Showing posts with label module. Show all posts
Showing posts with label module. Show all posts

09 December 2021

How B2 became part of Basic Dungeons and Dragons

As I’ve mentioned before, my “gateway drug” into this hobby was the “Holmes” Dungeons and Dragons Basic Set, a gift from my parents over four decades ago. My version included the infamous “chits” instead of dice, and the classic Gary Gygax module B2: Keep on the Borderlands.

 [Erol Otus's evocative picture of the keep on the back of B2]

 

I later learned that earlier versions of the Holmes box set included Mike Carr’s module, B1: In Search of the Unknown. I always had been puzzled as to why this change was made. (At the time I also was confused as to why my box had irritating chits and others had dice, but I later learned that that was because TSR couldn’t obtain enough dice to include in all their fast-selling sets.)

 

Both modules (B1 and B2) include lots of helpful advice for neophyte DMs. And while B2 is, I think, the superior module overall—it includes a fleshed-out “safe haven,” a “mini-wilderness,” and a complex “dungeon” environment that, in addition to providing a variety of different kinds of monsters and challenges, can enable the players to engage in some role-playing (e.g., allying with some groups against others). Nonetheless, for starting DMs, I think B1 is a better option. It is a classic, straightforward “dungeon crawl.” Also, I thought at the time, shouldn’t B1 be included in the Basic Set?

 

The explanation for this change, it turns out, was Gygax’s avarice. Jon Peterson explains:

“With the Basic Set carrying In Search of the Unknown now bringing in nearly 100,000 sales per quarter and rising, the 11 cents per copy due to Mike Carr started to amount to real money, especially in pre-1980 dollars.

[…]

It was then that Gygax apparently grasped that […] perhaps TSR could try substituting in a different module to the Basic Set — one of Gygax’s own creation, Keep on the Borderlands (B2), which began to ship early in 1980.”

The full story involves TSR’s legal dispute with Dave Arneson and is explained by Peterson in his Polygon article, “How a pending lawsuit changed the original Dungeons & Dragons Basic Set.” (The article was posted two months ago—alas, I’ve been pretty “out of it” over the past few months and only read it today.)

 

This is hardly the biggest story in the history of role-playing games. But it’s something I distinctly remember wondering about back in the day. It’s nice to know the answer, some forty years later.

19 October 2020

Dragonlance brouhaha

It looks like we may be spared another twee Dragonlance trilogy: “Dungeons & Dragons publisher Wizards of the Coast is facing a lawsuit from Dragonlance co-creators Margaret Weis and Tracy Hickman over scrapped plans for a book trilogy.”

I am somewhat embarrassed to admit that, as a teenager, I enjoyed the original Dragonlance trilogy. I also owned a few of the modules and enjoyed the interesting maps and art at the time, but never managed to run or play them. Even just reading the adventures, though, I could tell that they were designed to compel the players to certain predetermined outcomes (what we today would call “railroading”). I preferred the more “open-ended” format of the earlier modules.

As the years went by, I came to view the success of the Dragonlance novels and modules as quite unfortunate. The setting’s success altered the default aesthetics and adventure philosophy of AD&D. The game moved away from the “Gygaxian” (or “Vancian”) swords-and-sorcery ethos that had characterized its earlier “Golden Age,” wherein outcomes were not predetermined, and no player characters were “essential” to any overarching plot. (Of course, DL was hardly the only factor that contributed to this change – the ouster of Gary Gygax no doubt played the most significant role.) 

By the late 1980s I had stopped buying AD&D products altogether. (I regret this somewhat, as it meant that I missed out on Planescape and some of the other cool 2nd edition settings. I did pick up some D&D Gazetteers and the Rules Cylcopedia, but those were my first “nostalgia” purchases, as they seemed “retro” even then: they reminded me of my “early days” using the classic Moldvay/Cook Basic and Expert D&D rules, and X1’s “Known World.” But I digress…) 

Anyhow, I really should let go of my decades-long resentment of Dragonlance. That water has long since passed under the AD&D bridge. If others prefer their fantasy schmaltzy, so be it. It harms me not. Hopefully fans of the setting will get their new trilogy is due course.

30 May 2019

Ghosts of Saltmarsh: some initial impressions


I obtained the Ghosts of Saltmarsh book a few days ago. I haven't had a chance to delve into it in detail, but here are a few initial impressions.

First, it includes a solid 'mini-setting': Saltmarsh and the surrounding territory (the southernmost portion of the Kingdom of Keoland, roughly 18 leagues north-south, 25 leagues east-west). The setting has a lot of potential for expansion by DMs. Regions that can be fleshed out by creative DMs include: portions of the Hool Marshes and the Dreadwood, all of the Drowned Forest, the Silverstand Forest, some settlements (Seaton and Burle), and ... the ruins of the Tower of Zenopus! Yes, the sample dungeon from the original Holmes Basic D&D Set is given a location here, although it's not described in any detail. However, the brief description does align pretty closely with Holmes' description (but with 'Saltmarsh' replacing the original 'Portown').

The town of Saltmarsh is described in some detail. Three different factions -- each of which are represented in the ruling council -- are described ('traditionalists', 'loyalists', and the secret 'Scarlet Brotherhood' [!]). It looks like a great base for a low-level campaign: it has enough going on to keep the interest the players, including NPCs with whom to interact, but not too much to overwhelm them (or the DM).

The region is clearly situated within the World of Greyhawk, which is a refreshing change from the Forgotten Realms. (I'm not a FR-hater -- and I think that the Sword Coast region is a decent area for D&D campaigns -- but I find Greyhawk to be a much better setting overall. Also, it feels 'fresher' given how much has been produced already for the FR.) The Kingdom of Keoland and the Hold of the Sea Princes, including the conflict between them, are outlined. I hope that this signals that WotC will be expanding other parts of the WoG in future products.

Seven adventures are included. I'm only familiar with the original U1-3 AD&D modules (The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy).The others are from Dungeon magazine. All have sea/coast themes. Wisely, in my view, U3 is presented as a higher-level adventure (it states that it's for 4-6 seventh-level PCs), with two of the Dungeon adventures inserted between it and U2. The first adventure (U1) is for first-level characters, and the last one is for eleventh-level characters. I'm sceptical that there are enough adventures included in the book to use them exclusively for a 1-11 level campaign -- likely the DM will need to add a few additional ones in order to fill in some of the 'gaps'. But the book includes suggestions for incorporating some of the adventures from Tales from the Yawning Portal -- which is my other favourite WotC adventure book. Indeed, Saltmarsh and Portal are the kinds of adventure books that I (very much) prefer over WotC's usual 'adventure path' books. I find collections of adventures that can be run on their own or combined as the DM sees fit to be more useful than a series of tightly connected adventures meant to cover 10+ PC levels.

Aesthetically, the art and layout are really nice overall. The cover (by Grzegorz Rutkowski) is striking and dynamic. The maps (by Dyson Logos and Mike Schley) are attractive and (more importantly) clear.

So my initial impression of Ghosts of Saltmarsh is positive -- very positive. I'd love to see more products like this one and Yawning Portal from WotC for 5e D&D...


27 March 2017

Classic Dungeons and Dragons modules to be reprinted


Well this is interesting: Goodman Games has partnered with Wizards of the Coast to publish some classic D&D modules in hardback form.

Here is the full press release:
Jump into Classic Dungeons & Dragons Adventure Modules with Collector’s Editions from Goodman Games 
First Volume Contains B1 and B2 Converted to Fifth Edition, Plus Insider Commentary, and Original Art
Goodman Games is pleased to announce a partnership with Dungeons & Dragons to publish deluxe collector’s editions of classic D&D adventure modules! These commemorative editions will appeal to fans of Dungeons & Dragons across multiple editions. Each volume will include digitally restored, high-quality scans of the original 1970’s-era adventure modules, presented in their original published form. In addition, each volume will include a conversion of that original adventure to the fifth edition rules set. This format allows nostalgic gamers to re-live the adventures of their youth, and play those adventures again in a modern rules set! For gamers with families and children ready to receive the torch of gaming, this volume is the perfect format to share fond adventures with the next generation playing the Dungeon & Dragons fifth edition rules. 
The first hardcover collector’s edition will include B1: In Search of the Unknown and B2: The Keep on the Borderlands. These classic adventure modules were played by millions of gamers in their original editions. Among other things, the book includes:
  • Commentary by gaming luminaries on the history and development of these modules, including gaming legends such as Frank Mentzer and Luke Gygax who were “on the inside” when these modules exploded in popularity.
  • A new interview with gaming legend Mike Carr, author of B1: In Search of the Unknown and early gaming pioneer.
  • Digitally restored scans of both B1 and B2, including multiple printings of B2: The Keep on the Borderlands. B2 went through nine printings in its original form, and there are material differences between the first three printings and subsequent editions. These include changes in monster stats and significant differences in interior art. Two printings are presented in their entirety to highlight these differences. The historical material also includes the true story behind the cover art of B1, which was the only cover image TSR ever published that featured the signatures of both David Trampier and David Sutherland.
  • A thorough and complete conversion of both B1 and B2 to the 5E rules set, fully playable with the original maps.
  • New 5E content providing additional detail on the areas surrounding the Caves of Chaos, including, at long last, the Cave of the Unknown.
  • Additional material for playing B1: In Search of the Unknown, including several completed monster and treasure assortments ready for play.
  • A variety of additional essays, commentary, and other material for play.
The deluxe hardcover volume is anticipated to be available at Gen Con with general release in September 2017. For additional information, visit Goodman Games online at www.goodman-games.com. 
Between this line of products (the announcement indicates that the B1+B2 volume will be only the first of many) and the forthcoming Tales from the Yawning Portal, it is clear that WotC is trying to appeal to the 'old school' crowd in at least some of their 5e D&D products.

I for one welcome their pandering!

07 March 2016

Review of Curse of Strahd


My friend Christopher Robichaud has given me permission to repost the following short review of WotC’s new 5th edition D&D adventure, Curse of Strahd.
CURSE OF STRAHD REVIEW 
The significantly disappointing thing about Curse of Strahd is that it's just the 5e version of I6: Ravenloft. And the thing is, I'm exhausted with that scenario. 
I6: Ravenloft, for its many flaws, is among the greatest D&D adventures of all time. And since no good deed can go unpunished, its popularity and success have made it the single most remade D&D module ever. The 2nd edition remade it with House of Strahd. The 3rd edition remade it with Expedition to Castle Ravenloft. And now the 5th edition has remade it again with Curse of Strahd
All these adventures are basically the same story, with the same maps, told with a different rules set, and getting ever more bloated. (I6: Ravenloft is 32 pages, House of Strahd is 64 pages, Expedition to Castle Ravenloft is 220 pages, and Curse of Strahd is 256 pages.) 
I longed for something more. Princes of the Apocalypse was, in my opinion, an ultimately disappointing reboot of Temple of Elemental Evil. But at least it tried to do something new with the mega-dungeon, as did its predecessor, 3e's Return to the Temple of Elemental Evil, a direct sequel to the original and quite good in its own right. We've gotten very little of that with Ravenloft. The original module has a weird and wild sequel, Ravenloft II: The House on Gryphon Hill, and of course, House of Strahd was part of 2e's entire Ravenloft campaign setting, which in addition to featuring lots of other villains, revisited Strahd on occasion with From the Shadows and Roots of Evil. But that's about it. 
Of all the 5e campaigns WOTC has put out, this one is the biggest letdown. It's just a rehash of I6 with more of Barovia fleshed out, an idea already explored at length in Expedition to Castle Ravenloft. We don't need a 5e version of the same story. You can convert any of the 1e, 2e, or 3e Ravenloft modules just fine. What would've been great would have been a reboot along the lines of Princes of the Apocalypse. Even if it fell short, it would've been something fresh. Alas, it was not meant to be. Curse of Strahd, I'm afraid to say, is as stale as the air in the catacombs beneath Castle Ravenloft. What a shame.
In a follow-up message, Robichaud added:
I didn't mention that I think, as far as it goes, it's a fine 5e version of the module. It nicely expands the lands around the castle in a way that allows players to play in a sandbox more than just showing up and then heading right to the castle.
So perhaps there is a reason to get the adventure after-all (namely, if you want to use I6 in your 5e game, but can’t be bothered to convert I6 to 5e yourself).

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).