Greenwood's work in Dragon magazine that changed my mind. 

To this end, I have amassed a small collection of Forgotten Realms books—nothing special, just ones that I have easily come by either at game auctions, Half-Price Books, or, as in the books pictured above, Print on Demand from DriveThruRPG. So, I have been going through them in detail throughout the editions.

The Forgotten Realms to me was always viewed through the eyes of a character, whether that was Elminster or Drizzt or whomever. Likewise, I am going to look into the Realms through the eyes of a new character. So I am opting to also experience the Realms through the eyes of my characters. The one I am starting with is Sinéad. She began as an AD&D 2nd Ed character, moved over to become a very successful Baldur's Gate 3 character, and now she is my "Ego" character for my Realms games.  She even has her own set of dice.

I have some others that I have discussed and there will be more.

So far, this has been nothing short of fantastic. There is not a moment of this new series of posts and these new explorations I do not love. If you are here from the A to Z Blogging Challenge, I recommend coming back to check these out if you want to learn more about the Forgotten Realms. I know a little bit more than you do, so we can all learn together.

Tomorrow is Sunday and normally not a day we post in the A to Z. But I am doing my Sunday Specials again this year and posting about numbers. Tomorrow is AD&D 2nd Edition.

 Celebrating 50 years of D&D.


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival


Kickstart Your Weekend: Art Edition (with Bonus Witches!)

 Do you know how you said you wanted to support real human artists who are doing real human art? Well RIGHT NOW is your chance. Here are three Kickstarters, one starting, one ending and one getting ready to go and all need your eyes on them.

And yes, they do in fact all have witches.

The Pinup Book: The Art of Brian Brinlee

 The Art of Brian Brinlee

https://www.kickstarter.com/projects/bbrinlee/the-pinup-book-the-art-of-brian-brinlee?ref=theotherside

Friend of the Other Side, Brian Brinlee, has a new pinup book he has been working on. It looks like a lot of fun and has a modest goal. I love Brian's art and really need to get him to do a cover or something for me. 

This one is a repeat, but ending in a few days.

Djinn Unboxed - NSFW Artbook

Djinn Unboxed - NSFW Artbook

https://www.kickstarter.com/projects/djinnintheshade/djinn-unboxed-nsfw-artbook?ref=theotherside

Djinn has been a good friend for a long time, and she has wonderful characters. She began doing illustrations of her D&D character, Solaine, a witch with a knack for all sorts of trouble, and they took off.

If you have seen her work in the past, you know what to expect here, and it should all be fun. She is in Italy, so the books will be shipped from there, which will cause extra charges for shipping and handling. 

I am hoping this is a big success. Djinn is a great person, and we all want to support real human artists; well, here she is!

Get on this one before it is too late.

The Witches of Oz #1 - A Mature Magical Queer Romance

The Witches of Oz #1 - A Mature Magical Queer Romance

https://www.kickstarter.com/projects/comicuno/the-witches-of-oz-1-a-mature-magical-queer-romance?ref=theotherside

I did promise witches. This is the new one from Kat Calamia and Phil Falco of Lifeline Comics. They have a lot of great titles out. I had featured "Beast and Snow #1" and "Nightmare in Wonderland #1" here in the past, and this one is part of the same universe. Plus it features the Wicked Witch of the West. So, how can I possibly say no?

This one does not start till next week or so. But sign up for notifications.

Enjoy your weekend!

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