Showing posts with label holmes basic. Show all posts
Showing posts with label holmes basic. Show all posts

Friday, November 17, 2017

Demons in Early D&D, Part 2

The Arch-devil Asmodeus, from the AD&D Monster Manual
See Part 1, here.

Dungeons & Dragons "Holmes Basic" Set (July, 1977): There were only a few passing references to demons in this edition. I assume this was largely because they were too powerful and complicated to feature in an introductory treatment designed to take player characters only through 3rd level.

AD&D Monster Manual (December, 1977): The first AD&D book fleshed out, so to speak, the nine demonic types presented in Eldritch Wizardry and added three more to their number including Manes, Juiblex (The Faceless Lord) and, oddly perhaps, Yeenoghu, who we are told is "Demon Lord of Gnolls." The numbered Types I to V are also given additional names, and the Balrog is renamed "Balor." Interestingly, two of the types - Type IV (Nalfeshnee, etc.) and Type V (Marilith, etc.) feature illustrations that appear to be fairly close copies (though in mirror image) of their initial illustrations in Eldritch Wizardry, twenty months before. (Both sets were drawn by David Sutherland.) As far as I know, this is the only case where the Monster Manual made obvious use of previous art.


Type V Demon (Marilith) from (L to R) Eldritch Wizardry and the Monster Manual

EDIT: R. Nelson Bailey pointed out to me that the Monster Manual illustrations of the sahuagin and umber hulk appear to be exactly the same as those originally found in Blackmoor

As in Eldritch Wizardry, the Monster Manual suggests that
If the name of a particularly powerful demon is spoken, there is a chance that he will hear and turn his attention to the speaker. A base 5% chance is recommended to the referee. Unless prepared to avoid such attention - or to control the demon - the demon will whereupon immediately kill, by whatever means are most expeditious, the one pronouncing his name (p. 16).
One wonders in how many campaigns a referee invoked this rule when the players were joking around.

The Monster Manual tells us that "Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the astral plane" (p. 16).
But what is their own plane? It's not very clearly presented, but the careful reader can figure it out: If the amulet of a demon prince is destroyed, it will "Thus condemn the prince to abyssment for one year." As well, Manes are described as "Those dead which go to the 666 layers of the demonic abyss" (p. 17).

The Monster Manual also introduces devils for the first time. These are primarily distinguished from demons in that devils are lawful evil in alignment whereas demons are chaotic evil. There are eleven types of them, led by the "Arch-Devil" Asmodeus, who are the "inhabitants and rulers of the planes of hell." I actually remember these entities much better than their demonic rivals, perhaps because the illustrations are more evocative and appear to be of a higher quality, and also because of their more memorable and resonant names.

In addition, various creatures are listed outside of the "Demons" and "Devils" sections - imps, larva, night hags, quasists, etc. - who are either "minor" demons or devils, are related to or associate with demons or devils in some way or who, like demons and devils, largely inhabit the lower planes. Curiously, the rakshasa is listed as a "devil" (not a demon as in Gods, Demi-Gods and Heroes) in the Index but that fact is not mentioned in its description.

AD&D Players Handbook (June, 1978): As demons and devils were now official monsters, the second AD&D volume contained a number of references to them, just as it did for other creatures. As one might expect, many of these references were in descriptions of relevant spells such as Protection from Evil and so on. But demons had also apparently now reached a status in the canon where they could be used to stress the imaginative and epic proportions of Dungeons & Dragons:
This game lets all of your fantasies come true. This is a world where monsters, dragons, good and evil high priests, fierce demons, and even the gods themselves may enter your character's life. Enjoy, for this game is what dreams are made of! (p. 7).
In the Players Handbook it is revealed that clerics might be able to turn or control some demons and devils, just as they turn undead. Though players would have to wait until the Dungeon Masters Guide (August, 1979) or the preview of it in The Dragon (No. 22, February, 1979) for charts on this.

I think two other things stand out in the Handbook. First, we see perhaps the first sustained reference to player-characters voluntarily interacting with the demonic in a detailed and explicit way. It's in the description for the 7th level Magic-User spell, Cacodemon:
Explanation/Description: This perilous exercise in dweomercraeft summons up a powerful demon of type IV, V, or VI, depending upon the demon's name being known to the magic-user...The spell caster must be within a circle of protection (or a thaumaturgic triangle with protection from evil) and the demon confined within a pentagram (circled pentacle) if he or she is to avoid being slain or carried off by the summoned cacodemon...
By tribute of fresh human blood and the promise of 1 or more human sacrifices, the summoner can bargain with the demon for willing service...
The components of this spell are 5 flaming black candles; a brazier of hot coals upon which must be burned sulphur, bat hairs, lard, soot, mercuricnitric acid crystals, mandrake root, alcohol, and a piece of parchment with the demon's name inscribed in runes inside a pentacle; and a dish of blood from some mammal (preferably a human, of course) placed inside the area where the cacodemon is to be held (pp. 86-7).
Of course it would be easy to pull this "out of context" to argue that AD&D was attempting to make occult practices attractive to children or whatever. In truth, I didn't even remember the spell, and was only reminded of it when researching this post, even though, at the time, I played AD&D exclusively and thought of the Players Handbook as the defining D&D tome. I suspect I'm not alone in this. Among other things, Cacodemon was a high-level spell and I doubt that many campaigns got that far. As always, I could be wrong.

The second thing to note is that it was in Appendix IV of the Handbook that all of the planes were finally explicitly named and their nature and relation at least somewhat described or explained (using a list, a two-dimensional representation and a three dimensional representation!). So, as for evil places where demonic entities might dwell, we are introduced to:
17. The Planes of Pandemonium of chaotic evil neutrals.
18. The 666 layers of the Abyss of absolute chaotic evil.
19. The planes of Tarterus of evil chaotic neutrals.
20. Hades' "Three Glooms" of absolute (neutral) evil.
21. The furnaces of Gehenna of lawful evil neutrals.
22. The Nine Hells of absolute lawful evil.
23. The nether planes of Acheron of lawful evil neutrals (p. 120).
That demons hailed from the Abyss and devils lived in the Nine Hells wasn't mentioned in the Players Handbook, but the Monster Manual had made that sort of clear, and of course there was also that early chart in The Strategic Review.

Next (Part 3): the AD&D Dungeon Masters Guide, The Dragon and the first modules.

Monday, December 1, 2014

0 Level Characters in Zylarthen


There aren't any.

That is, Zylarthen avoids distinguishing, say, 1st level player character Fighting-Men from any other able-bodied fighting types such as non-player character soldiers, mercenaries, etc., at least in any general sense. Among other things, all use the same attack and saving throw tables, though for simplicity, soldiers and mercenaries might sometimes use the "Up to 1" hit dice row of the Monsters Attacking table if keeping track of their weapons becomes more trouble than it's worth.

Now, note that I use the phrase in any general sense. There are a few specific ways in practice that player-characters will differ from other types.

  1. Members of the Fighting-Men class (whether player characters or non-player characters) get 1+1 die of hit points as opposed to simply 1 die of hit points for all other able-bodied types.
  2. All starting player characters get as many hit point roll mulligans as they need so as to guarantee their hit point roll will be at least 4.
  3. All player-character or non-player character members of a class have the chance to gain levels by accumulating experience points.
  4. Only player characters or important non-player characters ("important" probably ruling out mercenaries etc.) get to roll on the Zero Hit Point table, thus having a chance to cheat death, if only temporarily. 

That said, it is implicit in Zylarthen that the difference between, say, a classed Fighting-Man and a soldier is merely one of, so to speak, initiative or chosen circumstance. It's certainly not genetic or metaphysical or anything like that. So, for example, when player characters have mercenaries arrive in response to their advertisements--anything from Barbarians (1 silver a day) to Cataphracts (20 silvers a day)--the rules make it clear that they could either be hired in their "ordinary" role, or if the player characters desire, any of them could be invited to be "close associates"--Fighting-Men with the potential to gain levels--as long as they are promised at least half-shares in any treasure.

So, in essence, the only thing that separates you (as a starting character) from that "typical" or "average" guy with a sword over there is that you're brave enough (or stupid enough) to tramp into that dungeon a day's ride away. Or rather, you are that soldier, but you have a desire to make something of yourself by tramping into that dungeon. This may or may not be a good thing.

One might say that Zylarthen shares with Dungeon Crawl Classics the idea of the funnel. Except that in Zylarthen, the funnel isn't something that happens before first level; it is first level. That's a bit of an exaggeration but still...

Why did I design the game this way?

Well, first, since Zylarthen was intended  to follow OD&D in spirit, I wanted to eliminate as many AD&D accretions as possible. And AD&D made much of the distinction between 0 level and leveled types, among other things introducing the term henchmen for non-player characters you could hire--who had a character class and the potential to gain experience and thus level up--as contrasted with hirelings--who were just "normal" mercenaries. In truth, the idea of a Normal Man with attack numbers inferior to starting player characters was first introduced by Holmes, but I'm not sure whether the idea originated with Holmes or whether he wasn't just giving an early launch to an idea that was being tossed around by the AD&D planners. It's also possible, I suppose, that Gygax or Arneson had intended the 0 level distinction for OD&D but hadn't stated it explicitly, or that it was present in some form in Chainmail. Nevertheless it's not in the OD&D text itself.

Second, adding another row or column (for 0 level types or normal men or whatever) to the attack tables just seems fussy. What's the purpose of it exactly? Why are, say Bandits any better at fighting than the average mercenary you might hire? Or, to put it a different way, why go to the trouble of adding an entirely new class or category of people, just to make it clear that bandits (or player characters) are 5% better? Again, what goal does that serve in game terms?

But finally and most importantly, introducing the concept of 0 level characters was in my view one of the first steps into inducing the players to think of their characters as pumped up superheroes--complete with elaborate back stories and titles, etc.--before they had even raised a sword against a Kobold. The Gygaxian conception outlined in The Dungeon Master's Guide (1979) was almost Nietzschean. Only 1 in 100 humans in the average village, town or city were leveled or even had the potential to level. Needless to say, I find the whole trend to be annoying for about five different reasons.

Here's one of them: I wanted Zylarthen to be in part a game about heroism. And yes, I even felt that it had the potential to teach children about this virtue, at least in some small and non-obnoxious manner, without of course getting in the way of the game's primary purpose--using one's imagination to have fun. Not to sound too curmudgeonly, but the point about heroes and heroines is that they need to earn the title. They're not born but made. Or rather, they make themselves through their own actions. Though, having teachers or role-models can obviously help. The anti-0 level thing is only a small part of promoting this idea, I know, but it is a part.

Those who choose to act as heroes or heroines may succeed completely--killing the monster or saving the land or the prince or whatever, perhaps even getting rich as a reward for their efforts. Or they may succeed only partly. Or they may die in the process.

But it is the act that confers the title.