Posts Tagged ‘oldschool’

buying a 10 foot pole

Wednesday, May 25th, 2011

It’s always struck me as kind of weird that a 10-foot pole was something you bought at a store. What kind of store sold it? A carpetry supplies store? An adventurer store, sold specifically for the purpose of tapping suspicious flagstones in ruins? Speaking of flagstones, could the 10′ pole possibly have been sold as a flagstaff?

1983 Basic equipment list.

1983 Basic equipment list.

The pricing of the 10′ pole has led to much mirth. The 10′ pole, unbelievably, made it as far as edition 3.5, where it sold for 2 silver pieces. A 10′ ladder sold for 5 copper pieces. The joke was always that for the price of a 10′ pole, you could buy 4 10′ ladders, remove the rungs, and end up with 2 10′ poles, which you could sell for a profit. Classic D&D economics.

The 10′ pole is also a classic disappears-while-not-in-use item, like a wizard’s familiar. My mind’s eye picture of a 10′ pole is of a guy probing the floor with a stick that is clearly 5 or 6 feet long. 10 feet is about twice as tall as a person! Someone carrying one around would really have to have it in one of their hands, meaning they couldn’t have a shield or torch in their offhand. How else would you carry it? Strap it to your back? Horizontally? You’d have to turn sideways to go through doors. Vertically? You’d have to duck or bow. It would totally prevent you from crawling through any network of twisty little tunnels, all alike.

holy water in Basic D&D

Wednesday, May 18th, 2011

In Basic D&D, Holy water is actually a much worse deal than flaming oil. I don’t know why I ever got it.

1983 Basic equipment list.

1983 Basic equipment list.

Holy water does 1d8 damage to undead creatures. Not too bad: in Basic, only a fighter could reliably do more than 1d6 damage with an attack, and only if you were using the variable weapon damage optional rules. Holy water is still potentially a good choice for a rogue or a magic-user faced with undead.

Flaming oil, on the other hand, did 1d8 the first round and 1d8 the second – twice the damage. Furthermore, it hurt nearly every creature, including undead.

Not only was holy water half the damage and more situational, it also cost 25 gp per vial, compared to oil’s 2 gp.

If I were to play Basic again, I think I’d at least double holy water’s damage.

1e mummies

Thursday, October 28th, 2010

Monster Manual mummy

I’m looking at the AD&D Monster Manual entry for mummies, and there’s a lot of weirdness here.

No. Appearing: 2-8 I guess sometimes you find a mummy king and queen along with a few attendants, but I sort of imagine a typical encounter being against a single scary mummy. I guess that’s just in the movies.

Mummies are undead humans with existence on both the normal and the
positive material planes.
I remember the negative material plane as being more undead-y. The 1e PHB says that the Negative Plane is “the place of anti-matter and negative force, the source of power for undead, the energy area from which evil grows.” The positive plane, on the other hand, “is a place of energy and light, the place which is the source of much that is vital and active, the power supply for good.” And it is crawling with mummies for some reason.

The mere sight of a mummy within 6″ will cause such fear and revulsion in
any creature, that unless a saving versus magic is successful, the victim
will be paralyzed with fright for 1-4 melee rounds. Note that numbers will
give courage, and for each creature above 6 to 1 mummy, the creatures
add +1 to their saving throw. If humans confront a mummy, each will
save at +2 on his dice.
Classic 1e subsystem, including a saving throw bonus for outnumbering the mummies. I’m guessing that this is isn’t a general rule about fear, just about mummy-induced fear? And humans get a +2 bonus, because why?

The other fun thing about the fear save bonus for outnumbering a mummy is that it will never come up. Mummies appear in groups of 2 to 8. The average number of mummies is 5. In order to get a +1 bonus on saving throws, there must be 31 party members. I know that in 1e, you had a lot of henchmen, but still, that seems like a big group. Even if you only run into 2 mummies, you need 13 PCs to get a saving throw bonus.

Mummies can be harmed only by magical weapons, and even those do only one-half normal damage, dropping all fractions (5 becomes 2, 3 becomes 1, and 1 becomes 0 hit points of damage). What level are PCs fighting mummies? According to the Wandering Monster chart, you start encountering mummies on the fifth dungeon level, but you seem to encounter them most around the 9th or 10th level. I pity the poor sad sack who’s doing 1 damage at that level. I mean, nonmagic weapons don’t even work, so the fighter has at least a +1 sword. And most magic-user spells will do multiple dice of damage at that level, right?

Oh – the Wandering Monster table also indicates that you encounter 1-2 mummies as wandering monsters. So I guess you can outnumber mummies 6 to 1, just not in their lair.

A raise dead spell will turn the creature into a normal human (of 7th level fighting ability, naturally) unless the mummy saves versus magic. Naturally? Why naturally? Naturally 7th level, because mummies have 6+3 Hit Dice? or naturally fighting ability, not, say, clerical ability, because mummies are good at punching? Also, I’m curious what the 7th level fighter thinks of being raised from the dead. Is he like “Thank you for releasing me from that vile curse, now help me get these bandages off!” or is he like “You robbed me of eternal life, I shall punch you!”

And don’t get me started on the ethereal mummy, which always strikes by surprise.

by Thor, that’s a lotta ewers

Wednesday, October 6th, 2010

Ewer: A pitcher, esp. a decorative one with a base, an oval body, and a flaring spout.

I’ve mentioned the unnatural overabundance of ewers in D&D treasure, but I didn’t support my thesis with excessive evidence. That’s not like me, and it changes today. Here are the ewers-in-treasure sightings in core D&D rulebooks:

BECMI D&D

I’ve already mentioned the cover of the 80s Red Box, but let’s show it again:

You know this Viking is just going to keep the ewers and throw the rest of this treasure away.

But that’s not even the only ewer in the Red Box. Here’s a treasure illustration:
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gafiation

Friday, July 16th, 2010

Here’s a piece of vocabulary from Hartley Patterson’s 1977 article in White Dwarf:

Discussing a dead RPG group, he says “They actually got a couple of moves in before handing over to Geoff Corker, who suffered a sudden and total gafiation and killed the game stone dead.”

I’d never seen the word “gafiation” before. Looking it up, I found the term GAFIA:

Frodo gafiating from the Fellowship

Frodo gafiating from the Fellowship

GAFIA (along with derived form such as gafiate and gafiation) is a term used in science fiction fandom. It began as an acronym for “Getting Away From It All”, and initially referred to escaping from the mundane world via fanac. However, its meaning was soon reversed, and thereafter it referred to getting away from fandom and fannish doings. When fans say they’re gafiating, it means they intend to put some distance between themselves and fandom. This can be either a temporary or a long-term separation.

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RPG history: Midgard

Wednesday, July 14th, 2010

Issue 1 of the Strategic Review (1975) contains an interesting ad: “POSTAL DUNGEONS & DRAGONS VARIANT, a game which combines D&D and MIDGARD will be handled through the magazine, FANTASIA. To obtain full details, write: FANTASIA, Jim Lawson, …”

I just noticed this for the first time yesterday, and wondered, what was “MIDGARD,” which was compatible in some way with D&D? Was it a 70’s RPG I had somehow never heard about? or was it just a D&D campaign set in a Viking world?

Strategic Review 6, in its ‘zine review column, Triumphs and Tragedies, has this to say about the Fantasia magazine:

FANTASIA TODAY is a “magazine of postal fantasy gaming.” It seems to be based on a massive game, using revised “Midgard” rules. The price varies with the size, so get in touch with Jim Lawson, … Vol. I, No. 6, had an excellent article on herbs and magic, complete with sketches of each herb. The printing, though, which runs from fair to poor, relegates it to the status of MINOR TRIUMPH.

I’d never heard of a 70s Midgard RPG, but then again, I’m not exactly a grognard. I got into D&D in the late 80’s: anything before AD&D and the Red Box is ancient history to me. But, as you’d expect from someone who is drawn to pseudo-medieval fantasy, I like ancient history. Just as mountain peaks gain majesty with distance, so do nerds (even putting aside any majesty-reducing hygiene issues).
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lankhmar linkhmar

Monday, July 12th, 2010

Scrolls of Lankhmar has a nice post about my discussion of Lankhmar and early D&D.

Srith of the Scrolls points out that Pulgh is not the only mystery in the Nehwon mythos in Deities and Demigods. Who is “Cold Woman”, who looks like a sort of Halloween-ghost sheet monster?

Cold Woman has a bizarre list of powers. “This creature is basically a huge white pudding. Her powers include illusion generation…” “Her corrosive secretions dissolve metal at the same rate as a black pudding.” “Cold Woman lures persons into her lair with gems and jewelry, which are scattered about her cave. She then paralyzes them and inserts one of her eggs into the body.” “Her young are known as Cold Spawn.”

I don’t remember any such creature anywhere in Leiber, but I did find this passage from The Jewels in the Forest that I think may have inspired whoever wrote up Cold Woman. Fafhrd rants:

“Oh, by Glaggerk and by Kos!” he roared. “By the Behemoth! Oh, by the Cold Waste and the guts of the Red God! Oh! Oh! Oh!” Again the insane bellowing burst out. “Oh, by the Killer Whale and the Cold Woman and her spawn!”

That’s all I can find: 6 words, “Cold Woman and her spawn.” From that, the author (Ward, or Kuntz, or whoever) presumably spun the rest of the entry: the combat stats, the adventure hook, and the classic first-edition PC-devouring egg attack.

gaming with the bullies

Friday, July 9th, 2010

The first D&D game I ever played was in my 5th grade classroom, right before summer vacation, when our teacher had basically given up and let us do what we want. Everyone – nerds, jocks, bullies – was united in their obsession with D&D. (It was the 80s.) The DM was one of the Bullies.

“You walk into a room,” he said to one of the jocks, whose fighter was on point duty. “Where do you walk, the middle of the room, or the sides of the room?”

Most of us didn’t really know the character generation rules, so we’d all given our characters 18 in every stat. The jock had brought his beloved character sheet from home. His fighter had a 13 intelligence, so we called him “Stupid.”

“I’ll walk in the middle of the room,” said Stupid.
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Lankhmar levels 3: the first RPG

Thursday, June 3rd, 2010

So here’s the story of the first RPG:

Two Midwestern gamers create a miniatures-based wargame. During a scenario about capturing a castle, one of them has the bright idea of having each figure represent a single character, who would be roleplayed as an individual. This “role playing” element totally revolutionizes the game! Everyone who plays it loves it!

The game’s fantasy world has a huge impact on the development of the fantasy genre. One of the original authors drops out of the scene fairly early, but the other goes on to great fame in the fantasy community. Besides his gaming credits, he writes picaresque novels and stories about barbarians and thieves.

Then, 40 years later, in the 1970s, the same exact thing happens AGAIN.

In a previous post about Fritz Leiber’s Lankhmar boardgame, I wondered how the Leiber’s 1930s version of the game, which preceded Leiber’s Fafhr and the Gray Mouser stories, differed from the 1976 version published by TSR.

I’ve found an account of that game, by Dr. Franklin C. MacKnight, a friend of Leiber’s, in a multipart article starting in Dragon #30. Here’s what he says about the game:
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Lankhmar levels 2: Pulgh, the unpublished character

Friday, May 28th, 2010

In a previous post, I asked, who is this “Pulgh” who gets a stat block in the Fritz Leiber section of Deities and Demigods, but “does not appear in any of the currently published works about Nehwon”?

It turns out that Pulgh is a character from the LANKHMAR board game, designed by Fritz Leiber and published by TSR in 1976. The game is from 2 to 4 players, where each player takes either Fafhrd, the Grey Mouser, Pulgh, or another hero, Movarl. So that’s where Pulgh comes from – he’s a board game piece from a game published by TSR four years beforehand. Since Leiber wrote the board game, Pulgh is in the peculiar situation of being author-created canon who is not referred to (or, at least, has a minimal or questionable presence in the books. I don’t buy this “Pulgh is the cousin of Pulg” nonsense.)

The story goes back a little further than 1976, when “Lankhmar” was published though. From wikipedia: “In 1937, Leiber and his college friend Harry Otto Fischer created a complex wargame set within the world of Nehwon, which Fischer had helped to create. Later, they created a simplified board game entitled simply “Lankhmar” which was released by TSR in 1976.”

1937! That’s less than 25 years after H. G. Well’s Little Wars and 15 years before the founding of Avalon Hill. I wonder what that game looked like. I bet it was very different from the board game published in 1976.

So the timeline seems to be:

1930s: Leiber and Fischer create Fafhrd, Gray Mouser, Pulgh, and the world of Nehwon.
1937: Leiber and Fischer make the Nehwon boardgame.
1939: Leiber sells his first Fafhrd and the Gray Mouser story.
1939-1975: Second World War, Korean War, Vietnam, all our parents are born and grow up
1976: TSR publishes a modified version of the 1937 Lankhmar board game.
1980: TSR publishes Deities and Demigods, statting up Pulgh from the board game.

Do you think all of Leiber’s Nehwon stories could be classified as fiction about a game, like the Drizzt novels or “Wing Commander: Heart of the Tiger”?