Happy All Hallows' Evening! Here's something I like to rewatch every year: http://zenopusarchives.blogspot.com/2013/10/danse-macabre-filmstrip-1963.html?m=1
http://zenopusarchives.blogspot.com/2013/10/danse-macabre-filmstrip-1963.html?m=1
Tuesday, October 31, 2017
42 years of Chaosium:
42 years of Chaosium:
Originally shared by Michael O'Brien
Chaosium began on this day, 42 years ago...
Monday, October 30, 2017
Mike Bridges, the voice of Greyhawk, speaks on the beauties of Darlene's World of Greyhawk maps!
Originally shared by Allan Grohe
Mike Bridges, the voice of Greyhawk, speaks on the beauties of Darlene's World of Greyhawk maps!
Mike Bridges, the voice of Greyhawk, speaks on the beauties of Darlene's World of Greyhawk maps!
Half-Orc PCs - two versions
Herman Klang wrote:
After the discussion last week. I came up with two possible versions of the half orc for my campaign. Thanks to everyone who contributed. Chris Holmes gave me the idea to go for a wimpy Cleric version and a non wimpy version. I stole some stuff from the Zenopus Archives. That's just a little bit of the input I used.
https://dungeonsofklang.blogspot.com/2017/10/two-versions-of-half-orc.html
After the discussion last week. I came up with two possible versions of the half orc for my campaign. Thanks to everyone who contributed. Chris Holmes gave me the idea to go for a wimpy Cleric version and a non wimpy version. I stole some stuff from the Zenopus Archives. That's just a little bit of the input I used.
https://dungeonsofklang.blogspot.com/2017/10/two-versions-of-half-orc.html
Sunday, October 29, 2017
There's a Halloween bundle sale at Good Old Games for the SSI D&D games.
There's a Halloween bundle sale at Good Old Games for the SSI D&D games. Get 20 different games for $11.14 total, inc versions for Windows Mac or Linux. I purchased the set last night for that price and tested out a few of the games - they work great on my Mac running 10.7.5
See this thread on Dragonsfoot for more info:
https://www.dragonsfoot.org/forums/viewtopic.php?f=87&t=77893&p=1887604#p1887604
https://www.dragonsfoot.org/forums/viewtopic.php?f=87&t=77893&p=1887604#p1887604
See this thread on Dragonsfoot for more info:
https://www.dragonsfoot.org/forums/viewtopic.php?f=87&t=77893&p=1887604#p1887604
https://www.dragonsfoot.org/forums/viewtopic.php?f=87&t=77893&p=1887604#p1887604
Saturday, October 28, 2017
How Gary handled "supernormals" (> level 1 or 1 HD) versus "normals" (~level 1 or 1 HD):
How Gary handled "supernormals" (> level 1 or 1 HD) versus "normals" (~level 1 or 1 HD):
"A 4th level fighter versus orcs... he rolled a d4 to see how many orcs got killed.
A 6th level fighter versus orcs... he rolled a d6 to see how many orcs got killed.
Et cetera.
And a monster versus ordinary men... he used the monster's hit dice for levels, rolled a die of that number, and that's how many ordinary men got killed."
No attack roll, just a roll for number killed each round.
http://odd74.proboards.com/post/203002/thread
http://odd74.proboards.com/post/203002/thread
"A 4th level fighter versus orcs... he rolled a d4 to see how many orcs got killed.
A 6th level fighter versus orcs... he rolled a d6 to see how many orcs got killed.
Et cetera.
And a monster versus ordinary men... he used the monster's hit dice for levels, rolled a die of that number, and that's how many ordinary men got killed."
No attack roll, just a roll for number killed each round.
http://odd74.proboards.com/post/203002/thread
http://odd74.proboards.com/post/203002/thread
Friday, October 27, 2017
Great album from 1977, and same as Holmes sort of hard to pin down and excellent at the same time.
Great album from 1977, and same as Holmes sort of hard to pin down and excellent at the same time. Happy weekend basic fans!
https://youtu.be/2edt3GtdQ70
https://youtu.be/2edt3GtdQ70
I continue the Tales of Peril Book Club with the second "scene" of Chapter 1 of the Maze of Peril, where Holmes...
I continue the Tales of Peril Book Club with the second "scene" of Chapter 1 of the Maze of Peril, where Holmes describes the Underworld of the setting. Caution: Spoilers
http://zenopusarchives.blogspot.com/2017/10/maze-of-peril-chapter-1-scene-2-rumors.html?m=1
http://zenopusarchives.blogspot.com/2017/10/maze-of-peril-chapter-1-scene-2-rumors.html?m=1
http://zenopusarchives.blogspot.com/2017/10/maze-of-peril-chapter-1-scene-2-rumors.html?m=1
http://zenopusarchives.blogspot.com/2017/10/maze-of-peril-chapter-1-scene-2-rumors.html?m=1
Tales of Peril Book Club, Chapter 1 continued, Holmes' description of the Underworld
Tales of Peril Book Club, Chapter 1 continued, Holmes' description of the Underworld
http://zenopusarchives.blogspot.com/2017/10/maze-of-peril-chapter-1-scene-2-rumors.html?m=1
http://zenopusarchives.blogspot.com/2017/10/maze-of-peril-chapter-1-scene-2-rumors.html?m=1
Thursday, October 26, 2017
Wednesday, October 25, 2017
Half-Orc PCs?
Herman Klang wrote:
Some of you may know that I favor a human centric world. That said I have a player that wants to be a half-orc what's a good Holmesian take on the half-orc as a player race/class amalgam..
Some of you may know that I favor a human centric world. That said I have a player that wants to be a half-orc what's a good Holmesian take on the half-orc as a player race/class amalgam..
Tuesday, October 24, 2017
This was posted in a comment on the blog.
This was posted in a comment on the blog. A DIY French translation of the entire Holmes Basic Set with B1 ... even including appropriately colored dice!
The article is in French but can be translated with Google.
http://la.forge.de.papier.over-blog.com/2017/01/1977-2017-40-ans-deja.html
http://la.forge.de.papier.over-blog.com/2017/01/1977-2017-40-ans-deja.html
The article is in French but can be translated with Google.
http://la.forge.de.papier.over-blog.com/2017/01/1977-2017-40-ans-deja.html
http://la.forge.de.papier.over-blog.com/2017/01/1977-2017-40-ans-deja.html
Jon with a new post about a 1976 newspaper article in the Detroit Free Press about the group behind the Ryth...
Jon with a new post about a 1976 newspaper article in the Detroit Free Press about the group behind the Ryth Chronicle
Originally shared by Jon Peterson
This 1976 newspaper article from the Detroit Free Press is a rare early story about Dungeons & Dragons in the mainstream press. It looks at the game through the lens of the local Ryth campaign.
http://playingattheworld.blogspot.com/2017/10/d-in-news-1976-fazzle-on-ryth.html
Originally shared by Jon Peterson
This 1976 newspaper article from the Detroit Free Press is a rare early story about Dungeons & Dragons in the mainstream press. It looks at the game through the lens of the local Ryth campaign.
http://playingattheworld.blogspot.com/2017/10/d-in-news-1976-fazzle-on-ryth.html
New Yorker has an article on the resurgent popularity of D&D
New Yorker has an article on the resurgent popularity of D&D
https://www.newyorker.com/culture/cultural-comment/the-uncanny-resurrection-of-dungeons-and-dragons
https://www.newyorker.com/culture/cultural-comment/the-uncanny-resurrection-of-dungeons-and-dragons
https://www.newyorker.com/culture/cultural-comment/the-uncanny-resurrection-of-dungeons-and-dragons
https://www.newyorker.com/culture/cultural-comment/the-uncanny-resurrection-of-dungeons-and-dragons
Monday, October 23, 2017
Interview with Rose Estes, author of Dungeon of Dread, Mountain of Mirrors, Pillars of Pentegarn, Return to...
Interview with Rose Estes, author of Dungeon of Dread, Mountain of Mirrors, Pillars of Pentegarn, Return to Brookmere and many other Endless Quests books. She reveals the series was her idea, and Brookmere was the first written to provide proof-of-concept
Originally shared by Grand DM
My interview with author Rose Estes, creator of the Endless Quest series.
Originally shared by Grand DM
My interview with author Rose Estes, creator of the Endless Quest series.
In case anyone missed it, Empire of the Petal Throne is back in print via POD:
In case anyone missed it, Empire of the Petal Throne is back in print via POD:
Originally shared by Klint Finley
And speaking of re-releases of material by the founders of our hobby: there's now a print-on-demand version of Empire of the Petal Throne, the original Tékumel game by M.A.R. Barker.
It was originally published by TSR in 1975, but Barker had already spent years--decades, even--developing the world. Inspired by Indian, Middle Eastern, Egyptian and Meso-American culture, even after all these years Tékumel remains one of the (relatively) few fantasy settings not based on medieval Europe.
http://www.drivethrurpg.com/product/2060/TEKUMELR--Empire-of-the-Petal-Throne-TSR?it=1
There's a PDF of the self-published manuscript that predated it as well.
http://www.drivethrurpg.com/product/2060/TEKUMELR--Empire-of-the-Petal-Throne-TSR?it=1
Originally shared by Klint Finley
And speaking of re-releases of material by the founders of our hobby: there's now a print-on-demand version of Empire of the Petal Throne, the original Tékumel game by M.A.R. Barker.
It was originally published by TSR in 1975, but Barker had already spent years--decades, even--developing the world. Inspired by Indian, Middle Eastern, Egyptian and Meso-American culture, even after all these years Tékumel remains one of the (relatively) few fantasy settings not based on medieval Europe.
http://www.drivethrurpg.com/product/2060/TEKUMELR--Empire-of-the-Petal-Throne-TSR?it=1
There's a PDF of the self-published manuscript that predated it as well.
http://www.drivethrurpg.com/product/2060/TEKUMELR--Empire-of-the-Petal-Throne-TSR?it=1
Saturday, October 21, 2017
Some photos of the original article for the Expedition into the Black Reservoir by Gary Gygax, a Castle Greyhawk...
Some photos of the original article for the Expedition into the Black Reservoir by Gary Gygax, a Castle Greyhawk adventure write-up published in 1975 in the zine El Conquistador. H/T to Nate Marcel and Claytonian JP for sharing.
https://www.blackgate.com/2017/10/16/the-expedition-into-the-black-reservoir-a-dungeon-adventure-at-greyhawk-castle-by-gary-gygax/
https://www.blackgate.com/2017/10/16/the-expedition-into-the-black-reservoir-a-dungeon-adventure-at-greyhawk-castle-by-gary-gygax/
https://www.blackgate.com/2017/10/16/the-expedition-into-the-black-reservoir-a-dungeon-adventure-at-greyhawk-castle-by-gary-gygax/
https://www.blackgate.com/2017/10/16/the-expedition-into-the-black-reservoir-a-dungeon-adventure-at-greyhawk-castle-by-gary-gygax/
While enjoying a few drinks at the Green Dragon, your magic-user isapproached by a nervous man and asked if they...
While enjoying a few drinks at the Green Dragon, your magic-user is approached by a nervous man and asked if they are willing to identify a magic ring.
Friday, October 20, 2017
Watching an episode of the 1970s Tarzan series produced by Filmation.
Watching an episode of the 1970s Tarzan series produced by Filmation. I had completely forgotten about this. The particular episode seems to be inspired by Tarzan and the Antmen.
https://en.m.wikipedia.org/wiki/Tarzan,_Lord_of_the_Jungle
https://en.m.wikipedia.org/wiki/Tarzan,_Lord_of_the_Jungle
Wednesday, October 18, 2017
Hey everyone, my review of Blueholme Journeymanne rules is up! https://youtu.be/hqqMezUfHXc
Hey everyone, my review of Blueholme Journeymanne rules is up! https://youtu.be/hqqMezUfHXc
https://youtu.be/hqqMezUfHXc
https://youtu.be/hqqMezUfHXc
A copy of the super rare Domesday Book #12 (1972) is up on ebay.
A copy of the super rare Domesday Book #12 (1972) is up on ebay. Page 6 is the second auction photo. Edit: This is not the issue with the "Facts about Blackmoor" by Dave Arneson, that is issue #13
Originally shared by axel b
Talking about gems of the hobby, this is one of the rarest items you might have in your want list:
https://m.ebay.com/itm/RARE-Domesday-Book-Issue-12-Gary-Gygax-Castle-Crusade-Society-/222681850837
https://m.ebay.com/itm/RARE-Domesday-Book-Issue-12-Gary-Gygax-Castle-Crusade-Society-/222681850837?nav=SEARCH
Originally shared by axel b
Talking about gems of the hobby, this is one of the rarest items you might have in your want list:
https://m.ebay.com/itm/RARE-Domesday-Book-Issue-12-Gary-Gygax-Castle-Crusade-Society-/222681850837
https://m.ebay.com/itm/RARE-Domesday-Book-Issue-12-Gary-Gygax-Castle-Crusade-Society-/222681850837?nav=SEARCH
Why I love Holmes.
Why I love Holmes.
In my opinion there are three different versions of old school D&D. Original, Advanced, and Basic. I know it's common to include Original and Basic together as classic (which is what the Save Or Die podcast is all about) I actually believe there is a deviation between the two solidified with the Moldvay set.
Now. What that means for Holmes is that it belongs in all three versions of oldschool D&D. As a simplified OD&D, and entryway into AD&D, and the genesis of Basic D&D.
It's a wonderful book and I am happy to be in this group to discuss it.
In my opinion there are three different versions of old school D&D. Original, Advanced, and Basic. I know it's common to include Original and Basic together as classic (which is what the Save Or Die podcast is all about) I actually believe there is a deviation between the two solidified with the Moldvay set.
Now. What that means for Holmes is that it belongs in all three versions of oldschool D&D. As a simplified OD&D, and entryway into AD&D, and the genesis of Basic D&D.
It's a wonderful book and I am happy to be in this group to discuss it.
Tuesday, October 17, 2017
Had a perhaps odd thought, what about producing a Holmes based minimalist ruleset, but with a different old school...
Had a perhaps odd thought, what about producing a Holmes based minimalist ruleset, but with a different old school magic system, could be basic conjuring/summoning or with some form of spell points like taken from a pre D&D system as outlined in some of the old zines or similar. Besides that the interior would have some or all monochrome color art instead of all black & white. There are probably already too many rulesets out these days, just thought it sounded cool.
I'm on the moderator team over on ODD74 now.
I'm on the moderator team over on ODD74 now. Registration has been restricted for a while due to spammers. I can't directly approve new members, but if you would like to join send me an email at zenopusarchives@gmail.com. I can schedule a day with Fin when he will "drop shields" and allow new registration and approve any account tied to the email address you give me.
http://odd74.proboards.com
http://odd74.proboards.com
http://odd74.proboards.com
http://odd74.proboards.com
Another monster with Basic stats included.
Another monster with Basic stats included.
Inspired by Zenopus' Monster Reference Table.
Originally shared by Jon Wilson (bygrinstow)
SEEPING SHADOW
Init +2 Melee Atk • claws +4 (1d4) • bite +3 (2d8) AC 16 HD 4d8 (18 hp) MV 40 Act 2d16, and add 1d20 every other round SP Immune to heat and cold, absolute silence, ignores mundane weapons Fort +5 Ref +5 Will +5 AL C This creature is darkness made animate...
Inspired by Zenopus' Monster Reference Table.
Originally shared by Jon Wilson (bygrinstow)
SEEPING SHADOW
Init +2 Melee Atk • claws +4 (1d4) • bite +3 (2d8) AC 16 HD 4d8 (18 hp) MV 40 Act 2d16, and add 1d20 every other round SP Immune to heat and cold, absolute silence, ignores mundane weapons Fort +5 Ref +5 Will +5 AL C This creature is darkness made animate...
Epic G+ post on re-creating Arneson's original Blackmoor dungeon crawl (as reported by Greg Svenson) for an...
Epic G+ post on re-creating Arneson's original Blackmoor dungeon crawl (as reported by Greg Svenson) for an anniversary game. In the comments the author mentions starting with Holmes Basic.
Originally shared by Klint Finley
Running the First Ever 1970s Dungeon Crawl With Old School-Inspired Rules in 2017
Years before the original edition of Dungeons and Dragons was published in 1974, a wargamer named Dave Arneson decided to try something new. He and his friends were already dabbling in role playing, thanks to David Weseley's wargaming/role playing hybrid game Braunstein. Inspired by Conan books and late-night horror movies, Areneson drew up a bunch of maps detailing a multi-story dungeon beneath the fictional mediaeval town of Blackmoor and enticed the player characters to enter it.
This was in all likelihood the first ever dungeon crawl. Last Sunday, in celebration of what would have been Arneson's 70th birthday, I decided to run a session inspired by original player Greg Svenson's account of that very first crawl[1].
Reproducing the original rules and encounters would be impossible. According to Svenson[2] and other early players, the original rules were quite different from what was eventually published, and they evolved rapidly. Jeff Berry (Chirine Ba Kal), another early player, has described the early rules as essentially improvised.
"A lot of people are assuming that he was working to A Great Master Plan when he wasn't," Berry wrote[3]. "He loved to simply play, and he whipped up the game mechanics and 'history' / 'timeline' to suit the game in progress. I guess that the best way to 'play like Dave' is to not over-think the thing - don't worry about how it all has to make sense somehow."
So in that spirit, I went about putting together a scenario, dungeon, and game mechanics for the session.
The Scenario
Svenson wrote that previous to entering the dungeon, an evil wizard and his pet balrog "did something" to the Baron of Blackmoor, but Svenson either didn't know or doesn't remember what that "something" was. "After doing his evil deed, the wizard fled into the dungeon under the castle, which had apparently been abandoned for many years by the normal denizens of the castle," Svenson wrote. "So, the Baron picked 30 of his men-at-arms and sent us to hunt down the wizard."
I decided on the following scenario: The Egg of Coot (an evil being and perennial Blackmoor villain) sent his thrall, a balrog, to kill Blackmoor's court sorcerer, steal the master copies of his most important scrolls, and destroy all other copies of the scrolls. The balrog then fled into the dungeon beneath the castle (unbeknownst to the player characters, his mission was to to slay a necromancer residing on the third level and likewise steal his magic). The player characters were summoned to the castle and told that the stolen scrolls were vital to the magical protections that keep the Egg's forces at bay. Squires and servants rounded up adventuring kits, and a party of a total of 30 trained fighters into the dungeon to find the balrog and retrieve the scrolls.
The Dungeon
Arneson's Blackmoor maps have been published in at least two sources: the First Fantasy Campaign book originally published by Judges Guild in 1977, and in The Dungeons of Castle Blackmoor published in 2006 by Zeitgeist games.
I went with the Zeitgeist version, though I'm not sure I'd recommend it to others (more on that in a bit). Svenson described the following encounters: one with a black pudding (apparently the first encounter), one with several formidable giant spiders, one with a beautiful woman who transformed into a snake and crushed another player character, and the brutal final battle with the balrog. He also described the discovery of a magical sword that leveled-up the wielder and made him the "leader" of the group, a room with a fallen statue of the Greek god Poseidon, a triangular room with a cauldron that shot fireballs, and a room with a "devil pool."
It turns out that both published versions of the maps listed giant spiders in the northern part of the first level, so I left those mostly alone. I decided to make the black pudding and the "snake shifter" non-random encounters: the players would simply encounter the pudding in the first hallway or stairway they picked, regardless of which one, and the snake-shifter would arrive when/if they decided to make camp. I found a triangular room and put a cauldron in it, but didn't end up having it shoot fireballs. Beneath that room I placed the devil fountain. I forgot about the Poseidon statue. I placed the necromancer's quarters behind a secret passage on the third level that didn't have a keyed description. I also added and changed a few things, drawing heavily on various published OSR resources like Veins of the Earth, Hubris, and the Fight On! zine.
Character Creation
For his Braunstein sessions, David Weseley apparently pre-created characters and assigned them specific goals or motivations. For example, the counter-revolutionary student played by Arneson during the first Braunstein game had, among others, the goal to "Save Braunstein from the French Army, which is rumored to be approaching."[4]
I decided on a truncated version of that, and created five different character shells each with a particular motivation: the knight (serve the baron), the deacon (serve the church, raise funds to build a public university), the castle guard sergeant (impress the baron into making him a knight), the swashbuckling aristocrat (marry into the baron's family), and the salty war veteran (prove to the sergeant and/or knight that despite your age you're still every bit as capable as they are).
One thing Svenson mentioned is that although the characters had attributes, they didn't see their own character sheets. Arneson tracked all those details. Also, looking at early D&D versions, attributes didn't have a big mechanical effect. They qualified you for particular classes, and above average or below average stats might apply certain modifiers. Since most characters would most likely be average in all but one or two stats, most of the scores were almost meaningless. So, inspired by the game Pits and Perils, which only assigns one attribute to players, I wrote a single descriptor on a bunch index cards: "... the burly," "... the charming," "... the wise," "... the deft," and "... the the stout." The players drew a card at random, and that become each player character's defining trait.
Beyond that, the players gave their characters names and picked a signature weapon. I only had three player characters for this session:
Charlie, the charming castle guard sergeant.
Deacon Gravestone, the burly holy warrior.
Dorian, the wise swashbuckling aristocrat angling to marry into the baron's family.
Charming gave Charlie's crew a higher starting morale. Burly gave the Deacon a bonus to hit in melee. Wise gave Dorian more of a chance to spot magical illusions, and I dropped him extra information and hints along the way. Stout would have given a character more hits, and swift would have given them a bonus to ranged attacks.
I also let each character pick a signature weapon. Charlie went with a warhammer, Dorian had a saber, and Gravestone eventually settled on, of all things, a pick-axe. He also insisted that his 9 followers should also be outfitted not with maces but pick-axes like he carried (this would be important later).
Note that this was Gravestone's player's first time role playing. He had no idea what to expect. He thought it was going to be something more like Risk. And when it was explained that they were going into the "dungeon" he assumed it would be the castle's basement, not some sprawling multi-story cave-complex thing.
Mechanics
In brief:
- For group combat, each player character rolled 1d6 for every two people in their own group. A 5 or a 6 was a hit.
- For one-on-one combat, each player rolls 2d6 and an 8 or better is a hit.
- Two-handed weapons deal two hits. One-handed weapons deal one hit.
- During group combat, one hit kills a normal fighter. Monsters, fantastic creatures, and player characters can take a varying number of hits depending on how many normal humans they are equivalent to.
- For example, a 10 human point giant spider can take 10 hits and rolls 5 dice during group combat.
- During one-on-one combat, a shield adds one hit, light armor adds one hit, medium armor adds two, heavy armor adds three.
- Target numbers and hits can and should be adjusted up and down on the fly depending on the circumstances.
- During group combat, hirelings die first so PCs needn't worry about taking damage during group combat until all the hirelings are dead.
- Each player character's group of followers starts with 5 morale points. The "charming" character starts with six. That number goes up and down as their group kills monsters and members die.
- When morale drops to zero, the followers will abandon their leader.
- The group or individual with the highest morale goes first. In a tie, monsters/opponents go first.
- There are no skill checks or saves, all of that is handled narratively/freeform.
- Ideally, monsters ("badies" in old-school terminology) should be ideally be played by players, not by the referee/GM (since I only had three people and none of them wanted to play the badies, I didn't press the issue).
Mechanics Influences
The combat mechanics are essentially an oversimplified version of Chainmail's group and man-to-man combat rules. Instead of using tables for different scenarios, I picked some basic numbers to be the standard ones and just adjusted them on a case-by-case basis. I don't think this worked very well, as discussed below.
When I first conceived of the idea of doing a retro-Blackmoor game, I thought I'd end up using Daniel H. Boggs's Dragons and Dawn, a well-researched, pre-D&D Blackmoor-inspired ruleset. But I decided against it. Boggs's rules are based on later iterations of the game is a more fully realized ruleset than what I wanted. I wanted something looser, rawer. But I did take the idea of hirelings dying first from the Boggs book.
Another important source for pre-D&D rules is Craig VanGrasstek's Rules to the Game of Dungeon[5], originally published in 1974 and republished online in 2014[6]. This, along with an account of a convention game run by Arneson published in Fight On! # 2, convinced me not to have mechanics for anything but combat and to handle everything else freeform. Game of Dungeon also convinced me to go with roll-high instead of roll-low.
As mentioned above, Pits and Perils was also an influence, particularly on character creation and combat.
Play Report
Surprisingly, the player characters hit all of the things described by Svenson (except of course they didn't see the Poseidon statue I forgot to include), only a few of the extra things I added to the dungeon, and very little of the stuff from the Zeitgeist book.
I started by having the Baron explain that a "fire demon" had absconded into dungeon with important scrolls and that various squires were running around assembling dungeoneering kits for everyone. I passed around lists of basic gear and asked if anyone wanted to bring anything else. The Sergeant asked for aloe. The Swashbuckler asked for silver crossbow bolts. And the Deacon requested squirtguns full of holy water. I asked if anyone knew if they had squirtguns in medieval times and the consensus was they probably didn't (I was told subsequently that indeed some sort of squirt gun equivalent probably would have been available). The Swashbuckler suggested filling bellows with holy water and using that to squirt the demon. I laughed it off as a humorous suggestion, but the Deacon insisted that he wanted his followers to find two huge bellows and fill them with holy water.
After surveying the large entry room to the dungeon, the players eventually decided to let Gravestone send one of his followers down the northwest passage--the same passage that Svenson and company went down during the first session (the northern passage was also open, as was a staircase to the south, but the others were caved in).
The follower's torch went out just as he came upon the not-so-random encounter of the black pudding. That follower died. The players decided the rest of the party would pursue. When they saw the pudding, the Swashbuckler immediately decided to try having his men kill it with fire, which worked (slimes are now a pretty standard D&D monster and it seems most are vulnerable to fire. Dunno if the Swashbuckler's player knew that or just made a lucky guess, but it might be worth changing its weakness and maybe even planting some weird side effect of trying to burn it to keep things interesting).
They eventually found their way to a staircase where a giant spider lied in wait (actually, the Arachnopolis Rex from Veins of the Earth: thousands of tiny spiders making one big spider). They killed it (them) but lost a few men. They decided then to descend that staircase to the second level. That led them to the "triangle room," which had a pit-trap with the ghost of a guy who led an unsuccessful peasant-revolt and the non-smoking cauldron. After discovering the nearby boiler room and being disappointed that the intense heat they'd been feeling in this area was coming from a furnace and not the fire demon, they headed down another staircase, which just happened to lead them to the devil fountain.
From there, they wandered around and found a couple of brain golems (from an issue of Fight On!), which they promptly killed.
Somewhere along the way they they came across a sword that increased charisma, inspired by the one Svenson mentioned. Svenson described it as blowing non-lawful characters across the room when they tried to lift it, but the Deacon went right over to it and picked it up instead of having a hireling do it. I told the players that the Deacon suddenly seemed better looking and more sensible than he had previous. The other two concluded the sword must be cursed, but the Deacon insisted on keeping it.
Then they ran into a... thing... made of shadow and broken shards of broken glass (created with Vincent Baker's monster generator from from Fight On! # 2). The Deacon had one of his men, later dubbed "Leroy," run through it to see what would happen. He came out all cut-up. Instead of having him run back through, they decided to see if they could find a path around. After making a loop back to the devil pool, they decided to setup camp for the night in a nearby empty room.
While camping, the Snake Shifter wandered into the room and tried to seduce the Sergeant. He let her hug him, and as soon as her arms were around him she turned into a boa constrictor and started crushing him. He yelled for his men, who had crowbars in their dungeoneering kits, and ordered them to pry him out. The snake was unable to kill any of his men, or the Deacon and the Swashbuckler's men that were trying to kill it, and the crowbar men were able to keep it from crushing the Sergeant. Eventually they killed the snake without losing anyone.
So here's my favorite part: In the morning they started exploring again, and found a monstrous being (I think I created using the Fallen Angel table from Hubris). It had two mouths, four arms, gnarly horns, mushrooms growing off its body, and a staff of despair that lowered everyone's morale. The players decided to shift tactics and instead of attacking the angel, they asked if it could help them. The angel, which desired beauty, said he wanted them to make him not-ugly, which I didn't think the PCs would be able to do. But the Deacon offered to say a prayer for him, which reminded me that there was a Dwarven shrine nearby where, if the proper names were invoked, the Dwarven gods would bestow a blessing (a stat increase) on someone. So the angel lead them there. The Deacon prayed to the Christian god, but the wise Swashbuckler invoked the name of one of the Dwarves, who upped the charisma of the poor angel. His horns fell off, his mouths merged into one, the mushrooms fell away. He still had four arms and a staff that was seriously bumming everyone out, but he didn't look quite so monstrous anymore. So he led the characters back to where Leroy was and then showed them the necromancer's quarters on the third floor. The angel refused to face the necromancer and left the PCs to their devices and everyone's morale went back up as soon as he was gone. (The Swashbuckler also developed a backup plan of just giving the angel the Deacon's magic sword, which I would also have accepted as a good solution. Next time around I'll probably toss out the Dwarven shrine entirely and leave the sword as the primary way to improve the angel's lot).
The balrog had already burned his way through the secret passage and killed the necromancer. As the PCs approached the room, the Balrog leaped out and attacked them. He fought as 50 humans. To keep things simple I only rolled five dice for him, but he still had 50 hits. But I was impressed with the PCs "bellows full of holy water idea"--and I'm a big softy--so I decided those things did 10 hits of damage when they landed, and that Dorian only needed to roll a 4 or better to hit with the silver bolts. They lost a lot of men, but unlike the original dungeoneers, they were able to take down the Balrog.
The PCs found a lot of scrolls in the necromancer's chamber, but couldn't tell which were the missing ones and which were his own, so they took all his scrolls and books. The Deacon also had Leroy grab a painting of a nude woman in shackles (it's called, unbeknownst to them, "False Chantrelle").
The PCs hadn't made a map or used the chalk in their dungeon kits to mark their way, so they just went up the first staircase they found, then up the next one they found until they were sure they were on the first level. That put them in a mostly empty room between two caved-in tunnels. That's where the Deacon's pickaxes finally came in handy. He had his surviving followers dig them out. Along the way they found 250GP, which will go a long way towards setting up the university (they didn't come across much other treasure) and came out in the grand room they started in.
Was it fun?
I stressed out a lot during the session worrying that I wasn't doing a good job, or describing enough of the dungeon. The Blackmoor maps involve a lot of cases of corridors splitting off into additional corridors which split off into still more corridors, and I worried things were getting redundant. And since I was more or less winging the mechanics, I kept mucking things up and forgetting to apply bonuses and penalties as we went along.
But the players seemed to have fun and as we started talking it over, I was more pleased with the scenes that played out in retrospect than I was while I was fretting over running them. The snake shifter encounter and the Deacon having his guy Leroy run through the floating glass seemed particularly memorable.
The guy who played the Deacon, who had never played before, said he wants me to run a game for his parents.
I doubt the players would want to revisit these characters and setting again, but if they did, there are a few hooks for them to keep playing. The most obvious is the False Chantrelle painting, which leads to the Maze of the Blue Medusa. The other magic items recovered from the necromancer's chamber could also cause various mischief, and there's always the possibility of the Egg's forces invading before the magical defenses are back in place.
Thoughts/Advice on Running it Again
I'd like to run this again at least once to see what it's like having a player run the monsters. But I'd probably do things a bit differently.
The Zeitgeist maps are nicely presented, but the black backgrounds make it hard to take notes on the map and eat up a lot of printer ink. Also, the key for the first level doesn't match the map. And while there's some fairly interesting stuff in the book, and it definitely reduced the amount of work required to stock the dungeon, much of it is pretty standard fantasy faire. The monsters mostly come from the 3E Monster's Manuel, I think. I guess that fits with the throwback nature of trying to run a session inspired by the first dungeon crawl. But the guy from Fight On! described playing with Arneson as being like "D&D meets Naked Lunch" (presumably with less sex), and I imagine being faced with black slimes, giant spiders, and shapeshifting snakes was probably much weirder for early 70s wargamers than it is for today's role players. Which raises the central tension of what, precisely, I want to try to capture by running these sessions. (Does anyone know if the other Zeitgeist Blackmoor books have weirder, more Burroughsian stuff in them?)
Next time around I think I might use the First Fantasy Campaign maps and stock the dungeon myself (possibly using a variation of Arneson's point-buy system for stocking [7]). That's probably what I'd recommend others do (though I can't vouch for the Zeitgeist version of the First Fantasy, which is somehow also meant to be a 4th ed guide to Blackmoor?)
Alternately, though I liked using authentic maps, having people wonder down corridor after corridor did get old, and even the Zeitgeist version left a lot of un-keyed areas. So I'd be tempted to just use a new OSR dungeon like Stonehell, which still leaves some room for GMs to add stuff but has more stuff ready and looks easier to use. But it seems like that might be getting too far off base. Another possibility would be to generate the whole thing on-the-fly from tables. But I might also just stick with the Zeitgeist versions since I've already familiarized myself with the first 4 levels and keyed a bunch of stuff myself. I can always swap out more of the traditional fantasy stuff for more weird stuff next time.
The big thing I'd need to decide on before running it for another group is whether I want to stick with a party of 30 people or just cut it down to a more traditional modern party size. If I want go with 30 people again I'll need to give the rules more thought, as the players ended up hardly using the man-to-man rules at all, and I don't think I gave appropriate modifiers for the battles that ended up happening. I also am not sure how to design encounters for such large parties, though I suppose I could look to the early TSR supplements when 20+ person parties was the expectation.
It occurs to me that Tunnels and Trolls is already a pretty streamlined, legitimately old school, d6 based dungeon crawling system with rules for mass combat, and it might be worth lifting stuff from there.
I'd also like to track down a copy of Strategos N, since Boggs speculates [8] that Arneson actually adapted a lot of Chainmail stuff to Strategos N rather than running straight Chainmail (apart from, maybe, the man-to-man rules?)
I didn't use a battlemat or minis, but next time I think I might need to come up with a way to do that.
I also noticed after I ran the session that Svenson says that stat checks became a part of the game pretty early on. I'd forgotten about some of Arnesons's group's early character sheets[9] with lots of different stats, some pre-dating the Blackmoor days[10]. So I might add in more stats next time, but I actually liked how the single-trait system worked out.
It's clear to me why giving players access to their sheets and making the rules player facing became standard practice: then the players can remind you when you forget to apply a rule or bonus. On the other hand, things did run pretty fast and smooth with me just asking for rolls and never explaining to players what it meant. If I were to run more sessions in Blackmore for the same group, I'd probably switch over to Maze Rats, Pits and Perils, or 5E. But if I were to run this for another group, I'd still want to use a "secret" rule set.
Sources:
[1] http://blackmoor.mystara.net/greg01.html
[2] http://shamsgrog.blogspot.com/2009/05/q-with-greg-svenson.html
[3] http://www.therpgsite.com/showthread.php?32577-Questioning-chirine-ba-kal/page4
[4] http://arsludi.lamemage.com/static/braunstein/braunstein1-characters.html
[5] http://playingattheworld.blogspot.com/2012/08/rules-to-game-of-dungeon-1974.html
[6] http://playingattheworld.blogspot.com/2014/08/1974-dungeon-variant-now-for-download.html
[7] http://boggswood.blogspot.com/2014/08/point-buy-systems-for-stocking-dungeons.html
[8] http://boggswood.blogspot.com/2017/07/blackmoor-as-chainmail-campaign.html
[9] http://boggswood.blogspot.com/2016/10/megarry-early-blackmoor-character-matrix.html
[10] http://boggswood.blogspot.com/2017/05/the-spanish-royals-character-sheet.html
Originally shared by Klint Finley
Running the First Ever 1970s Dungeon Crawl With Old School-Inspired Rules in 2017
Years before the original edition of Dungeons and Dragons was published in 1974, a wargamer named Dave Arneson decided to try something new. He and his friends were already dabbling in role playing, thanks to David Weseley's wargaming/role playing hybrid game Braunstein. Inspired by Conan books and late-night horror movies, Areneson drew up a bunch of maps detailing a multi-story dungeon beneath the fictional mediaeval town of Blackmoor and enticed the player characters to enter it.
This was in all likelihood the first ever dungeon crawl. Last Sunday, in celebration of what would have been Arneson's 70th birthday, I decided to run a session inspired by original player Greg Svenson's account of that very first crawl[1].
Reproducing the original rules and encounters would be impossible. According to Svenson[2] and other early players, the original rules were quite different from what was eventually published, and they evolved rapidly. Jeff Berry (Chirine Ba Kal), another early player, has described the early rules as essentially improvised.
"A lot of people are assuming that he was working to A Great Master Plan when he wasn't," Berry wrote[3]. "He loved to simply play, and he whipped up the game mechanics and 'history' / 'timeline' to suit the game in progress. I guess that the best way to 'play like Dave' is to not over-think the thing - don't worry about how it all has to make sense somehow."
So in that spirit, I went about putting together a scenario, dungeon, and game mechanics for the session.
The Scenario
Svenson wrote that previous to entering the dungeon, an evil wizard and his pet balrog "did something" to the Baron of Blackmoor, but Svenson either didn't know or doesn't remember what that "something" was. "After doing his evil deed, the wizard fled into the dungeon under the castle, which had apparently been abandoned for many years by the normal denizens of the castle," Svenson wrote. "So, the Baron picked 30 of his men-at-arms and sent us to hunt down the wizard."
I decided on the following scenario: The Egg of Coot (an evil being and perennial Blackmoor villain) sent his thrall, a balrog, to kill Blackmoor's court sorcerer, steal the master copies of his most important scrolls, and destroy all other copies of the scrolls. The balrog then fled into the dungeon beneath the castle (unbeknownst to the player characters, his mission was to to slay a necromancer residing on the third level and likewise steal his magic). The player characters were summoned to the castle and told that the stolen scrolls were vital to the magical protections that keep the Egg's forces at bay. Squires and servants rounded up adventuring kits, and a party of a total of 30 trained fighters into the dungeon to find the balrog and retrieve the scrolls.
The Dungeon
Arneson's Blackmoor maps have been published in at least two sources: the First Fantasy Campaign book originally published by Judges Guild in 1977, and in The Dungeons of Castle Blackmoor published in 2006 by Zeitgeist games.
I went with the Zeitgeist version, though I'm not sure I'd recommend it to others (more on that in a bit). Svenson described the following encounters: one with a black pudding (apparently the first encounter), one with several formidable giant spiders, one with a beautiful woman who transformed into a snake and crushed another player character, and the brutal final battle with the balrog. He also described the discovery of a magical sword that leveled-up the wielder and made him the "leader" of the group, a room with a fallen statue of the Greek god Poseidon, a triangular room with a cauldron that shot fireballs, and a room with a "devil pool."
It turns out that both published versions of the maps listed giant spiders in the northern part of the first level, so I left those mostly alone. I decided to make the black pudding and the "snake shifter" non-random encounters: the players would simply encounter the pudding in the first hallway or stairway they picked, regardless of which one, and the snake-shifter would arrive when/if they decided to make camp. I found a triangular room and put a cauldron in it, but didn't end up having it shoot fireballs. Beneath that room I placed the devil fountain. I forgot about the Poseidon statue. I placed the necromancer's quarters behind a secret passage on the third level that didn't have a keyed description. I also added and changed a few things, drawing heavily on various published OSR resources like Veins of the Earth, Hubris, and the Fight On! zine.
Character Creation
For his Braunstein sessions, David Weseley apparently pre-created characters and assigned them specific goals or motivations. For example, the counter-revolutionary student played by Arneson during the first Braunstein game had, among others, the goal to "Save Braunstein from the French Army, which is rumored to be approaching."[4]
I decided on a truncated version of that, and created five different character shells each with a particular motivation: the knight (serve the baron), the deacon (serve the church, raise funds to build a public university), the castle guard sergeant (impress the baron into making him a knight), the swashbuckling aristocrat (marry into the baron's family), and the salty war veteran (prove to the sergeant and/or knight that despite your age you're still every bit as capable as they are).
One thing Svenson mentioned is that although the characters had attributes, they didn't see their own character sheets. Arneson tracked all those details. Also, looking at early D&D versions, attributes didn't have a big mechanical effect. They qualified you for particular classes, and above average or below average stats might apply certain modifiers. Since most characters would most likely be average in all but one or two stats, most of the scores were almost meaningless. So, inspired by the game Pits and Perils, which only assigns one attribute to players, I wrote a single descriptor on a bunch index cards: "... the burly," "... the charming," "... the wise," "... the deft," and "... the the stout." The players drew a card at random, and that become each player character's defining trait.
Beyond that, the players gave their characters names and picked a signature weapon. I only had three player characters for this session:
Charlie, the charming castle guard sergeant.
Deacon Gravestone, the burly holy warrior.
Dorian, the wise swashbuckling aristocrat angling to marry into the baron's family.
Charming gave Charlie's crew a higher starting morale. Burly gave the Deacon a bonus to hit in melee. Wise gave Dorian more of a chance to spot magical illusions, and I dropped him extra information and hints along the way. Stout would have given a character more hits, and swift would have given them a bonus to ranged attacks.
I also let each character pick a signature weapon. Charlie went with a warhammer, Dorian had a saber, and Gravestone eventually settled on, of all things, a pick-axe. He also insisted that his 9 followers should also be outfitted not with maces but pick-axes like he carried (this would be important later).
Note that this was Gravestone's player's first time role playing. He had no idea what to expect. He thought it was going to be something more like Risk. And when it was explained that they were going into the "dungeon" he assumed it would be the castle's basement, not some sprawling multi-story cave-complex thing.
Mechanics
In brief:
- For group combat, each player character rolled 1d6 for every two people in their own group. A 5 or a 6 was a hit.
- For one-on-one combat, each player rolls 2d6 and an 8 or better is a hit.
- Two-handed weapons deal two hits. One-handed weapons deal one hit.
- During group combat, one hit kills a normal fighter. Monsters, fantastic creatures, and player characters can take a varying number of hits depending on how many normal humans they are equivalent to.
- For example, a 10 human point giant spider can take 10 hits and rolls 5 dice during group combat.
- During one-on-one combat, a shield adds one hit, light armor adds one hit, medium armor adds two, heavy armor adds three.
- Target numbers and hits can and should be adjusted up and down on the fly depending on the circumstances.
- During group combat, hirelings die first so PCs needn't worry about taking damage during group combat until all the hirelings are dead.
- Each player character's group of followers starts with 5 morale points. The "charming" character starts with six. That number goes up and down as their group kills monsters and members die.
- When morale drops to zero, the followers will abandon their leader.
- The group or individual with the highest morale goes first. In a tie, monsters/opponents go first.
- There are no skill checks or saves, all of that is handled narratively/freeform.
- Ideally, monsters ("badies" in old-school terminology) should be ideally be played by players, not by the referee/GM (since I only had three people and none of them wanted to play the badies, I didn't press the issue).
Mechanics Influences
The combat mechanics are essentially an oversimplified version of Chainmail's group and man-to-man combat rules. Instead of using tables for different scenarios, I picked some basic numbers to be the standard ones and just adjusted them on a case-by-case basis. I don't think this worked very well, as discussed below.
When I first conceived of the idea of doing a retro-Blackmoor game, I thought I'd end up using Daniel H. Boggs's Dragons and Dawn, a well-researched, pre-D&D Blackmoor-inspired ruleset. But I decided against it. Boggs's rules are based on later iterations of the game is a more fully realized ruleset than what I wanted. I wanted something looser, rawer. But I did take the idea of hirelings dying first from the Boggs book.
Another important source for pre-D&D rules is Craig VanGrasstek's Rules to the Game of Dungeon[5], originally published in 1974 and republished online in 2014[6]. This, along with an account of a convention game run by Arneson published in Fight On! # 2, convinced me not to have mechanics for anything but combat and to handle everything else freeform. Game of Dungeon also convinced me to go with roll-high instead of roll-low.
As mentioned above, Pits and Perils was also an influence, particularly on character creation and combat.
Play Report
Surprisingly, the player characters hit all of the things described by Svenson (except of course they didn't see the Poseidon statue I forgot to include), only a few of the extra things I added to the dungeon, and very little of the stuff from the Zeitgeist book.
I started by having the Baron explain that a "fire demon" had absconded into dungeon with important scrolls and that various squires were running around assembling dungeoneering kits for everyone. I passed around lists of basic gear and asked if anyone wanted to bring anything else. The Sergeant asked for aloe. The Swashbuckler asked for silver crossbow bolts. And the Deacon requested squirtguns full of holy water. I asked if anyone knew if they had squirtguns in medieval times and the consensus was they probably didn't (I was told subsequently that indeed some sort of squirt gun equivalent probably would have been available). The Swashbuckler suggested filling bellows with holy water and using that to squirt the demon. I laughed it off as a humorous suggestion, but the Deacon insisted that he wanted his followers to find two huge bellows and fill them with holy water.
After surveying the large entry room to the dungeon, the players eventually decided to let Gravestone send one of his followers down the northwest passage--the same passage that Svenson and company went down during the first session (the northern passage was also open, as was a staircase to the south, but the others were caved in).
The follower's torch went out just as he came upon the not-so-random encounter of the black pudding. That follower died. The players decided the rest of the party would pursue. When they saw the pudding, the Swashbuckler immediately decided to try having his men kill it with fire, which worked (slimes are now a pretty standard D&D monster and it seems most are vulnerable to fire. Dunno if the Swashbuckler's player knew that or just made a lucky guess, but it might be worth changing its weakness and maybe even planting some weird side effect of trying to burn it to keep things interesting).
They eventually found their way to a staircase where a giant spider lied in wait (actually, the Arachnopolis Rex from Veins of the Earth: thousands of tiny spiders making one big spider). They killed it (them) but lost a few men. They decided then to descend that staircase to the second level. That led them to the "triangle room," which had a pit-trap with the ghost of a guy who led an unsuccessful peasant-revolt and the non-smoking cauldron. After discovering the nearby boiler room and being disappointed that the intense heat they'd been feeling in this area was coming from a furnace and not the fire demon, they headed down another staircase, which just happened to lead them to the devil fountain.
From there, they wandered around and found a couple of brain golems (from an issue of Fight On!), which they promptly killed.
Somewhere along the way they they came across a sword that increased charisma, inspired by the one Svenson mentioned. Svenson described it as blowing non-lawful characters across the room when they tried to lift it, but the Deacon went right over to it and picked it up instead of having a hireling do it. I told the players that the Deacon suddenly seemed better looking and more sensible than he had previous. The other two concluded the sword must be cursed, but the Deacon insisted on keeping it.
Then they ran into a... thing... made of shadow and broken shards of broken glass (created with Vincent Baker's monster generator from from Fight On! # 2). The Deacon had one of his men, later dubbed "Leroy," run through it to see what would happen. He came out all cut-up. Instead of having him run back through, they decided to see if they could find a path around. After making a loop back to the devil pool, they decided to setup camp for the night in a nearby empty room.
While camping, the Snake Shifter wandered into the room and tried to seduce the Sergeant. He let her hug him, and as soon as her arms were around him she turned into a boa constrictor and started crushing him. He yelled for his men, who had crowbars in their dungeoneering kits, and ordered them to pry him out. The snake was unable to kill any of his men, or the Deacon and the Swashbuckler's men that were trying to kill it, and the crowbar men were able to keep it from crushing the Sergeant. Eventually they killed the snake without losing anyone.
So here's my favorite part: In the morning they started exploring again, and found a monstrous being (I think I created using the Fallen Angel table from Hubris). It had two mouths, four arms, gnarly horns, mushrooms growing off its body, and a staff of despair that lowered everyone's morale. The players decided to shift tactics and instead of attacking the angel, they asked if it could help them. The angel, which desired beauty, said he wanted them to make him not-ugly, which I didn't think the PCs would be able to do. But the Deacon offered to say a prayer for him, which reminded me that there was a Dwarven shrine nearby where, if the proper names were invoked, the Dwarven gods would bestow a blessing (a stat increase) on someone. So the angel lead them there. The Deacon prayed to the Christian god, but the wise Swashbuckler invoked the name of one of the Dwarves, who upped the charisma of the poor angel. His horns fell off, his mouths merged into one, the mushrooms fell away. He still had four arms and a staff that was seriously bumming everyone out, but he didn't look quite so monstrous anymore. So he led the characters back to where Leroy was and then showed them the necromancer's quarters on the third floor. The angel refused to face the necromancer and left the PCs to their devices and everyone's morale went back up as soon as he was gone. (The Swashbuckler also developed a backup plan of just giving the angel the Deacon's magic sword, which I would also have accepted as a good solution. Next time around I'll probably toss out the Dwarven shrine entirely and leave the sword as the primary way to improve the angel's lot).
The balrog had already burned his way through the secret passage and killed the necromancer. As the PCs approached the room, the Balrog leaped out and attacked them. He fought as 50 humans. To keep things simple I only rolled five dice for him, but he still had 50 hits. But I was impressed with the PCs "bellows full of holy water idea"--and I'm a big softy--so I decided those things did 10 hits of damage when they landed, and that Dorian only needed to roll a 4 or better to hit with the silver bolts. They lost a lot of men, but unlike the original dungeoneers, they were able to take down the Balrog.
The PCs found a lot of scrolls in the necromancer's chamber, but couldn't tell which were the missing ones and which were his own, so they took all his scrolls and books. The Deacon also had Leroy grab a painting of a nude woman in shackles (it's called, unbeknownst to them, "False Chantrelle").
The PCs hadn't made a map or used the chalk in their dungeon kits to mark their way, so they just went up the first staircase they found, then up the next one they found until they were sure they were on the first level. That put them in a mostly empty room between two caved-in tunnels. That's where the Deacon's pickaxes finally came in handy. He had his surviving followers dig them out. Along the way they found 250GP, which will go a long way towards setting up the university (they didn't come across much other treasure) and came out in the grand room they started in.
Was it fun?
I stressed out a lot during the session worrying that I wasn't doing a good job, or describing enough of the dungeon. The Blackmoor maps involve a lot of cases of corridors splitting off into additional corridors which split off into still more corridors, and I worried things were getting redundant. And since I was more or less winging the mechanics, I kept mucking things up and forgetting to apply bonuses and penalties as we went along.
But the players seemed to have fun and as we started talking it over, I was more pleased with the scenes that played out in retrospect than I was while I was fretting over running them. The snake shifter encounter and the Deacon having his guy Leroy run through the floating glass seemed particularly memorable.
The guy who played the Deacon, who had never played before, said he wants me to run a game for his parents.
I doubt the players would want to revisit these characters and setting again, but if they did, there are a few hooks for them to keep playing. The most obvious is the False Chantrelle painting, which leads to the Maze of the Blue Medusa. The other magic items recovered from the necromancer's chamber could also cause various mischief, and there's always the possibility of the Egg's forces invading before the magical defenses are back in place.
Thoughts/Advice on Running it Again
I'd like to run this again at least once to see what it's like having a player run the monsters. But I'd probably do things a bit differently.
The Zeitgeist maps are nicely presented, but the black backgrounds make it hard to take notes on the map and eat up a lot of printer ink. Also, the key for the first level doesn't match the map. And while there's some fairly interesting stuff in the book, and it definitely reduced the amount of work required to stock the dungeon, much of it is pretty standard fantasy faire. The monsters mostly come from the 3E Monster's Manuel, I think. I guess that fits with the throwback nature of trying to run a session inspired by the first dungeon crawl. But the guy from Fight On! described playing with Arneson as being like "D&D meets Naked Lunch" (presumably with less sex), and I imagine being faced with black slimes, giant spiders, and shapeshifting snakes was probably much weirder for early 70s wargamers than it is for today's role players. Which raises the central tension of what, precisely, I want to try to capture by running these sessions. (Does anyone know if the other Zeitgeist Blackmoor books have weirder, more Burroughsian stuff in them?)
Next time around I think I might use the First Fantasy Campaign maps and stock the dungeon myself (possibly using a variation of Arneson's point-buy system for stocking [7]). That's probably what I'd recommend others do (though I can't vouch for the Zeitgeist version of the First Fantasy, which is somehow also meant to be a 4th ed guide to Blackmoor?)
Alternately, though I liked using authentic maps, having people wonder down corridor after corridor did get old, and even the Zeitgeist version left a lot of un-keyed areas. So I'd be tempted to just use a new OSR dungeon like Stonehell, which still leaves some room for GMs to add stuff but has more stuff ready and looks easier to use. But it seems like that might be getting too far off base. Another possibility would be to generate the whole thing on-the-fly from tables. But I might also just stick with the Zeitgeist versions since I've already familiarized myself with the first 4 levels and keyed a bunch of stuff myself. I can always swap out more of the traditional fantasy stuff for more weird stuff next time.
The big thing I'd need to decide on before running it for another group is whether I want to stick with a party of 30 people or just cut it down to a more traditional modern party size. If I want go with 30 people again I'll need to give the rules more thought, as the players ended up hardly using the man-to-man rules at all, and I don't think I gave appropriate modifiers for the battles that ended up happening. I also am not sure how to design encounters for such large parties, though I suppose I could look to the early TSR supplements when 20+ person parties was the expectation.
It occurs to me that Tunnels and Trolls is already a pretty streamlined, legitimately old school, d6 based dungeon crawling system with rules for mass combat, and it might be worth lifting stuff from there.
I'd also like to track down a copy of Strategos N, since Boggs speculates [8] that Arneson actually adapted a lot of Chainmail stuff to Strategos N rather than running straight Chainmail (apart from, maybe, the man-to-man rules?)
I didn't use a battlemat or minis, but next time I think I might need to come up with a way to do that.
I also noticed after I ran the session that Svenson says that stat checks became a part of the game pretty early on. I'd forgotten about some of Arnesons's group's early character sheets[9] with lots of different stats, some pre-dating the Blackmoor days[10]. So I might add in more stats next time, but I actually liked how the single-trait system worked out.
It's clear to me why giving players access to their sheets and making the rules player facing became standard practice: then the players can remind you when you forget to apply a rule or bonus. On the other hand, things did run pretty fast and smooth with me just asking for rolls and never explaining to players what it meant. If I were to run more sessions in Blackmore for the same group, I'd probably switch over to Maze Rats, Pits and Perils, or 5E. But if I were to run this for another group, I'd still want to use a "secret" rule set.
Sources:
[1] http://blackmoor.mystara.net/greg01.html
[2] http://shamsgrog.blogspot.com/2009/05/q-with-greg-svenson.html
[3] http://www.therpgsite.com/showthread.php?32577-Questioning-chirine-ba-kal/page4
[4] http://arsludi.lamemage.com/static/braunstein/braunstein1-characters.html
[5] http://playingattheworld.blogspot.com/2012/08/rules-to-game-of-dungeon-1974.html
[6] http://playingattheworld.blogspot.com/2014/08/1974-dungeon-variant-now-for-download.html
[7] http://boggswood.blogspot.com/2014/08/point-buy-systems-for-stocking-dungeons.html
[8] http://boggswood.blogspot.com/2017/07/blackmoor-as-chainmail-campaign.html
[9] http://boggswood.blogspot.com/2016/10/megarry-early-blackmoor-character-matrix.html
[10] http://boggswood.blogspot.com/2017/05/the-spanish-royals-character-sheet.html
Monday, October 16, 2017
Jon on the pre-D&D spell point system of Midgard:
Jon on the pre-D&D spell point system of Midgard:
Originally shared by Jon Peterson
Before Dungeons & Dragons, a game called Midgard developed an elaborate magic system for Wizards who cast spells and gained power from their adventures. You aren't going to find a spell-point system anywhere else in 1971.
http://playingattheworld.blogspot.com/2017/10/spellcasting-before-d-in-midgard.html
Originally shared by Jon Peterson
Before Dungeons & Dragons, a game called Midgard developed an elaborate magic system for Wizards who cast spells and gained power from their adventures. You aren't going to find a spell-point system anywhere else in 1971.
http://playingattheworld.blogspot.com/2017/10/spellcasting-before-d-in-midgard.html
BLUEHOLME JOURNEYMANNE ERRATA
BLUEHOLME JOURNEYMANNE ERRATA
(Not Sure if this is the right place, but wanna help before print on demand)
pg 24 8th level Wizard spells - s/18/20 for Vision
(Not Sure if this is the right place, but wanna help before print on demand)
pg 24 8th level Wizard spells - s/18/20 for Vision
Next Tales of Peril Book Club post is up, covering the first scene of the first chapter of the Maze of Peril, where...
Next Tales of Peril Book Club post is up, covering the first scene of the first chapter of the Maze of Peril, where Boinger & Zereth first meet.
https://zenopusarchives.blogspot.com/2017/10/maze-of-peril-chapter-1-scene-1.html?m=1
https://zenopusarchives.blogspot.com/2017/10/maze-of-peril-chapter-1-scene-1.html?m=1
https://zenopusarchives.blogspot.com/2017/10/maze-of-peril-chapter-1-scene-1.html?m=1
https://zenopusarchives.blogspot.com/2017/10/maze-of-peril-chapter-1-scene-1.html?m=1
Thursday, October 12, 2017
This struck me as having potential as a weird retro Holmes adventurebasis.
This struck me as having potential as a weird retro Holmes adventure basis. Dig the owls as well. Hmm, wonder what's going on?
Originally shared by Jason Brezinski
This looks like an interesting D&D encounter. Especially all the judging owls in the background.
Gustave Doré
The Gnarled Monster
Tuesday, October 10, 2017
This may be of interest if you are designing an OSR product.
This may be of interest if you are designing an OSR product. Design Cuts for the next week has a $39 font bundle deal including Futura (by URW) among a number of other fonts - and including a license for use in commercial products. Futura is the font used in the original four AD&D hardcovers, the Holmes Basic rulebook, and some modules of the time such as the Keep on the Borderlands. I bought the bundle last week & found the URW Futura to be sufficiently well done. It's not an exact match for the original (it's slightly more compact and taller) but probably close enough for most.
https://www.designcuts.com/product/the-design-cuts-birthday-font-bundle/?ref=195
https://www.designcuts.com/product/the-design-cuts-birthday-font-bundle/?ref=195
https://www.designcuts.com/product/the-design-cuts-birthday-font-bundle/?ref=195
https://www.designcuts.com/product/the-design-cuts-birthday-font-bundle/?ref=195
The $39 font bundle deal including Futura by URW - and with a license for use in commercial products - has been...
The $39 font bundle deal including Futura by URW - and with a license for use in commercial products - has been extended for at least another week. I bought the bundle last week & found the URW Futura to be well done. It's not an exact match for the original (it's slightly more compact and taller) but probably close enough for most.
https://www.designcuts.com/product/the-design-cuts-birthday-font-bundle/?ref=195
https://www.designcuts.com/product/the-design-cuts-birthday-font-bundle/?ref=195
https://www.designcuts.com/product/the-design-cuts-birthday-font-bundle/?ref=195
https://www.designcuts.com/product/the-design-cuts-birthday-font-bundle/?ref=195
Monday, October 9, 2017
My Review of the Excellent Blueholme Journeymanne Rules
My Review of the Excellent Blueholme Journeymanne Rules
http://www.crossplanes.com/2017/10/review-blueholme-jorneymanne-rules.html
Meanwhile, in autumn's earliest weeks on the outskirts of Portown,another towering abode flashed with odd lights...
Meanwhile, in autumn's earliest weeks on the outskirts of Portown, another towering abode flashed with odd lights and held within other sinister goings-on.
Sunday, October 8, 2017
Zombies are poisoned by salt
Tony Rowe wrote:
"Zombies are poisoned by salt." Statting up the zombie from Kolchak: the Nightstalker, possibly the source for this odd rule in Holmes Basic. http://theosrlibrary.blogspot.com/2017/10/the-kolchak-files-osr-zombie.html?m=1
"Zombies are poisoned by salt." Statting up the zombie from Kolchak: the Nightstalker, possibly the source for this odd rule in Holmes Basic. http://theosrlibrary.blogspot.com/2017/10/the-kolchak-files-osr-zombie.html?m=1
Saturday, October 7, 2017
Herman Klang's Holmes Basic Dungeon Rumors
Herman Klang wrote:
Here are the rumors that I use when I run the Holmes Basic Dungeon.
http://dungeonsofklang.blogspot.com/2017/10/more-rumors-from-portown.html
Here are the rumors that I use when I run the Holmes Basic Dungeon.
http://dungeonsofklang.blogspot.com/2017/10/more-rumors-from-portown.html
Friday, October 6, 2017
A screenshot of an updated Character Sheet using the Futura from thebundle.
A screenshot of an updated Character Sheet using the Futura from the bundle. It's mostly Futura Bold 11PT with Futura Book 11PT for the non-bold. The bold looks much more like the bold TSR used than what I was using. It's darker, and has truncated apexes (see A, M, N). The Futura Book is not a perfect match for the non-bold TSR used in terms of height/width/spacing ratios, but finding that might be almost impossible since the various digital recreations all seem to introduce their own slight variations. The Futura package in the bundle is from URW and as far as I can tell is not the only licensed commercially available Futura font.
Thursday, October 5, 2017
In a doomed world almost conquered by the Dagonites, Zereth casts a time travel spell to send Boinger's mind back to...
In a doomed world almost conquered by the Dagonites, Zereth casts a time travel spell to send Boinger's mind back to his Basic level body to stop the enemy before it is too late:
DAYS OF FUTURA PAST
DAYS OF FUTURA PAST
Wednesday, October 4, 2017
Well, I've spent about two days pouring through the Blueholme Journeymanne rules, and all I can say is Wow.
Well, I've spent about two days pouring through the Blueholme Journeymanne rules, and all I can say is Wow. I can't think of the last time a ruleset had me this entranced. Admittedly, there are some typos and what I think are a few omissions, but we are still a few months off before the POD becomes available, but what's here is clearly a labor of love.
First, the thing that really grabs me is the artwork. Its so evocative of those early
days, but at that same time superior in most respects. The rules themselves are simplistic and basic, but certainly very playable.
I like the insectoid Dreenoi as a PC race, what an interesting idea... and then there's the Lovecraftian suggestions as well. The idea that the 'Great Race' is responsible for the vast underground network of the world is just inspired.
Lastly, the Character Sheets by James V West just bring it all home. I love those things! All in all this is a wonderful contribution to the OSR Community.
First, the thing that really grabs me is the artwork. Its so evocative of those early
days, but at that same time superior in most respects. The rules themselves are simplistic and basic, but certainly very playable.
I like the insectoid Dreenoi as a PC race, what an interesting idea... and then there's the Lovecraftian suggestions as well. The idea that the 'Great Race' is responsible for the vast underground network of the world is just inspired.
Lastly, the Character Sheets by James V West just bring it all home. I love those things! All in all this is a wonderful contribution to the OSR Community.
We need to do something for Zach.
We need to do something for Zach. Its just absolutely incredible the amount he has contributed to the community. Zach this is your chance to chime in on how we can support and recognize your work and dedication. Cuz goddamn its coming in the form of beer at garycon so far :)
Oh look, another bundle containing a ton of high-quality typefaces is now available.
Oh look, another bundle containing a ton of high-quality typefaces is now available. This one also includes a full set of Futura, and the deal is open for another day or so.
https://www.designcuts.com/product/the-design-cuts-birthday-font-bundle/?ref=195
https://www.designcuts.com/product/the-design-cuts-birthday-font-bundle/?ref=195
Tuesday, October 3, 2017
The next installment of the Tales of Peril Book Club.
The next installment of the Tales of Peril Book Club. Delving into the actual book, here I cover the 'Front Matter' - title page, table of contents, credits, acknowledgements, introduction by grodog, etc:
http://zenopusarchives.blogspot.com/2017/10/tales-of-peril-front-matter.html
http://zenopusarchives.blogspot.com/2017/10/tales-of-peril-front-matter.html
http://zenopusarchives.blogspot.com/2017/10/tales-of-peril-front-matter.html
http://zenopusarchives.blogspot.com/2017/10/tales-of-peril-front-matter.html
Monday, October 2, 2017
Chris Holmes Your dad used "Caladan" as the name of the town in Maze of Peril.
Chris Holmes Your dad used "Caladan" as the name of the town in Maze of Peril. "Caladan" is also the Atreides' homeworld in Dune. Any connection that you know of? Was your dad a fan of Herbert?
Subscribe to:
Posts (Atom)