The Other Side

#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

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 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!

#AtoZChallenge2024: E is for Expert

 There are a lot of "E"s I could have gone with today. Epic. Encounter. Heck, even Eclipse and how it relates to D&D. But there is really only one "E" I want to talk about, and that is the Expert Set.

The Expert Set is the follow up the Basic Set I covered on Tuesday. Just like there is more than one Basic there is more than one Expert.

Expert Sets

So, a bit of background.

The Expert Rules for D&D follow the Basic Rules. So these books are compatible with the Basic-era of D&D, the so-called "B/X" rules (Basic/Expert) and the "BECMI" rules. They are not, and I would later discover, part of the same line as Advanced Dungeon & Dragons.

The first Expert set was out in January of 1981. This is the one I started with.  Edited by David "Zeb" Cook with Steven Marsh it is sometimes called the Cook/Marsh Expert or B/X Expert.  I have a lengthy review of it here: D&D Expert Set.

The second Expert set was edited by Frank Mentzer, so it is sometimes called the Mentzer Expert or most often the BECMI Expert. BECMI was for the entire series of Mentzer edited/authored Basic line of Basic, Expert, Companion, Master, and Immortal rules.  I reviewed this Exper set here: BECMI: Expert Set review.

I discussed these differences for my B post, B is for Basic Set Dungeons & Dragons.

The two sets are largely compatible with each other with just minor changes that I detailed in the BECMI Expert review. 

The focus here is higher level characters, levels 4 to 14, and moving out of the dungeon into "Wilderness" and, therefore, more dangerous adventures. This is the end of the B/X line but that actually is a feature, not a bug. The adventures from levels 1 to 14 represent some of the most exciting adventures you and your character can do. It was true then and still true today. Many of the official Dungeons & Dragons adventures end at level 15 (even though the limit now is 20), and the post-popular "D&D" adventure out now, Baldur's Gate 3 video game, has a limit of level 12.  While the BECMI moves on to level 36 (C & M) and beyond (I), I still think this is the sweet spot for most gamers.

"That's Not REAL D&D!"

I got my start with Holmes Basic then quickly moved on to Moldvay Basic and it's companion Cook/Marsh Expert. And I was very, very happy with that for the longest time. While it is not a perfect overlap, I always equate this edition with my gaming in Jr. High.  My then regular DM, Jon Cook, and I would play a lot of this. He also had the B/X books but he also had Advanced D&D (published in 1977) and we played a mix-mash of them both (something I later on discovered was very typical). Sure I wondered why things were different between the games. Clerics had slightly different spell progression and everyone was a bit tougher in AD&D, but I was content. I was happy. Until one night.

This would have been near the end of Jr. High, I know because the Mentzer Expert had not been released yet. I think I must have been about 12 or so. Anyway, Jon and I got invited to a "real" D&D session with some highschool kids. Now let me step back a second here and set the stage. At this time D&D was popular enough that we had a lot of local groups playing completely independent games. I can remember sitting in the lunch room in my Jr. High and listening to friends talk about their D&D games, I was in awe and wonder (of course, I later learned that many of them were just stealing from things like Dune like I was Dark Shadows!).  So we got to go to this game and we were told just bring out PHBs (Player's Handbooks), I didn't have one, I had an Expert book.

Well. I got told in no uncertain terms that what I was I playing was NOT REAL D&D. I was like, "what are you talking about?" Gygax's name was on the insider cover. It was published by TSR. I had very nearly the same rules you did. 

My friends, I had entered into my first battle of "The Edition Wars," and I did not come out unscathed. "Edition Warring" in D&D is the misguided (and stupid, yeah I said it) notion that one edition is better than the other. There were only two editions (maybe four) editions of D&D out at this point and I am already getting shit for it? The effect it had on me was enough that I can still remember it over 44 years later, AND it kept me from playing the BECMI version of D&D for nearly half that time. 

Which is, of course, stupid. It also was not the last time I'd make a bad choice based on editions, but at least the next time was all my own doing. I'll detail that on Sunday.

Today, if I am going to go back and play some "Classic D&D" chances are real good I mean the B/X versions of Basic and Expert.  

It is also my favorite to write and publish for with four of my books designed specifically for the B/X rules in mind, via the Old School Essentials clone game.

Much like what I said for the Basic Set any future "Basic" or Introductory set of D&D needs to do what these sets did. Introduce me to the game, give me some options, an adventure to play, and if possible, some dice! I still have my original Basic and Expert sets of dice.

Tomorrow I talk about a topic that has dominated my posting all year long, The Forgotten Realms.


 Celebrating 50 years of D&D.


#AtoZChallenge2024: D is for Dice

Dragon Dice$3.97 in the 80s. A LOT more now.One topic spans the years and editions of Dungeons & Dragons and many other Role-Playing Games.

DICE!

One of the features of D&D has been the use of and inclusion of "polyhedral" dice. Each is used for various things in the games, which can sometimes lead to confusion with new players, but a lot of fun for experienced players.

The dice are used for various random numbers.  A typical set includes the following:

  • d4 Four-sided dice
  • d6 Six-sided dice (the most common)
  • d8 Eight-sided dice
  • d10 Ten-sided dice (for percentile roles)
  • d12 Twelve-sided dice
  • d20 Twenty-sided dice (the most popular)

These dice got their start as various Platonic Solids and were originally from a teacher supply store to teach math. I have in turn used them to teach my own kids math and used them in my stats classes to teach probability.

The old Basic sets all used to come with dice, except for the Holmes set. There was such a demand for dice then that TSR had to ship many set with "chits" instead of dice.

Chits in Holmes Basic

Like many gamers I have a lot of dice. Even though they are all just variations of the same 6 dice, I have different sets I like to use for different games and different themes.

Ravenloft Dice
This is the set I use when playing Ravenloft of any other Horror themed D&D-like game. Made up of black and red dice with some Castles & Crusades dice.
D&D Dice
These are my main D&D dice right now.
Ghosts of Albion
My Ghosts of Albion Dice.
Drow Dice
I got a bunch of Drow Dice at Gen Con and have used at Gen Con when running the GDQ series.
Old Dice
Some of my oldest dice. Used these throughout high school.
Witch Dice
Various witch-themed dice.

Halloween dice
Halloween-themed dice!
Old Dice
More old dice to add to my collections.
Holmes dice
Some "Holmes-themed" dice, including some Gary Con ones.
Here are two of my newest sets.
Replica dice
These are replicas of the old "Basic era" dice that shipped with the Cook/Marsh Expert set, and the Mentzer Basic and Expert sets. Yes, I had to use a crayon for these!
More Witch Dice
I got this set at Gary Con, so they are only about two weeks old. I got them at The Bewitched Parlor at Gary Con. The dice bag is from my wife from this past Christmas.  Since I loved themed dice for my characters, the old-school blue set will be for when I play Sinéad, and the purple set will be for Taryn.

Dice have even become a secondary market catering to Gamers. And there are some really nice ones out there.

Places like Dice Witchery, ZucatiCorp with their Holmage DiceThreshold Diceworks, and so, so many more.

Tomorrow, I take a step back to talk Expert Sets to round out my week of some Classic D&D themes. 

 Celebrating 50 years of D&D.


#AtoZChallenge2024: C is for Critical Role

 One of the biggest cultural phenomenons to come out of modern D&D has been the success of Critical Role. It was successful because of D&D 5th Edition and, in turn, made D&D 5th Edition more successful.

What is Critical Role

Critical Role CastThe voice actor players.

It is a streamed "actual play" Dungeons & Dragons 5e (for the most part, more on that) game. Each session is about 4+ hours long (resulting in over 2,000 hours of content) and features a group of voice actors: (top L-R, picture above) Sam Riegel, Taliesin Jaffe, Marisha Ray, Dungeon Master Matt Mercer, and (bottom, L-R) Liam O'Brien, Laura Bailey, Ashley Johnson, and Travis Willingham.

They began just as a group of friends (Travis and Laura were either already married or dating, Matt and Marisha were dating) playing a D&D 4th Edition and then a Pathfinder game.  When D&D 5e came out, they moved over to that. You can even see some rule confusion in the early episodes.

Vox MachinaThe characters. Can you match who is who?

They soon became wildly popular. How popular? Well there is an Amazon series based on their first campaign ("Vox Machina"), there are several books about and by the Critical Role team, their Gen Con shows are sold out months in advance, and they also sold out Wembley Arena back in October of 2023. A live event to watch a bunch of friends play D&D, and they sold out a space that had previously seen sold-out shows of the likes of Led Zeppelin, Genesis, David Bowie, Queen, The Who, The Grateful Dead, and more.

While they were not the first online Actual Play D&D streamers, they are the biggest, and they made this into not just their own genre of entertainment, but they have been making an absolute ton of money. 

There are three campaigns featuring different groups of characters. Campaign 1 featured the above characters in Vox Machina. Campaign 2 was their big breakthrough campaign featuring the Mighty Nein. This also introduced Laura Bailey's character, Jester Lavorre, the tiefling that inspired a thousand cosplays

There have also been four published books for the D&D 5e game.

Critical Role books

The cultural phenomena that is Critical Role has not been without some critics. There are those that complain that they are not really gamers. Or that they are not really playing. Or that the "Mercer Effect" has ruined what people expect from D&D.

To those critics, I say, "Do you remember exactly when it was when you let fun die in your life?"

Look. The hobby space that D&D occupies now is not the same as it was in the 1980s. This is a good thing. 

People can watch Critical Role and enjoy it without rolling any dice of their own. They can watch the show and then think, "Hey, this looks fun. I want to try this." They can cosplay Jester, Keyleth, or FCG. They can enjoy the Amazon Prime series.

For me, it is all great fun. I started watching the old streams (still on Campaign 1!), and I enjoy them. They have also given me ideas for my own games. Between Campaign 1 and "Stranger Things," there is a whole new generation of D&D fans out there. Yeah, so sometimes I get 20-year-olds excited to tell me all about Vecna (the BBG in both), but hey, they are excited.

The Future

Critical Role has been a huge money maker...for Critical Role. It should not surprise anyone that the Powers That Be at Hasbro (the current owners of Wizards of the Coast and D&D) wanted in on some of that action. So last year in January, Hasbro/WotC wanted to put out some new guidelines on what various creators can do with D&D material, essentially walking back on 23+ years of access and goodwill.  Well, people naturally were angry.  It was enough that I even stopped using the very permissible Open Gaming License to produce my own works and spent most of 2023 working on solutions. Others did the same. One of those solutions for the Critical Role team was to build their own RPG that they controlled and had all the rights to. It is a very good idea.

They began with an actual play series and a new game called Candella Obscura. It is a quasi-Victorian, horror-themed fantasy game, so you know I am interested! I have not played it yet, but we have the hardcover and it looks fun.  You can try it out for free with their QuickStart Guide

Daggerheart and Candella Obscura

Their newest game is called Daggerheart. It is still being playtested, and I discussed it a while back. Will people leave D&D 5 for it? Well, there is some indication that D&D 5 sales dipped in 2023. Was that because of Wizards of the Coast's series of PR blunders or because D&D 5R (One D&D) is due out at the end of this year, and sales ALWAYS dip after these announcements? Hard to say, but it's likely a combination of both. But in any case I wish Daggerheart and the Critical Role team nothing but the best and hope they are wildly successful.

Even if you don't like Critical Role. The Stream, the Amazon show, their D&D 5e content, or new games, you have to like the attention they have brought to this hobby. Even if only 1/10th of the people drawn into this stick around for other games, that is more than we had before.

Tomorrow, I'll talk about a topic that is very near and dear to the hearts of many gamers. Dice!

 Celebrating 50 years of D&D.
Check out the April A to Z Challenge


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

RPG Blog Carnival

#AtoZChallenge2024: B is for Basic Set Dungeons & Dragons

Dungeons & Dragons Basic Book

Yesterday I talked about the Advanced Dungeons & Dragons game.  Today I want to take a step back and talk about the Basic D&D game.  Though there are several sets that can make the claim of being the "Basic Set."

Regardless of how many or for which edition they all share some things in common.  The Basic set is usually a simpler or stripped-down version of the D&D game designed to introduce new players. They typically come in a boxed set and very often have the very first set of dice a player will own.

My own history with D&D begins with the Basic game. 

Moldvay D&D Basic

Christmas 1981 will forever go down in my memory as the one where everything changed.  I was in Junior High and had been playing D&D for about two years, off and on.  I had read the Monster Manual and I had a copy, badly xeroxed, of the Holmes Basic set.
Christmas though was the turning point. I got two box sets that year; the Ballantine Books boxed set of Lord of the Rings and the "magenta" Basic Set.
Inside was finally my own book, not a copy of someone else's book. I had my own dice (finally!) and a complete adventure.
I devoured that book. Cover to cover. Every page was read and read over and over.

A lot of people talk about "the Red Box." My Red Box was magenta and had Erol Otis on the cover.  For me this was the start of what became "my" D&D. Not someone else's game, but my own.

In 1981, I felt fairly proficient in D&D. But with Holmes D&D, I always felt like something was missing. I only learned later about the "Little Brown Books" and how "Basic" actually came about.

The Moldvay Basic set had almost everything I ever needed for a game.  Plenty of classes and races.  More monsters than I expected (it had dragons!!) and what then felt like tons of spells.  I made dozens of characters, some that saw actual game play, but I didn't care, for me it was the joy of endless possibilities. And that was just in the first couple of dozen pages.

Everything I know about exploring a dungeon, checking for traps, carrying holy water and a 10' pole began here.  I learned that ghouls can cause paralysis (unless you were an elf!) and that zombies always attacked last in the round.  I learned that Thouls was a magical cross-breed between a hobgoblin troll and a ghoul. No, I still have no idea how they are made. I got to meet Morgan Ironwolf herself.
There was a sample adventure in the book, but I never really looked over. I don't think anyone did. It was called the Haunted Keep by the way. Though I very recently was reading that someone put it under the Keep in the famous adventure, Keep on the Borderlands.

This magenta-colored box with strange art on the cover also had other prizes. There inside was my first set of real D&D dice.  No more raiding board games for six-siders, though I learned those dice were properly called "d6s," and my new ones were "polyhedral."  I had a set of blue dice with a white crayon to color them in.  They are not great dice, even then, I knew.  But they were mine, and that is all that mattered.

I want to pause here a second and come back to that art.  Let's look at the cover again.  A woman casting a spell, a man with a spear. Fighting some sort of water dragon (that didn't even appear in the rules!). But look how awesome it is. Do you need to know anything else? No. They are fighting a dragon! That box is why so many gamers fell in love with the art of Erol Otis.  Inside are some equally important names; Jeff Dee, James Roslof, David LaForce, and Bill Willingham.  They gave this D&D a look that was different than AD&D.  I love that art in AD&D, but in this book, that art was just so...timeless. It was D&D.

In that box was also the adventure The Keep on Borderlands. I don't think I need to go into detail there. We have all been to the keep. We have all taken that ride out along the road that would take us to the Caves of Chaos. Nevermind that all these creatures, who should by all rights be attacking each other, never really did anything to me. They were there, and they were "Chaotic," and we were "Lawful." That was all we needed to know back then.

Dungeons & Dragons Basic Set What treasures in such a small box!
The Moldvay Basic set was more than just an introductory set to D&D. It was an introduction to a hobby, a lifestyle. The rules were simply written and organized. They were not simple rules, and re-reading them today, I marvel that we all conquered this stuff at age 10-11. It may have only covered the first three levels of character growth, but they were a quality three.

I bought the Expert Set for my birthday in 1982. For the longest time, that was all I needed. Eventually, I moved on to AD&D. I discovered those Little Brown Books and even picked up my own real copy of Holmes Basic. I love those games, and I love playing them still, but they never quite had the same magic as that first time I opened up that box and saw what treasures were inside. I did not have to imagine how my characters felt when they discovered some long-lost treasure. I knew.

Today, I still go back to Tom Moldvay's classic Basic book. It is my yardstick for measuring any OSR game. Almost everything I need is right there, just waiting for me.

Basic D&D is a very popular topic for me on the old A to Z Blogging Challenge. Here are some other "Basic" posts I have done in past years.

Other Basic Sets

It would be very remiss of me not to mention that there were other Basic sets as well.

Three Basic Sets
Three Basic Sets, Books and Dice

Holmes Basic, also called the "Blue Book," was my start. Sort of. The rules I used back when I began were a hodge-podge of Holmes Basic and AD&D, particularly the Monster Manual. This was fine, really, since, at the time, 1979, these game lines were a lot closer to each other. I have talked about this in my "1979 Campaign" posts.

Edited by Dr. John Eric Holmes, this book took the original D&D books and re-edited them to a single cohesive whole, though limited to 3rd level, as a means to get people introduced to the D&D game.  The Original Rules (see "O" day!) were an eclectic collection of rules that grew out of Gary Gygax's and Dave Arneson's playstyles. Debate continues on who did what, and I am not going to provide anything close to a definitive answer, but the game sold well but had a steep learning curve to others who were not part of that inner circle or came from War Games. The Holmes Edition attempted to fix that.

Mentzer Basic, or the BECMI (Basic, Expert, Companion, Master, Immortals) rules, was published after the Moldvay Basic, Cook/Marsh Expert sets. The rules between the B/X and BECMI rules are largely superficial (I will discuss this more), and the BECMI rules go past level 14 into the Companion rules (more on that tomorrow).

There is evidence that the Mentzer Basic set, also known as the "Red Box," was one of the best-selling editions of D&D ever, even outselling the flagship line of AD&D at times. It was also sold in more countries and more languages than any other version of D&D. If you recall Sunday's post, the D&D Basic line was in play for 22 years, covering the same time period as AD&D 1st and 2nd Edition rules. And it is still widely popular today. 

UK, American, and Spanish Mentzer BasicsBasic books from England, the USA, and Spain

Is Basic D&D the Game for You?

Basic D&D (all three varieties) are all remarkably easy to pick up and play. Character creation is fast, and the play is super flexible.  It is also one of the main systems I still love to write about and publish for.

Basic D&D has great online support regarding books from DriveThruRPG and other "Old School Renaissance" creators. But it is an older game. One of the oldest in fact. So, some things made perfectly good sense back then that would cause people to scratch their heads at the various design choices (Descending Armor Class? Level limits?), but that doesn't detract from the fun. Finding a Basic game or even people to play it with will be harder.

Any future version of D&D (or any RPG) needs to use Basic D&D as its model for introduction to the game.

Tomorrow, I will talk about a newer topic, Critical Role.

 Celebrating 50 years of D&D.

Check out the April A to Z Blogging Challenge

Larina Nix for Advanced Dungeons & Dragons (Dragon #114 version)

 I meant to do this one earlier, but I got busy writing something else. Honestly, I am a little surprised I haven't done this before now.

Larina Dragon #114 homage Dragon #114 October 1986"Larina" by Djinn and "Spirit of the Night" by David Martin

Larina Nix

I first rolled Larina up in July of 1986. At first, she was a "magic-user," and I would play her like a witch. She had a few adventures that year, but that was also when my then DM was heading out of town, and I was getting ready for my senior year at high school. 

Then Dragon Magazine #114 came out in October. 

I read it all over and wondered how I should convert her. The answer became obvious to me right away. She was a witch, only pretending to be a wizard so she could go to Glantri's School of Magic. I kept her magic-user levels and then went on to advance her as a Dragon #114 witch. In the game, I said she ran out of money to keep going, so instead, she got a job at the library in hopes of paying her tuition. 

I updated her sheet and declared her birthday was October 25, but she tells everyone it is October 31st.

As the game progressed, she became less the magical powerhouse I envisioned and became more the group's sage, occult expert, and polyglot. So when it came time to level her up, I took the spells that gave her more social and mental power/aspects. If the choice was to take a power/spell/magic item that gave a blasty power OR say, learn a new language, then I always took the language.  This was also the origin of the "From the Journals of Larina Nix." 

I kept playing her over the years. In college, I kept notes on her and how she played, including her witch spells and powers vs. her magic-user/wizard ones.  I combined these notes with notes I had started back in 1983 on a witch class, and eventually, they became my first Witch class. Since she was so focal in those experiments, I also re-did her as one of my new witches and featured her in a bit of fiction when she was six years old and discovering that she was a witch.

But in the meantime, here is Larina circa 1987-88.

Larina by Gabe FuaLarina by Gabe FuaLarina Nix
10th level witch / 1st level Magic-user (Dual classed)

Strength: 9
Dexterity: 12
Constitution: 12
Intelligence: 18 
Wisdom: 18
Charisma: 18
Comeliness: 21

Hit Points:  
Alignment: Lawful Neutral
AC: 2 (Bracers of Protection AC 2)
Saving Throws (base)Paralyze/Poison: 10Petrify/Polymorph: 13Rod, Staff, or Wand: 14Breath Weapon: 16Spells: 15
Languages: Common, Alignment, Drow, Undercommon, Elf, Infernal, Dragon

Powers
1st level: none
2nd level: none
3rd level: Brew poisons & narcotics
4th level: Brew truth drug
5th level: Brew love potion
6th level: Manufacture potions & scrolls
7th level: Candle magic9th Level: Use all-magical items10th Level: Aquire Familiar (cat, Cotton)

Spells 
First: (5+3+1) Charm Man I, Cure Wounds, Darkness, Give Wounds, Light, Magic Disk, Mending, Read Languages, Sleep (MU)
Second: (5+1) Bless, ESP, Identify, Locate Object, Seduction II, Speak with Animals Third: (4+1) Calm, Clairvoyance, Lightning bolt, Phantasmal force, Remove Curse Fourth: (3+1) Cure Serious Wounds, Infravision, Levitate, ShockFifth: (1) OracleHSO: (1) Prismatic Spray
Magic Items
Dagger +2, Staff of Enchantment, Broom of Flying, Crystal ball w/ ESP.


#AtoZChallenge2024: A is for Advanced Dungeons & Dragons

Welcome to the A to Z blogging challenge for 2024!  As I have been talking about all year, 2024 marks the 50th Anniversary of the first commercially successful (and in many ways the first in all respects) role-playing game. Dungeons and Dragons.

All month long, I hope to celebrate this with my A to Z of D&D.

Today, I start with the edition of D&D that most people who grew up in the 1980s think of when someone says Dungeons & Dragons.  That would be the 1st Edition of Advanced Dungeons & Dragons.  This is the edition that we see the kids playing in "E.T. the Extra-Terrestrial" and on "Stranger Things." This is the classic 1980s version of D&D. The one from the Satanic Panic.

The AD&D Holy Trinity

Advanced Dungeons & Dragons

This game was created in 1977 by Gary Gygax in response to the overwhelming popularity of the Original D&D game.  While the original game relied on some knowledge of wargames at the start, its popularity grew to people who had no experience with war games.  Also, many rule variations began to pop up in terms of both official publications and non-official ones. Gary felt that a gold standard of rules should be written.  There was also the idea that a new game, with a different name, could be used to keep royalties out of the hands of Dungeons & Dragon co-creator Dave Arneson, but more on that in a bit.

The Advanced Dungeons & Dragons game was not just evolutionary but revolutionary in it's own right as well.  Until now, most RPGs were printed as softcover books, many in digest format.  AD&D featured full 8.5x11 hardcover books with color covers and improved interior art.  The game was divided into three separate books. A Player's Handbook for everyone, a Monster Manual for all the creatures encountered and most importantly a Dungeon Master's Guide for everything the Dungeon Master (the Game Master or Referee) needed to run the game.  Soon, all other games sought to emulate this style.

While hard figures are not easy to come by, a lot of legwork and deep investigation by Ben Riggs, author of "Slaying the Dragon," points to AD&D having its best years between 1980 and 1984. Some of these sales are also likely from the D&D Basic Set, which I'll talk about tomorrow.

What made it Advanced?

Well. That's a tricky question. The official line was always this. Advanced Dungeons & Dragons was a "new game" that covered a variety of rules for all sorts of situations, but mostly for tournament-style play and "official" events. The notion came from the idea that Gary Gygax saw all sorts of things going on in D&D that was not what he considered part of the rules, so he collected all his notes and made this new game and one he hoped people would follow as opposed to his prior game, Dungeon & Dragons.

That was the story.

Since that time, there have been accusations that Advanced Dungeons & Dragons was created as a legal loophole to keep royalties of the game out of the hands of Dungeons & Dragons co-creator Dave Arneson. When Arneson left TSR, the company producing Dungeons & Dragons, he was owed quite a bit of royalties. The word is that TSR and Gygax didn't want to pay those (and wouldn't until a later lawsuit was brought in).  

Gygax denied this back in the day, of course, and soft-pedaled it later when all the dust had settled. However, there was a lot on the pages of Dragon Magazine at the time to try to make the point that D&D and AD&D were two completely separate games.  

Gary Gygax from the Sorcerer's Scroll

None of us paid much attention to that. In those early days, we mixed our Basic D&D and Advanced D&D rather freely. It was not until later in my game-playing that I became dogmatic about D&D and AD&D being distinct. 

What were the Differences?

Drama and inside baseball aside, some key elements made Advanced D&D different? 

AD&D had classes (occupations) and races (species) as explicitly separate. Basic D&D had four human classes and three demi-human classes. AD&D expanded on all of these. More classes and more races. The levels went higher than Basic D&D did at the time (the BECMI sets would fix this later), and there was just more everything.

Additionally, there were a lot of rules to handle a lot of specific situations. Gary always imagined that D&D (via OD&D) would be the one people played however they wanted. AD&D was going to be for serious and tournament gameplay. He saw AD&D as having a solid set of rules and judgments like Chess. In practice, though, the average gamer didn't care about all that. We played AD&D much like D&D/OD&D. We ignored all the extra rules we didn't like (weapon speeds?) and kept the ones we liked (like the new monsters and expanded alignments).  So, all this noise about AD&D and D&D being separate and having different games was always a little lost on me. Of course, I learned that others did not see it the same way. I learned when I took my D&D Expert book to an AD&D game. 

Today, the differences again seem very minor to many. The same can be said about AD&D 1st Ed and 2nd Ed, which are still largely compatible. 

For me, AD&D 1st Ed was my game in high school, and I played a lot of it. Despite appearing over 35 years ago, AD&D 1st edition is still played and enjoyed today. If my recent Gary Con trip was any indication, the old games are still doing well. And thanks to Print on Demand you can buy brand new copies of the original AD&D game now for a fraction of the cost of the book in the aftermarket or even the originals.  

And additional books for more classes and spells and monsters.

I like having these in softcover for my game table, and that way, my originals no longer get abused.

Tune in tomorrow, and I will talk about Basic D&D.

 Celebrating 50 years of D&D.

Check out the April A to Z Blogging Challenge

#AtoZChallenge2024: Sunday Special, Introduction to Dungeons & Dragons Editions

 I am going to use Sundays of this Challenge to talk about the various Editions of the Dungeons & Dragons (D&D) game that have been published over the last 50 years. 

One of the challenges people have when getting into a game like D&D is where do you start? Generally speaking, you are always best starting with the edition that people around you are playing. If they are playing the newest edition (right now, 5th Edition), then great! This will make finding products easier. If it is an older edition, then great! All editions are fun. 

But what are the Editions? Are there 5 then? Well...it is a bit more complicated than that. Hopefully, this graph (making its rounds on social media and started on Reddit.) will help. The editions are all only sort-of compatible with each other. I'll explain that throughout the month. 

Timeline of D&D

So there are, by some counts, 15 different versions of D&D. Some are 100% compatible with each other, some less so. 

For my posts, I am likely to focus on Basic era D&D (1977-1999), Advanced Dungeons & Dragons (1977-1988), and D&D 5th edition (2014-2024).  Right now "One D&D" is not out yet. It is due near the end of the year, and by all accounts, it should be 100% backward compatible with D&D 5. We will see. 

Here are a couple of notes for people who don't know (or care) about the differences in these games.

Advanced Dungeons & Dragons 1st Edition is the edition made popular by Stranger Things and E.T. the Extra-Terristrial. It was the one popular in media in the 1980s, though there is some evidence that it was D&D Basic (edited by Frank Mentzer, aka "The Red Box") sold better.

Dungeons & Dragons 5th Edition is the edition made popular by Critical Role

I hope that this month I can help with some of the confusion and mystery and maybe, just maybe, make so new players out of you all.

 Celebrating 50 years of D&D.

In addition to doing the April A to Z challenge, I am also doing the Ulitmate Blog Challenge

Ultimate Blog Challenge

AND

I hope to have some good entries in the RPG Blog Carnival, hosted in April by Codex Anathema on Favorite Settings.

RPG Blog Carnival

#FollowFriday: The Bewitched Parlor

 Gary Con is not just a great place to see old friends, play some great games and sell some books. It is also a great place to meet some new friends. I want to spend some of the next few #FollowFridays featuring some of the great folks I got to meet.  Up first Luna and Blaise at The Bewitched Parlor.

Luna is in charge of this eclectic shop located in the aptly named Salem, WI. So they are local to Gary Con and this was their first con.

They were selling some fantastic handmade witch hats, journals, leather goods, and yes, even some dice. Actually, everything is handmade by Luna, except for the dice, but you can choose those...so a handmade set.

Luna from The Bewitched ParlorShop owner Luna


The Bewitched Parlor
The Bewitched Parlor
The Bewitched Parlor
The Bewitched Parlor
Jason with a hatElf Lair Games with a new Witch Hat

Plus, they had the coolest looking booth and even a fireplace!  Luna and Blaise were fantastic, and I wish them all the best!

You can check out all their links below. Head over to her website and pick something up!

The Bewitched Parlor 

Review: Gary Gygax's Dangerous Journeys: Mythus Magick (1992)

 Mythus Magic (1992)I needed a bit of a break before tackling this one.

I covered Gary Gygax's Dangerous Journeys: Mythus on Tuesday. I also wanted to go over the second (or third) volume of his Mythus game, the book of magic called, easily enough, Dangerous Journeys: Mythus Magic (1992).   I will not go into as much detail on this one for the same reasons I actually find this book more interesting, it is largely a collection of spells and rituals.

Gary Gygax's Dangerous Journeys: Mythus Magick (1992)

Gary Gygax with Dave Newton. 384 pages. Color covers. Black-and-white interior art.
Published by Games Designer Workshop.

We open this book and it is described as "the Colossus (or more appropriately, the Merlln) of all magick books!" Well...it is certainly large and very in-depth.

I will start in the middle and mention that a full 270 pages of this book are "Castings," so Spells, Cantrips, Rituals, and the like. They are interesting in a very academic sense. If you are going to play this game (ve con Dios) and play any type of spell caster, then this is a must-have book.  IF you are the type like me and love reading about different sorts of magic and magical systems, then this is a very interesting book with some RPG applications. I am not about to try to convert these to any form of D&D mind you. It just would be easier to convert something like Judika Illes' "The Element Encyclopedia of 1000 Spells." And at least Illes writes in a way that can be plainly understood. 

The spells range from the useful (Heka Bolt, Find Traps) to the oddly named (Acclumséd—make someone clumsy) to the largely unneeded (Candlemake Formula—make 10 beeswax candles. Still need 10 BUCs of supplies; might be cheaper to buy them.) That's fine; it's hard to come up with 1,400 different spells. All of these spells are split up by vocation. So, at least, we have that going for us. 

Returning to the beginning, we get a repeat of the material from the core book on what Heka is. Or rather, I should say the core book summarizes what is here. 

We learn more than we ever wanted about the sources of Heka. To be fair, there is some material that people might find useful in their games. However, I will point out that a lot of this can be found by going to other sources. No, I am not saying that Gary copied anything here! These are some classical ideas (crystals, times of day, times of the year, places) that have more or less magical energy. Gary takes these ideas and codifies them for his game. Again, similar information can be found in other sources that are a bit more approachable. Bard Games' "The Complete Spellcaster" comes to mind. Still, this is much easier to read than, say, Isaac Bonewits' "Authentic Thaumaturgy."

There are chapters on Heka Users, Replenishing Heka, and the Structure of Magick. Look. I like reading this stuff, but there is more here than any RPG needs. 

This covers the first 30 or so pages. We learn that Heka (and it's pronounced "HEE-ka" not "Heck-Ah") is the sum of your Heka-producing K/S STEEPs, and every casting level has a base Heka cost and sometimes extra costs.

Remember all of those Spell Points and Mana systems for AD&D that started appearing on the internet (and before if your town had a good-sized gamer population)? Well, this is that dialed up to 17. If you play a caster, then your books are going to get used—a lot.

After all the spells there are sections on how to create new castings. Useful, for this game, but not others. It would be easier to create your own. There is even a section for on the spot creation. I think someone got a glimpse of Ars Magica or Mage and realized that for 1992 this was already an old and clunky system.

There are chapters on non-human Heka using HPs and Heka-based powers.

The last Chapter covers various magic items, which makes it a good read. 

There is a huge Bibliography that dwarfs Appendix N. What stops it from being truly useful are a complete lack of publication dates and publishers. I mean, yeah I can figure them all out (and have more than a few in my own library) but it seems...well, sloppy.

Bibliography

We also get a tome sheet for all the spells you can cast.

So, maybe even more than the Core Rules, I enjoy reading this book for the content, and I hate it more than the Core Rules in terms of playability.  There is just so much dense text here geared toward such low returns. People point to D&D Basic and Expert (B/X) as a masterpiece of word economy. In just 128 pages total there is everything you need to play to last years. That's not hyperbole, that is a documented fact at this point. Something that Mythus can't do in 800 pages (so far). This is yet another example of how a good editor is worth their weight in gold. 

If we look at this game as a Fantasy Heartbreaker, we can be amused and laugh a little at some of the ridiculousness of it all, and then brush of our heavily marked characters sheets and try to play a session. No one though in 2024 is going suggest playing a regular game of this though. Fun for an experiment while one of the regular players is away and you put the campaign on hold.

If we look at this though as something that was supposed to be the Magnum Opus of the father of RPGs, then we can't help but come away a little confused and maybe even a little sad about it.  What went wrong here? How did this get out of Gary's hands and into mine? Was it hubris? Was it something else? Was there so much desperation here to keep this from looking anything like D&D that good ideas were thrown out in favor of bad ones? I honestly have no idea. But here is the score right now, Gary made two games (or 1½), D&D and AD&D, that are nearly universally loved to this day. Then he made Cyborg Commando and Dangerous Journey, which are nearly equally reviled. 

I was going to spend some time figuring out Larina's spells, but honestly, I really can't anymore.

 Mythus

A Note About Mythus: Epic of Ærth

I had this book once upon a time and I will readily admit I enjoyed it. For fluff it was great stuff and reminded more of the Gygax of old. Yes I also remembered there were some questionable bits in it, but nothing I can recall off the top of my head. It was enough that I unloaded years ago at a game auction.

Ærth in the Mythus books reminded me a lot of the sort of Earth one sees in games like "Man, Myth, & Magic (1982)" or "Lands of Adventure (1983)." A mythical Earth that only exists in some sort of dreamtime.  Mind there is nothing wrong with this as a game world. In fact arguments could be made that these sorts of Earths are great for gaming. Obviously, I am a fan of the idea and would 1000% do a "Crisis on Infinite Ærths" one day.  If trying to get those three to work together didn't drive me insane first.

At the end of this I find this is where I am at. Mythus does not give me anything that Man, Myth, & Magic didn't also do 10 years before. Even as a Fantasy Heartbreaker, it doesn't live up. But I keep coming back to it, hoping to find something here that I missed. 

Sadly, due to the lawsuits that did come from TSR, Game Designers' Workshop was forced to close in 1996, leaving games like Traveller, Twilight2000, and Dark Conspiracy adrift for a number of years.

The Enchanted World: Fairies and Elves

 Fairies and ElvesToday is the Spring Equinox, an in-between time of light and dark, winter and summer—the perfect time to talk about Fairies and Elves. My reading of this has already been fruitful, with two more monsters added to my Basic Bestiary: the Trollkönig and Rübezahl. I am sure there are more to come. Many of the Faerie Lords you will find in my Basic Bestiary can also be found here, in one form or another. So let's get into it.

Fairies and Elves

by Editors of Time-LIFE Books, 1984 (144 pages) 
ISBN 080945212X, 0809452138 (US Editions)

There is a certain Euro-centrism to this book and that is to be expected, though there are plenty of creatures that are similar to Elves and Fairies around the world. This gets better with other books and we saw this in the Wizards and Witches and the Lore of Love books.

Like all the books, this one is hardcover with canvas-like covering (this time green) illustrated by John Atkinson Grimshaw.  This volume has four chapters. Also like all the books this one is lavishly illustrated with both new and classical pieces. 

Chapter One: Lands Behind Enchantment's Veil

We are introduced to the worlds of the faeries and their myriad of names; the Daoine Side, the Tylwth Teg, and the Tuatha Dé Danann. Sometimes, they are also divided into camps of light and dark, like the Seelie and Unseelie or Liosálfar and Döckálfar. And all have multiple spellings. But all are immortal, or nearly so, and are members of a world long since gone by the time humans, or at least Christian humans, enter their lands.  But for a time, a brief time the Fair Folk and humans could live side by side and these tales would enter into the legends of a later time. 

 Lands Behind Enchantment's Veil

Here, the fairies were more similar to humankind, with an air of regalness and otherworldliness, and of course, there were tales of their magic. One how the mere touch of the Queen of the Seelie court cured a young knight of his curse. Other tales on how trees would spring magical fruit or fountains of ale and wine. 

Some lived on the land, but many lived under it or even under the sea like the chieftan O'Donoghue. These lands, regardless of where they were had the same otherworldliness about them. 

A World in Miniature 

The great peoples of the fairies reduced in nature and size, so when the lands they had lived in were settled, it was believed that they had shrunk and were living, somewhat literally, under our noses. 

Chapter Two: Guardians of Field and Forest 

Here, many different types of fairies are discussed, and we move further afield than just Northern Europe. We meet the changeable Leshy, who could grow from diminutive size to that of a giant. Sylphs, some as small as mice, would flit about in the air. Hobgoblins like Robin Goodfellow, also known as Puck, were tricksters, but others like Churn-milk Peg were malicious. Willow fairies from Czech legends were as common as German wood nymphs and the mountains of Rübezahl.  Nearly every type of natural setting had a multitude of faeries of all shapes, sizes, and dispositions. 

 Guardians of Field and Forest

And that was the problem. Wander too far off into a fairies' home territory and one ran the risk of becoming lost and not finding their way home for years, if ever.

Not all faeries were human in appearance, either. The Kelpie was an underwater horse that drank the blood of swimmers, for example. 

Others fit a theme. Russia's Father Frost was the lord of Winter, except in Denmark where that role was taken by the Snow Queen, and in Scotland it was the dreaded one-eyed hag, the Cailleac Bheur that ruled over winter and the cold. 

All faeires were considered to be part of and guardian of their locales or area. From the dread three Faerie Lords and Ladies of Winter mentioned above to the tine Brown Man, who was content just to protect one small house.

The Myrtle Tree's Sweet Tenant

This is the tale of a dryad of the Myrtle tree and her love of a human prince, and the women who were jealous of her and the extent they would go. To match with the theme the tree from which the dryad came from was in the prince's palace courtyard. She would come to the young prince at night for lovemaking and disappear before sunrise.  This infuriated the women he had been pledged too and must choose among them a wife. They stripped the leaves from her tree and broke of branches.  Out came the dryad and the women turned on her, stabbing her and breaking her bones. The prince distraught, gathered the bark, the leaves, and the bones and tried to fix the myrtle tree, but could not. He stayed in his chambers, distraught. The rains came and new tree grew and when it had bloomed, the dryad stepped out again. The Prince married her and cast his former mistresses into his dungeons.

Chapter Three: Of Fairy Raids and Mortal Missteps

The last chapter had a happy ending, but that was not always the case when it came to fairy and human interaction. Princesses were abducted by fairy kings. Faerie maidens seduced otherwise virtuous knights, and faeries of all sorts made sport with the poor wives and daughters of locals. Sometimes though the mortals were the ones looking for trouble, stepping into faerie rings to become lost or seeking out their feasts, or, as in the case of the infamous Goblin Market, find their wares. 

 Of Fairy Raids and Mortal Missteps

Faeries were notorious for stealing children, leaving ugly, mal-formed changelings in their place. Sometimes the babes could be found and rescued, other times, most times, they could not.  

Tam Lin 

It wasn't always the maidens that had to fear from the intentions of faeries, often mortal men were the target. Such was the case of Tam Lin the son of the Earl of Roxburgh. He had caught the eye of the Fairy Queen. He would have been lost forever had it not been for the courage, strength, and love of a mortal woman named Janet, who was able to turn Tam Lin away from the Fairy Queen. 

Chapter Four: The Heart's Far-Carrying Call 

Love between a mortal and faerie was never an easy path to take. Swan maidens could love a mortal, but only if the mortal hid their feather cloaks from them. Lamias craved the love mortal men, but equal craved the flesh of their children. Tales abound that if a mortal man ever struck his fairy bride she would leave him forever; maybe good advice for mortal brides as well!

 The Heart's Far-Carrying Call

Though not all tales ended bad, but all had a common theme; the road to true love is a hard one. We saw that in Lore of Love as well. Such is the next tale.

Trials of a Charmed Passion 

Sir Launfal was a knight in King Arthur's court. By chance, one night, he spied a fairy lady of such beauty that all thoughts of mortal women left him. She also saw him and would visit him whenever he wished for her by name, Tryamour. The Queen, though, became jealous and asked him who it was that had given him so much happiness. He then insulted his Queen by saying she was not as beautiful as the fairy lady's lowest handmaiden. An insult, of course, and one that nearly got him burnt at the stake. But Tryamour comes to the court, and all agree that there is no way that Sir Launfal is lying or insulting. They ride off together, leaving the mortal world.

Again, like Wizards and Witches, the theme here is that once there was magic in the old world, but now it is gone. Though that theme is less overt here and more of a given. Faeries, creatures of magic, were once part of this world and now they are not.

Again the stories tend to bleed into each other and there is the feeling of half being told a story and half reading a factual account of things that had happened. The effect is an engrossing one. 

It reflects what I have felt games like D&D have been missing. While yes, there is a Feywilde and lands of Faerie in many versions of the game, there is no real magic to them, if you know what I mean. There is nothing about them that brings them to life. There are few, if any, Faerie Lords and Ladies, and no reasons for them to do what they do. This is a book I'll come back to for more ideas and certainly more names and ways to use them.

Next time: Here there be Dragons! (for real this time)

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