Showing posts with label Stocking. Show all posts
Showing posts with label Stocking. Show all posts

Character Growth and Dungeon Stocking

Author: DHBoggs / Labels: ,

How do you stock your dungeon?  The current and long-standing understanding of dungeon stocking in Dungeons & Dragons is that the design intent of the game is for the Dungeon Master in their wisdom to create most if not all treasures and monsters out of their own imagination.  

This essay argues that's bunk.  Instead I will show  that the initial design of Dungeons & Dragons by Arneson and Gygax was built around a deliberate stocking method using controlled randomized rolls giving a particular range of results tied deliberately and directly to the intended progress of character growth.  

1) Reasoning from History

Both before D&D was written, and long afterward, Dave Arneson stocked his dungeons randomly and he devised different methods and  applied different ways to do this.  Monsters, for example, he stocked through a random "Protection Point: system.  Gold he rolled dice for and items he created random tables for.  The best early example is his The Loch Gloomen stocking list from 1972, reprinted in his First Fantasy Campaign booklet. 

When typeing up the first draft of D&D, Gygax created the Treasure Types tables, apparently by expanding on Arneson's dragon treasure tables (FFC81:66).  In any case, both Treasure Types tables and the corresponding Monster Reference table (as found in M&Tp3) are present in the original 1973 draft of D&D.  

As a somewhat side issue, it is important to note that at this point in the game's development, there was no hint that the Treasure Types tables should only be for wilderness "lairs" or that a lair was in anyway a wilderness related term.  This idea didn't take hold till years later.  There is no separate method in the original draft for stocking dungeon and wilderness treasure.  The Treasure Type tables given are meant for general application.  Nor is there any suggestion anywhere in the rules that you should ever just stock by making things up.  

Think about that for a moment because it is very significant.

Now, if we were to stop right there in time; if no more had ever been written about D&D, would anyone ever have argued that the Treasure Type tables were designed exclusively for wilderness play?  Would anyone argue that the rules expect you to stock treasures by just making them up on a whim?

No one could argue that.  There is no hint of any such thing.  In the draft, the Treasure Type tables used in conjunction with the Monster Reference table appear to be for generating ALL treasure ALL the time.

We also have to ask if it even makes any sense to think "Wilderness Treasure" in the first place.  The treasure types are fairly complex, so why would Gygax - in his very first (complete) game draft - have thought it necessary to create the Treasure Type Tables unique to the relatively rare wilderness play, but not have any tables of any kind for the much more common dungeon delving?  

That's nonesensical.  There is really no question at all that the Treasure Type tables were intended for general application, following Arneson's practice of randomly generating his treasures.

Deductively, the history settles the argument as to the intended purpose of the Treasure Types.  Case closed on that.  But knowing the purpose of the treasure tables doesn't settle the question of how often to use them, which is really the crux of the matter, so let's go on.

2) Reasoning From Game Design

As noted above, every instance we have of Dungeon stocking in Blackmoor, both before and after D&D shows that Arneson stocked rooms with monsters and treasures randomly.  In some cases he decided what kind of monster he wanted, but he still generated numbers of monsters and the content of their treasures randomly.  Do we have any reason to think Gygax rejected this approach in their co-written rules, or did he embrace it in the rules?

Consider first, that there is no need to make any kind of treasure tables at all.  D&D plays perfectly well without them, a fact amply demonstrated by the overwhelming creation of treasure through DM fiat in countless published modules.

So clearly, Gygax was following Arneson's lead when he included random treasure generation in the game and he must have felt it was important.  Why did he do so?

Consider this passage from the Dungeon Masters Guide:
"…the MAGIC ITEMS table is weighted towards results which balance the game. Potions, scrolls, arms and armor are plentiful....this is done in order to keep magic-users from totally dominating play...what they gain from the table will typically be used up and discarded [while items for fighters are permanent]....This random determination table needs no adjustment, because of its weighting, and weighting of the MAGIC ITEMS table....this is carefully planned so as to prevent imbalance in the game." (1979: 120, 121)

Now, the Magic Items table in question is a subtable in the treasure generation process.  If this portion of treasure generation is carefully weighted, it follows that the rest of treasure generation process was also designed with character growth and balance in mind, and that's precisely what Gygax tells us in a paragraph he added to the Holmes rulebook:

"The tables are designed to maintain some sort of balance between the value of the dungeon's treasures and the risks involved in obtaining it. It is highly recommended, for this reason, that neophyte Dungeon Masters use the tables."  (p33)

When Gygax is speaking of risk/reward balance, he is harkening back to David Megarry's design principles for the Dungeon Boardgame, in which the amount of treasure and type of monster was carefully gauged on each level.  That is, monsters are weakestand treasures of least value on level one and strongest/most valueble on level six.   Megarry's design pre-dates D&D and had a significant influence on the rules Gygax designed.  

In D&D, treasure and monster values determine Experience Point values.  Since Experience Level in D&D is tied closely with treasure acquired, it follows deductively that Gygax is telling us the treasure tables determine not just the quantity and type of magic and gold in the game, but also how many Experience Points a group of characters are meant to acquire in a level by level, risk/reward fashion.

I'll say it again for clarity.  Contrary to common belief, D&D was designed from the initial 1973 draft to have a central mechanism regulating how quickly characters advance via the amounts of treasure they can acquire in relation to the risk they take.  There is not much point to having an Experience Point system based on point totals if there is not a correspondingly controlled method of how points are earned.  The treasure tables were designed from the start to be the regulating mechanism for how experienced points are earned.  

Replacing the treasure tables with DM fiat effectively kicks a leg out from under the system.

With the publication of the Holmes rulebook we see the end of the OD&D era and Gygax is already rethinking his approach to the game.  By the time AD&D is published, he has clearly abandoned the "follow the tables" approach for stocking treasures in favor of DM fiat.  Likely he did so for a number of questionable reasons such as wanting to slow down character growth in the game and an irrational fear that " the hoard of a dragon could destroy a campaign if the treasure of Smaug, in THE HOBBIT, were to be used as an example of what such a trove should contain." (DMG p92).   I'd say the last is irrational because it reflects a difference from Arneson's approach, who was perfectly happy to let a character of any level (such as Fredigar Cripps who builds the famous Comeback Inn) achieve instant wealth through a lucky score.  For Gygax, the game consists of a uniform controlled ascent to wealth and power, and somewhere along the line he decided the treasures he had previously devised were too generous.  Much as he also decided the original rule of 100 XP per monster HD was also too generous ("ridiculous" in his words.) and reduced it to only 10 XP per HD.   So we see an extensive Essay in the DMG on pages 91-92 on the placement of treasure - an essay that is next to useless in practical terms in my opinion as it boils down to "use your judgement and be stingy".  Nevertheless it is interesting to see him reiterate some of the same points echoed in the Holmes statement:

" First, we must consider the logic of the game. By adventuring, slaying monsters or outwitting opponents, and by gaining treasure the characters operating within the milieu advance in ability and gain levels of experience. While AD&D is not quite so simplistic as other such games are regarding such advancement, it nonetheless relies upon the principle of adventuring and success thereat to bestow such rewards upon player characters and henchmen alike. It is therefore incumbent upon the creator of the milieu and the arbiter of the campaign, the Dungeon Master, to follow certain guidelines and charges placed upon him or her by these rules and to apply them with intelligence in the spirit of the whole as befits the campaign milieu to which they are being applied.

A brief perusal of the character experience point totals necessary to advance in levels makes it abundantly clear that an underlying precept of the game is that the amount of treasure obtainable by characters is graduated from small to large as experience level increases ..." (p91)

So while he has abandoned the table approach here, he nevertheless acknowledges that there was an intended "logic to the game", which the tables must surely have been meant to reflect when they were created.

3) Reasoning From Example

Despite the fact that D&D has two authors, Arneson gaming is frequently not given due consideration, or is simply not of interest to some.  That's fair.  People can't be made to take an interest in something they aren't.  So while I, or anybody inclined to take the time, can demonstrate that Arneson used the D&D tables to randomly generated the treasures in both the first 6 levels of Blackmoor dungeon and the 2 dungeon levels of the Temple of the Frog, seemingly many gamers couldn't care less.  They only want to know what Gygax did.  Unfortunately we have less published OD&D era dungeon material from Gygax than we do Arneson, oddly enough. 

I'm stressing published here because it is material prepared for public consumption that is most likely to conform to the rules as intended.  The earliest dungeon published by Gygax was just prior to the AD&D advent: the tournament version of the Caverns of Tsojconth (1976).  For this adventure he used many monsters which would be appearing in the Monster Manual and so I've checked the data here against that volume.


Rooms
Monster
Treasure Type
Treasure
Conforms?
A
Blink Dog
C
N
Y
B
Stirges
D
N
Y
C
Displacer Beast
D
360 PP 1,100 GP
N
D
Flesh Golem
Nil

Y
E
Lurker Above
C Y
100 sp 50 pp 1300 gp 4 gems
N
F
Green Slime
Nil
1200 Jewelry, 3 gems
N
G
Cockatrice
D
Scroll
N
H
Giant Turtle
Nil


I




J
Fire Lizards
BQST
100 cp, 2000SP, 3000GP, 700 1GP Gems, 6 5000GP gems, 2 potions
N
K
Copper Dragon

Too Large to list here.
Probably?
L
Sahuagin
N
NT
Y
M
Rust Monster
Q
2 Gems
Y
N
Water Weird
IOPY

Y
O
Giants
E
3 tusks, 2 cloaks, Magic Boots,
N



I've only done level 1 here but level 2 will give similar results.  We can see that in 1976 Gygax pretty clearly is not strictly following the Treasure Types tables, nor is he following the treasure by dungeon level table found in U&WA.  And yet, the treasure he does list are "close" in values and quantity to those the Treasure Types tables generate, as if he is winging it with those tables in mind.  It's certainly not the sort of "gimped" treasures found in his later published works.  It suggests that Gygax was willing to be guided at this point by the tables, even if he didn't always stick to them.

4) Reasoning From Practice
Let's simply look at what it take to employ our two competing methods.

To stock a single room by DM Fiat:

Imagine a monster and pick their numbers.
Make up their treasure.

To stock a single room by the book:

Roll 1d6 for occupancy
roll d6 for monster determination level
roll d10 on monster level table
roll dice as required on for #appearing in room
roll on Treasure Types table as follows
Roll % for copper then roll d# for amount
roll % for silver then roll d# for amount
roll % for gold then roll d# for amount
roll % for gems 
If gems are present roll % dice first then roll a d6 to determine value
If jewels are present roll % first then roll a d6 or a d10 to determine value
roll % for the chance to roll on the Maps or magic table
For each positive, roll on the table described
For "any", roll % on maps or magic table.
If maps, roll % on maps table, then roll either magic or treasure as prescribed
If treasure map roll d8, then roll dice for prescribed treasure

For any step above that results in magic, roll % for type  
then roll on the tables prescribed to determine magic item, often requiring multiple rolls.  Magic swords may require more than a dozen separate rolls.   

Repeat this 30 or 40 times for one level.  

I stocked a 10 level dungeon using this method.  A single room can take dozens and sometimes scores of rolls and chart lookups.  It was exhausting and took me about 8 months off and on.  No kidding.

Now let's consider the quote advised by Gygax:
""The determination of just where monsters should be placed, and whether or not they will be guarding treasure, and how much of the latter if they are guarding something, can become burdensome when faced with several levels to do at one time." U&WA p6

Given the difference in effort between ease DM fiat and the chore of rolling BTB as detailed above, I can't see any basis in the slightest for those who would claim that Gygax meant to refer to dungeon stocking by DM fiat as the more "Burdonsome" of the two approaches.  It's frankly absurd, and yet typically that is exactly what people have argued it is supposed to mean.

We can definitively clear up the matter simply by careful reading of the rest of the passage, "It is a good idea to thoughtfully place several of the most important treasures, with or without monsterous guardians, and then switch to random determination for the balance of the level. Naturally, the more important treasures will consist of various magical items and large amounts of wealth in the form of gems and jewelry. Once these have been secreted in out-of-the-way locations, a random distribution using a six-sided die can be made as follows:.." U&WA p6

Note in particular the phrase "several of the most important".  That clearly does not say "most of the treasures."  For there to be "several" "most important treasures" there must conversely be even more treasures not as important.  There is really no way to read that except for it to mean that the "carefully placed" treasures are a minority of the treasures on a level, with the majority of the treasure " for the balance of the level" being generated with dice.

Thus the very passage many cite to "prove" DM fiat is the intended method for dungeon stocking, actually established the exact opposite for all but a few exceptional rooms on a level.

Let's look at one other aspect of that passage, the use of the word "Determination".  As author, Gygax is certainly aware that he uses this very word in the title of the stocking tables, such as the "Monster Determination &. Level of Monster Matrix" the table "To determine the kind of treasure" (p7), the "Magic/Maps Determination Table" (U&WA 23), and so on.   I don't find this to be coincidental.  The determination of monsters in the text is harkening back to the determination tables.

Surely by now you are convinced.  No?  

Objection 1: - M&T says the Treasure Type is for lairs, and lairs are only in the wilderness.

Even if true, and mind you I'm arguing it's not, it still makes no difference.  Page 7 of U&WA gives a dungeon level treasure table increasing in wealth and magic as the dungeon deepens.  I think this table may be intended for unguarded treasures, but anyone who would argue against using Treasure Type tables in the dungeon would still have this table as their alternative, with the understanding they may end up with even bigger treasure totals by using it instead of Treasure Types.

Having said that, there are a number of things I could point to illustrating that "lairs" are not restricted to the wilderness, but that's a whole other discussion.

Objection 2: Gygax didn't use the treasure tables in his dungeons!

I honestly think this is the weakest of all objections.  Let me ask a simple true false question.  Which sentence is true:

a) Gygax is well known for being a stickler for the rules he wrote, insisting that he follows them to the letter and you should follow his example.
b) Gygax is notorious for writing rules he himself ignored, never using them in his own games, often preferring to lean on DM fiat as a one of chief architects of the game.

If b is correct, then what Gygax did in his dungeons is not a guide to what he intended in the rules.  I think it is really interesting to know what Gygax did in practice and how his handling of the rules changed over time.  Trying to suss out and copycat his methods where they differ from the rules could be fun and maybe an argument can be made that in some cases he made improvements that we should emulate.  However I think we have to admit that what he's doing with treasure in practice is a separate thing from what he designed the tables to do.

Objection 3: The Random Treasure tables are Broken
I think this all depends on how games are run.  Original D&D expected Referees to take logistic and encumbrance more seriously (how are you going to carry 10,000 sp?).  There was also an expectation that more treasure would be siphoned off through taxes and expenses and that a greater number of players would be sitting around the average table, so that treasure shares would be smaller.  In any case, it's apparent that within a year or so of D&D's publication, Gygax wanted to slow down the speed of his players progress.  So, Gygax, who may never have actually followed the treasure rules he designed for publication, came to downplay the role of the treasure tables, and implied they were too generous in wealth for common use.   This, I think, led to the current confusion and lack of use among Referees.  

Objection 4: Okay, maybe that was the way it was back in 1974, but Gygax changed his mind, and like him, I don't like that old system.  I prefer DM fiat.

<shrug> It's your fun dude, have it however you like.  Just be aware and transparent so everybody who encounters your game knows what you have done.

Tonisborg: The Lost Level of the Lost Dungeon

Author: DHBoggs / Labels: , ,

In our first discussion of Tonisborg Here, I mentioned that we had the key for Levels 1-9 written on the side margin of the maps, but for level 10 the key was missing.  We worked under the assumption that the key to level 10 was either lost or never completed in the first place. Well, Mr. Megarry, seemingly an endless font of information, has graced us once again with a treasure from his vaults.  A few months ago he revealed that he had found a faded sheet of yellow legal pad paper, and written in Greg Svenson's hand on the front and back, is the lost key for Tonisborg level 10!

I had just finished creating a set of random tables for stocking level 10, but no matter.  Having the real thing was infinity better. 

Greg's method of stocking Tonisborg shows that he is very conscious of spatial organization despite the random nature of the stocking tables he used.  As M. Griffith - director and creative force behind the Secrets of Blackmoor documentary - observed in one of our emails "Greg... established a theme here which is a very cool concept to see presented so early on. It isn't just a random dungeon, the main story elements have been intentionally placed...."

Throughout the dungeon we see the deliberate placement of monsters in cluster and organized groupings - lairs in other words.  Thus we often find trolls and orcs near to one another, or hydra's and basilisks near wizards, or priests occupying several nearby rooms.  Along these same lines, we see repeated use of certain room labels "bedroom" "study" and so forth - labels that are often also hallmarks of both the Dungeon boardgame and Blackmoor dungeon, but that really is a subject of it's own. 

So while it is evident that Greg was careful and thoughtful about the placement of the random monsters he generated by the tables, Level 10 shows us the remarkable fact that that there was also an overarching plan for the dungeon itself.  The level features unique and powerful treasures (3 crown artifacts), a unique monster (the Yth'yl), and a unique feature, (evil area statues).

I'm not going to give out all the secrets of the level here since the book will soon be available.  However, what is most notable is the simple fact that a dungeon created before D&D was published was designed with a top to bottom purpose from the start.  The dungeon has a goal, an endgame, and level 10 is it.  Greg placed his greatest treasures, carefully, on this level.  These 3 powerful magical crown artifacts were in turn guarded over by an incredibly powerful "boss" creature, the Yth'yl.

We can presume or suppose that the crowns were not part of Greg's very first, pre D&D, stocking list, but were added when he restocked the dungeon circa January of 1974 to conform to the newly published rules or a late draft thereof.  This is because these crowns are mentioned on page 39 of Monsters & Treasure, under Artifacts:

"Examples of Artifacts: Teleportation Machine; Fight'er's Crown, Orb and Scepter; Magic-User's Crown, Orb and Sceptre; Cleric's Crown, Orb and Scepter; Stone Crystalization Projector, etc.

Greg's crowns are these crowns with added details.  However, even without the crowns, Level 10 still represents the endgame of the dungeon.  We can say this because the Ythyl was surely an original part of the dungeon from the time it was first created.  This creature appears handwritten as an original feature on the map to level 10.  Further, this level also contains numerous wish granting evil area statues - surely themselves a coveted goal for many an adventurer.  The statues alone represent an end goal.  Adding the crowns was sauce for the goose.

This idea of a special dungeon goal level at the bottom of it all - a "boss" level if you prefer - is really quite outstanding, and might be considered a unique contribution Mr. Svenson made to the game.

Blackmoor dungeon certainly has a variety of goals, but no particular special bottom level.  Originally, the orc lair on level 6 was the bottom, and one could argue that this level is similar to Tonisborg level 10 in having a special magical feature, (the Throne of the Growth), but this was itself not an overarching reason for the dungeon's existence or an end goal to be sought out.  In any case, Arneson soon added 4 more levels and hinted at even more.  There was no real bottom, and no particular end challenge or special treasure to seek out.  The same can be said of Dave Megarry's Dungeons of Pasha Cada.  Megarry's dungeon bottoms out at level 6, and there is nothing particularly special there other than tougher monsters and bigger treasures.

Reading through the 1974 D&D booklets likewise gives no hints or instructions that Greg could have keyed off of.  Page 4 of Underworld and Wilderness adventure, paints a picture of the expected D&D dungeon as a potentially endless series of levels.  Gygax describes his own Greyhawk dungeon, both in this passage and elsewhere as " a dozen levels in succession downwards, more than that number branching from these, and not less than two new levels under construction at any given time. These levels contain such things as a museum from another age, an underground lake, a series of caverns filled with giant fungi, a bowling alley for 20' high Giants, an arena of evil, crypts, and so on." (p4).

Tonisborg is a very different animal.  In design and in themes, it mimicks Blackmoor.  There are no bowling alley levels or gateways to China.  Like Megarry's Dungeon, it has a built in progression of difficulty, and like Blackmoor it is sectional and mazelike in both the horizontal plane and, through all the connecting stairwells, the vertical plane.  But Greg advances beyond even Blackmoor in considering and creating an end to his vertical maze.  He sees the dungeon, not as just a series of theme levels, but as a vertical obstacle maze featuring a prize at the end.  Mind you this vision of dungeon design dates to 1973!

All the details will be revealed in the upcoming book of course, and speaking of the book,  let me give a special thank you to all the folks who have supported the Kickstarter for Secrets of Blackmoor.  As you likely know, a special first edition of The lost Dungeon of Tonisborg is part of the Kickstarter rewards.  Griff has really pulled out all the stops to make this first edition of Tonisborg a real piece of art, an heirloom edition to last for the ages.  If you like this sort of thing, and who doesn't, you can still secure a copy.  While the campaign is already fully funded (Yay!), as of now, there are a few hours left for you to grab one of these premium editions if you hurry! Secrets of Blackmoor on Kickstarter

Tonisborg Dungeon, Part III - Stocking

Author: DHBoggs / Labels: , , , ,

For many, the nuts and bolts of how Tonisborg was stocked is sure to be the most anticipated part of our analysis.  It gets at the heart of what a dungeon was imagined to be by a member of the inner circle of Twin Cities players at the dawn of the game.




The forums are replete with post - some I have participated in myself - about how much treasure there should be, or how many empty to inhabited rooms there should be, and so on. 

EMPTY ROOMS

The empty to inhabited rooms ratio is particularly interesting.  In OD&D, the directions given in Volume III are "Roll the die for every room or space not already allocated. A roll of a 1 or 2 indicates that there is some monster there". (Underworld &Wilderness Adventure, 1974:7)

That leaves only 1/3 of the rooms inhabited with a monster, though traps or treasures may be in other rooms.  Looking at Tonisborg, we see that on the first level, only room 12 isn't keyed, but that appears to be more of an oversight than a deliberate choice. However, on levels 2 through 9 there are no numbered but uninhabited rooms.  Mr. Svenson only numbered rooms that had monsters in them.  There are no trap rooms and no empty but numbered rooms.  More than that, there really are very few un-numbered room spaces on any of the levels.  Usually, any space big enough to be considered a room was numbered and given a monster.  It is apparent that Greg Svenson  was not following the D&D rule that only 1/3 of the rooms on every level of the dungeon will have a monster.

TREASURE

It is also evident that Mr. Svenson did not follow the Monster to treasure ratio rule found on the same page of the Underworld &Wilderness Adventure D&D booklet.  This rule holds that of 50% (half) the monster inhabited rooms have treasure, the other half does not.  

Each level of Tonisborg dungeon has a little different percentages of treasureless rooms, ranging from 50% to only 6%.  The average percent of monsters having a treasure is close to 78%.  There is no reason to think these percentages were intentional.  In fact they are merely the natural result of rolling on the Treasure Types tables found in the Volume II Monsters and Treasure booklet, pages 3-4. (1974).  Those tables - a snippet of which is shown below - give a percentage chance for various treasure items.  It is entirely possible to roll across those tables and come up empty, having missed the needed percentage chance with each roll.




It is often said that OD&D dungeons were "intended" to be stocked with treasure that was either hand picked by the DM or determined using the "Level Beneath the Surface" table found on page 7 of Vol. III Underworld &Wilderness Adventure booklet of the 1974 D&D rules.  The "Treasure Types" A through I listed with each monster, were intended, it is said, only for so called "wilderness lairs".  I've argued (Within my Article Here) that this idea is nonsense, and that in fact, the Treasure Types were originally intended to be used in dungeons too. 

So it is of some interest to see what method Mr Svenson used in 1974.  We can rule out the Level Beneath the Surface table shown below rather quickly, because those LBS treasures always contain silver and never contain copper and that is clearly not the case with Tonisborg.   




However, when we turn to the Treasure Type tables and look at the treasures each type of monster could have, we find a very strong correlation to the actual treasures in Tonisborg.  For Tonisborg, Greg Svenson very definitely used the Treasure Type Tables, and never used the Level Below the Surface treasure table.  Most of the treasures conform to the Treasure Type exactly as expected, although there are a few anomalies like the ghoul on level 1 who somehow got 6800 silver instead of 6000 or 7000 silver, and 500 gold instead of 5000, but the treasures of the various creatures clearly fall in the ranges of the their particular Treasure Type and not any other scheme.  In this respect Svenson is once again falling in lockstep with Dave Arneson, who as shown in the article linked above, also relied on the Treasure Type tables when stalking Blackmoor dungeon in 1976 for convention play. 

One interesting thing to note regarding Svenson's use of the Treasure Types is his interpretation of the phrase "any #" appearing in the Maps or Magic items column.  To explain, the Magic or Maps column of Treasure Type E reads "30% any 3 + 1 scroll".  It's not exactly clear whether that means you role percentiles three times, and if any of those is less than 30% you get an item, or if you roll once, and you get 3 items if you get less than 30%,  Today, the latter method seems to be the most common understanding, but Svenson must have used the first method to obtain the results we see in the Tonisborg stocking list.  

For example, in one instance he had a room with wraiths, which according to the book have Treasure Type E.  Type E has 10% chance of 1000-10000 copper pieces, 30% 1000-12000 silver pieces, 25% 1000-8000 gold pieces, 10% 1-10 gems, 10% 1-10 Jewels, and "30% any 3 + 1 scroll".  The actual treasure of the wraiths in this case was:

12000sp, 3000gp, 10 Magic arrows, Scroll of M. Protection.

So only one of "any 3" possible magic items was awarded, along with 1 scroll.

MONSTER TYPES BY LEVEL

One feature of Tonisborg dungeon that is somewhat clearer is how the monsters were chosen.  On page 10 of Vol. III is a " MONSTER DETERMINATION AND LEVEL OF MONSTER MATRIX" table followed by a grouping of monsters into 6 "Monster Levels".




The Tonisborg stocking lists conform to this method and it appears that Mr. Svenson was using these "MONSTER DETERMINATION AND LEVEL OF MONSTER MATRIX" tables - or something like them.  The issue is that there are several 1974 D&D monsters present in Svenson's key that do not appear in the Monster Level tables, including elves and grey ooze.  Presumably, someone, perhaps Greg himself or Dave Arneson, had revised these tables to include a few missing monsters.

NUMBERS APPEARING

The monster numbers appearing also look as though they were drawn directly from the 1974 D&D booklets.  These almost always fall within the ranges given in the MONSTER REFERENCE TABLE on page 3 of Vol 2.  This is the same table indicating the Treasure Types.  




There are however a few notable exceptions - such as a room with "only" 12 goblins.  Possibly Mr Svenson was merely rolling what he felt was an appropriate die - like a d6 for giants and a d20 for goblins.  Most of the monsters on the MONSTER REFERENCE TABLE have a Number Appearing range that would easily fall in the common D&D dice ranges, making it difficult to tell if this table was consulted or if the numbers happen to coincide from random rolls.

TRICKS AND TRAPS

Original Dungeons & Dragons Volume III (page 6) recommends a number of tricks and trap that apparently have a lot to do with Gary Gygax's vision of a dungeon.  These include transporter rooms, shifting walls, sinking floors, trap steps, illusion rooms and maze like coiling corridors with door after door.  Tonisborg dungeon appears to have none of these exotica.  The key says nothing of traps or tricks at all.  However, Tonisborg is not totally devoid of such things.  There are plenty of secret doors, trap doors with ladders, and open shafts.  There is that mysterious note about the plate armor holding a sword, a few areas of natural cavern, and at least one pit trap marked on Level 10.




CONCLUSION

Going through this as we have, reveals a dungeon that partially conforms to the conventions of what a D&D dungeon is supposed to be "by the book", and partially does not in crucial ways.  Tonisborg reveals what at least one dungeon of the time actually was like.  We see virtually no attention paid to the guidelines presented in the D&D booklets, but a fairly strict adherence to random rolling on the tables found therein, with some creative adaptations - just as with the levels 1-6 in Arneson's convention version of Blackmoor dungeon.  We see a complex arrangement of passages, corridors, secret doors and stairwells, making the dungeon itself a exploratory puzzle.  Tonisborg is a Twin Cities dungeon, created by one of the central figures at the center of the development of D&D.  It is a historical treasure, and we are working to make it available for all to enjoy and ponder over.  Stay tuned and game on.

Monster lists and Megarry's Maps

Author: DHBoggs / Labels: , ,

Let's take a closer look at that last section of Dave Megarry's maps - the one for the SE section of Level 7.



What's particularly awesome about these notes on Level 7 is that we can compare them to one of Arneson's original stocking lists.  Although the first 6 levels of Blackmoor dungeon published in the FFC are Arneson's Gen con convention restocking list generated randomly using the OD&D booklets, levels 7-10 are original lists, dating to the first year or so of Blackmoor, prior even to the great Invasion that led to King Funk III taking over the 10th Level with his hoards of minions.

It would not be too surprising for the notes on Megarry's maps to be quite different from the FFC lists.  Arneson may have restocked more than once - though perhaps some levels saw more such changes than others.

Here's Megarry's notes:
Room#
Monster
Treasure
17
10 Ogres
"Gold Dinning"
19
168 Goblins

22
33 Trolls
"riches"

Here's the same rooms in the FFC list, with the information in exact order:
Room#
Gold Pieces
Protection Points
Monster
Magic Treasure
17
3000 GP
150
10 Ogres
-
19
-
300
200 Ghouls (catacombs)
2 Arrows, 2 Gloves
22
-
500
33 Trolls
1/10 (prolly a weakened spell)

As can be readily seen, rooms 17 and 22 are identical, and that in itself is really quite remarkable. but what about those 200 (yikes!) ghouls in room 19? 

Certainly that could be a restocking change, but upon consideration, I think it is more likely to be a mistake.  As most of you will know, the FFC was a lightly edited assemblage of a fairly hodge-podge collection of Arneson's campaign notes and essays.  The original material was both hand written and (poorly) typed, and it is not unusual to spot errors in the FFC print - have a look at this post on the Loch Gloomin material for some examples: Stocking Blackmoor Wilds in 1972  

I think it possible that the editors/typist preparing the stocking list may have misread Goblins as Ghouls.

To explain why I think so,  I need to refer back to Arneson's "Protection Point" method.  In brief, Arneson assigned protection points to a room and then used those points to "buy" the monsters (For a full explanation, please see this post Point Buy Method ).

  The costs of the monsters were those given in the CHAINMAILTM  booklet.  Ogres, for example, cost 15 points.  That's why room 17, with 150 protection points, has 10 Ogres in it.  (BTW "points" also functioned as HP and XP, see here On Points )

Arneson's goblins are a little more complicated.  He actually had two types: one that costs 1.5 points, just as in CHAINMAILTM, and a tougher version that costs 5 points, perhaps a hobgoblin.  Ghouls however in the FFC lists always cost 10 points, just at they do in CHAINMAILTM.  


Notice that the FFC stocking list assigns 300 Protection Points for room 19.  To stock the room with 200 Ghouls would require 2000 Protection Points.  Three hundred points would give you 30 Ghouls.  On the other hand, 300 points would give you 200 standard Goblins.  So the number is right if is really Goblins and not Ghouls.  Further, Megarry's map has 168 Goblins in this room, and it is easily conceivable that any number of things could have led to those 32Goblins being "missing".

So, I think Megarry's map notes have actually helped us find and correct a mistake in the FFC.

About Me

My photo
Game Archaeologist/Anthropologist, Scholar, Historic Preservation Analyst, and a rural American father of three.
Powered by Blogger.

My Blog List

Followers